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FatherOblivion

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  1. Bump. I really need to know how to disable this enjoyment destroying function.
  2. When my target window is blank and an NPC or player in PvP attacks, or my companion decides to throw buffs or heals at me, I don't wish to have the game automatically lock onto them. I can't figure out how to get the game to cease targeting my attacker. I've looked through preferences under Controls and haven't found it. In essence, I'm asking how to disable the game's ability to decide I'm going to target something.
  3. The only flaw Bioware created came with RotHC when they decided to strip the expertise off of the WZ gear, leaving those who did prioritize PvP vulnerable to those with the best PvE gear, some of whom never entered a WZ in their entire time gaming. Other than that, every player who chose a PvP server has no reason to be surprised when encountering players with stronger expertise levels. Many come to regret joining a PvP server and it does become tiresome, but it is part of what a player signed up for when they joined that server.
  4. I have been over and over that map at least five times looking for the missile batteries I'm supposed to sabotage and have yet to find a single one. I have looked as much as possible but it's been a bit tough since the area is saturated with rapidly respawning mobs. I cant find a thing anywhere near the way point marker that claims this is where these alleged missile batteries are. All I find when I go to that spot is a restricted entrance to a building. Is it possible this is a bug? I appreciate any help.
  5. The bolster mechanic makes this work in a WZ but I still prefer to have had the expertise for open world. So here's my only real response to this change. I want off the PvP servers. Since bolster doesn't apply outside WZ, I had to rely on expertise to give me some protection and assistance against the ganking. With that gone, and no real reason to PvP outside of warzones (and with Ilum being dead to that for some time) I hope they make server transfers available soon. I accept the change. I'm just not really wanting to stick around on PvP servers any more without the gear to protect myself.
  6. I just took a look at the armor for the boots on the Consular for recruit PvP (as a preview) and it looks like it has a Muay Thai style ankle wrap. Unfortunately, you can't mod the recruit PvP gear so I was wondering if there were other pieces of gear with that style. Any help is appreciated.
  7. The only way I would actually welcome a level cap increase is if it makes the Pub/Imp equivalents genuinely unique; e.g. starting at 51, the scoundrel and the operative gain entirely different abilities and their trees stop being identical.
  8. In pointing this out, I think you've highlighted a continuous problem with this particular endgame template. I mean no disrespect to you as a poster, as this is aimed at the concept more than anything else, but it seems like innovation and imagination would take care of quite a few barriers without the need for level cap raise or additional tiers of gear. The biggest problem with this game is that gear is pretty much the entirety of endgame progression, which resulted in some perceived need for a level cap in the way you describe. Your point is well stated, but I would charge that this is an inappropriate, possibly even lazy method of progress. Gear should never be the endgame focus for a game based on Star Wars, nor should players be asked to continuously level after hitting the cap. I can accept there being some endgame gear as it is an MMO, but ultimately it is thematically unsuitable in almost all ways. The reason this works for a game like Everquest or WoW (at least with regards to gear) is because legendary items and weapons are a big part of sword and sorcery based fiction, the source upon which those games are built. If anything, Star Wars is about the opposite. I don't recall Luke Skywalker needing to hunt up parts for the most superfly X-Wing in the galaxy so he could destroy the death star, or going to Dagobah so