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LordKryton

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    Systems Analyst
  1. Chapter IX: The Alliance. Just after the team introduction where you then proceed to speak to the team members individually, the bounty hunter is missing his voice over. Also the dialog selection wheel is missing. Instead you have a wide shadow bar across the top and bottom of the screen with the dialog choices in blue text in the lower left hand side of the screen. During the conversation the bounty hunter does not interact or reply in any way.
  2. Many thanks to the OP. I've read through all of the first 22 pages so far. I sincerely hope the community and dev teams do so as well. My Papercuts: (some may have been mentioned previously) 1. Lack of a Zoom feature and weapon preview in the dressing room. As a bounty hunter, I wanted to have matching blasters. I don't want to run around with what looks like a small snub nosed 45 in one hand and a big concrete drill looking thing in the other. The weapon icons don't necessarily reflect what the actual weapon will look like. I've wasted many credits trying to find a cool set of blasters. An updated dressing room will solve a lot of post gear acquisition frustration. 2. I want to be able to whisper guild members from the guild pane at any time I need to. I should not have to perform a who <guild name> almost every time just to whisper one of our guildies. 3. The buffs, debuffs, and dots are way too small for some of us players to see. And when split seconds matter, we don't have time to hover over the icons to see what they are. Either make them scalable or detach them into their own scalable UI frame. An alternative would be to have a colored border on the members in the raid frames which indicate not only who has aggro but also who has a debuff or dot that can be cleansed and who is already getting incoming heals. This would help the healers out a lot. 4. When I am running around using rapid shots healing as a bounty hunter, at times, the weapons will disappear from my hands and are floating in the air healing someone from another part of the room. 5. When healing a team member with rapid shots, it's quite annoying that I'll automatically acquire a target of target and accidentally fire on the mob that the member that I am trying to heal is attacking and pull aggro on myself. 6. Oh it's been a while, please fix the BH unload animation loop bug. It gets really annoying when you have more than one bounty hunter in group and they all bug out at the same time. It's loud. 7. Lack of Day and Night Cycles. The one image that sticks out in my mind from the original Star Wars trilogy was the awesome twin sunset on Tatooine. Luke's real adventure didn't begin until after sunset. His encounter with the sand people was during the night. He met old Ben Kenobi during the night and spent the rest of the night talking with him. For and older mmo, WoW did a really nice implementation of a day and night cycle with both sunrise and sunset as well as moonrise and moonset. Their day time is longer than their night time. Events other than class story related could be triggered by day and night cycles such as higher activities of certain resistance forces, predatory beasts, black ops, etc. to add some variation in the world environments. 8. Lack of player character participation in Crew Quests. They are your crew. You should be able to go with them on their quests. There are too few of them in game. 9. Lack of story content at level cap. Playing the story in swtor is kind of like being an actor in a star wars series. But the season is over way too soon and then it's a very long season of reruns. A couple of things that will help during the interlude would be doing away with the daily grind quests the way they are and mix it up with additional quests and dialog so it's not the same thing every day. Have a sort of kiosk that assigns a group of go meet someone quests who then hand out quests that are tailored to the party you are grouped with which is challenging, rewarding, and entertaining including socially entertaining. Also as mentioned above, replace the class quests during the interlude with crew quests. There is a lot of untapped story and adventure there. 10. Fortunately I've only rarely come across this, but it's sort of creepy when I find one. While leveling and coming up to a nice looking female vendor npc, I don't expect them to greet me in a deep masculine voice. I have to stop and do a double take, re-examine their face and body to make sure I'm not confused before interacting with them again. 11. Having the sort feature disappear from the guild frame randomly. Current workaround is ctrl U twice. My Wife's papercuts: 1. As a female player playing a female jugg tank, she wants to wear lower robes instead of pants as part of her gear set but the boots always clip through the lower robes. 2. She does not use auto target and wants to be able to toss her lightsaber or leap to the target she is facing and not hit or leap to the cc'd mob behind her which she marked before the initial pull. Another thing that I found quite surprising is that the hero game engine has a very extensive and feature rich character creator which rivals that of many games. I have no idea why they found it necessary to limit our character creation options down so drastically. I hope that they will revisit this decision and open up the other feature sets available and perhaps give those of us who already created characters, a one time option to refine the looks of our characters. Perhaps adding a secondary tab for fine tune adjustments for face, eyes, ears, nose, lips, jaw, etc. From their website: Powerful morphing technology allows nearly limitless customization options, quickly and easily. Full Body morphing technology allows you to set morph targets that can be adjusted by any mechanism you desire. Using these simple morph targets, HeroEngine automatically morphs the rest of the character — even its skeletal system if need be. Use the Facial morphing controls to let players customize their appearance. Hundreds of facial controls are included, and adding more is simple. To top it all off, everything is integrated into the facial expressions and lip synching tools Also: HeroEngine integrates Three Point and Ambient-Diffuse lighting options directly into the HeroBlade client. The addition of timelines into environmental lighting allows for a quick implementation of a day and night cycle with dynamically changing shadows. Also if you dig some on their site you will see a demo of them creating a water way which includes a character running into it and then swimming. Lots of possibilities.
  3. Hmm.. Seems like they now have a stack of near empty servers waiting to be filled.
  4. This is an interesting development. I was considering dropping my 6 month renewal. But now I may renew another 6 months and see where this game goes. If they pull this off well, it could grow the demand for the game substantialy and bring in more long term subs in the process; as long as they keep refining and developing the game as they promise. Now I will be able to talk more people into checking this game out who didn't want to try it originally because they were concerned about dropping their current beloved subs or trying to maintain more than one sub.
  5. From what I see, you did nothing wrong. You tried to enjoy the game for what it is and obtain some upgrades in the process. For players that are new to our guild, we always emphasise that if there is a drop which is an upgrade that you can use and equip for your current spec and class then roll Need otherwise roll Greed. We also feel that rolling need for a companion is very inappropriate and players should ask first before doing so. Personally I don't get tired of the cutscenes and when we are grouped with other guildies we utilize them as part of our entertainment and make it as fun as possible and get a laugh or two out of it. No matter how many times we've gone through them, there is a enough variation to make it different almost every time. The only times we skip through the cutscenes is when we are in pugs or when we are pressed for time and all agree to skip though so we can clear fast. Try to find a good like minded guild to join that have enough players to partner up with.
  6. One of our major concerns is how leveling and crafting would be affected by being herded to a high pop server. As a test, we concurrently ran several groups of two from level 1 on our destination server to see what the experience would be like first hand. Although we don't currently have enough information yet on ninja'd resources or node locking (where someone initiates looting a resource but does not complete the gather process and perma-locks the node), what we did find is this. For every 50 players in a zone, you will have at least 1 ninja per hour. Because of the way the game environment and quest objectives are laid out and the combination of high population, there is a 25% chance in 3 hours of gameplay that the ninja may inadvertently be yourself. So roughly about what it was at game launch, however it still does affect the enjoyability of the game by gimping your character progression somewhat but not a real game breaker. Anyone have any good stats on the high pop affects on node farming yet?
  7. The transfer is not mandatory. Bioware had to implement it in order to appease all of those players who were screaming "My Server Is Dead, My Server Is Dead, Bioware Do Something, Serenity Now !!" So they made a good on the fly decision in my opinion. For those that PvP or need to PuG, the free transfers were a blessing. However, seeing the current technologies that are available and the emerging technologies, I think a lot of those that transfered because they thought they had to for some reason rather than because they actually had a need to or a desire to so, may end up doing a /facepalm why did I transfer. First off, just because everone jumps ship and now the server has a low pop doesn't mean the server will be automatically culled. Look at WoW and how many dead NA servers they have in operation still. Server Data Centers are not like what they used to be 10 years ago. They are very energy efficient and it is quite easy these days for a small group to manage a very large pool of servers with the admin resources they have at their fingertips which didn't exist 3 years ago. Second, when they hinted at "Megaservers" I didn't think they meant cramming everone on to one monster of a server or even several monster servers. That would not make sense at all performance wise particularly over the long term with the periodic influx of new features and content. My take on it is that "Megaservers" = "Distributed Hiarchael Data Centers" whereas a scalable cluster of servers appear to the end user as One Monster of a Server. There are serveral technologies already out there that do this. Essentially what this will mean to the player is that the servers name list will someday dissapear. They will still be there but there will be really no need to display them to the end user except for perhaps a means to identifiy players in the UI from one another who may appear to have the same name. All the end user would need to see are the zones and server types such as West Coast PvP, East Coast RP-PvP, etc. and select accordingly only if they were rolling a new toon. Something like this brings a lot of good features to the table for end users. For example it eliminates any need for a cross realm LFG because all servers of a type and zone are part of the same same unified communications back end in the distributed hiarchy, The same with the GTN, you can have a huge and vibrant economy with this type of system. On your login UI, all of your 50 character slots would be grouped by zone and server type and therefore eliminate the need to add additional slots on a per server basis. With the distributed hiarchael system, load balancing will be a snap and dymanic population performance tuning will be much easier and would have the potential to virtually eliminate overall lag even on low end systems making the game more playable to a wider audience = more long term subs. A system like this also increases the likelyhood that you can have the character name and legacy name of your choice without having a conflict. Because the servers in the cluster have a unique ID all objects on that server are unique even if there is an object with the same name on a different server. When you go to create a character name or legacy name, the back end scans all of the servers that are part of the same zone and server type cluster for a match. If that name exists on all servers then it prompts you to pick a another name. If one of the servers in the cluster does not have that name then poof, name object created. As for me and my crew, we are just going to remain patient and wait and see what happens. Hopefully we will get more hints what Bioware is planning as soon as they digest all of the post transfer data and feedback.
  8. I personally would like to see scaleable groups and content. I'ts a drag when you have more people on that want to group than your group can hold. I would like to see questing and FP groups scaleable from 4-7. If you have 8 or more then just do a raid instead but have your raid operations team and content scaleable as well. It would be a nice feature imho.
  9. Thanks. May I ask what your origin and destination server were and if you have completed your move? I would also like to hear your opinion on the pros and cons that you have experienced first hand if you don't mind. Also what might be different that you dc less than before. But I take it that so far, you are pleased with the transfer process, correct?
  10. People and guilds were abandoning our server as fast as they could as if it were going down in flames. Some even thought is was mandatory or would eventually become mandatory so they all rushed off leaving behind about as much on the server as we would typically see on the fleet on average day of the week. As a guild, we were quite concerned about the impact of transferring our guild over to the target server especially after seeing posts from a number of unhappy post transfer players. And if you have a social guild similar to ours the most likely place you will be gathering to handle your inter-guild cafting and transactions as well as getting ready for flashpoints and such is going to be the fleet. Several of our guildies decided to sacrifice a toon to the transfer monster to validate or invalidate our concerns. Not only were all of our concerns validated, we also turned up some surprising downsides we did not expect. Here is a compilation of the feedback we recieved: Obvious frame stuttering on the fleet even on new high end systems. Those with hardware towards the minimum requirements may dc or freeze or at least black screen for a while. It's like being banished to the land of trolls. If you ever played WoW on a high pop server, think Ironforge or Stormwind chat on kiddie night combined with Barrens chat. This to its extent was actually unexpected. Questing or Dailies is sort of like playing on a crowded golf course were you have to stand in line to get your objective. Expect plenty of ninjas taking something you spent time clearing to. GTN prices were a lot higher than expected probably due to suppy vs demand. This might balance out over time. Pug groups form very quickly, but for some, will not feel enjoyable depending on your play style. For some it was as enjoyable as working the burger assembly line at a fast food joint. This too was an unexpected finding. One thing we have not checked out was what the impact on gathering nodes were. Are they more scarce, we don't really know that answer at this time. The upside? If you like PvP, you may be quite pleased. The members that did get that chance to PvP were quite happy about it. Therefore we may at least establish a PvP group on the destination server. Since there is enough members in our guild to be self sufficient, the rest of our toons will remain on our origin server as long as we are allowed. If we have enough come on line at one time, we may actually be able to PvP ourselves. I know it sounds wierd but was something we wish this game allowed so we could practice tactics among ourselves. Therefore if you are considering transfering but haven't, maybe hold off and see what happens if your guild is self sufficient enough. As a contingency, transfer over a toon, especially if you have one you like to PvP with, and begin to re-establish your guild presence just in case. My hope is that Bioware is looking into implementing one of the server community technologies that allow multiple servers to appear as if they are one giant megaserver. Then we will not have to go though the current hassle of moving a guild and its associated issues if we don't want to and the big plus of not having to change your or your guild's name because the name can be anchored to your origin server making it a unique object even if someone on another server has the same name but that would be depending on what system they plan on implementing.
  11. We were stunned when we found out our server was selected for free transfers off rather than to. Unless there are better options open for us as a guild, we can not transfer. Our current guild on swtor is small at the present time, but being a multi gaming guild, more members will be on their way once we have done as much of the content for our remaining raid teams in our other main game as the members would like to. Our current target server is the Bastion. We've had several members already roll alts on that server to see what it is like. What we found is that more than likely a third of our members, current and the ones starting to come over or return now, will lag out due to high population issues. This will make the game unplayable for us as a guild. Most of our members have been playing together for over 7 years already. We're not going to tell them they all have to pony up a bunch of cash to get new rigs before they can join us. Several of our long time core raiders are career professionals who have to travel on a weekly basis and often play from hotel rooms. Some members are reporting that their screen is black for nearly two minutes when they zone into the fleet on the Bastion. Some get kicked from the fleet due to lag even at 5am. I hope Bioware has an answer for us soon. We have a lot of unhappy guild members who typically sub for the long term, not just month to month. If we are forced to relocate to a server we are unable to enjoyably play on, it will not make sense to continue subscribing. We're not talking about hard core players that just blow through content and then drop their subs. We're talking about players that want to savor the game and sub for the long term. Too bad. This game has such great potential. People are just too impatient theses days.
  12. Besides additional planets, I sure would not mind seeing more zones added to some of the existing planets. When looking at some of the wonderful landscapes I sometimes ponder what might one see on the other side of that mountain ridge or that expansive body of water if you could go there.
  13. The 1.2 UI improvements were a welcome update however I would like to see some more features added. Raid Frame Border Notifications, such as Red = Aggro Green = Incoming Heals Neon Purple = Dispellable Debuff Neon Blue = Crowd Controlled, Feared, Stunned, Frozen, etc. Flashing Border = Health Below 25% A Zoom Feature for the Dressing Room and the ability to show weapon details. A Ready Check feature which has the option to show missing buffs or stims A Role Check Feature which will identify tanks and healers with the option to group the tanks in a particular place on the raid frames. The ability to whisper a guildie from the guild pane. A mini Chat Channel Button Bar on the chat frame to allow quick switching between channels. The ability to switch between and track multiple whispers. The ability to save more than one set of quickbar abilities so than when someone needs to change rolls or respect they don't have to spend a bunch of time setting their quickbars back up.
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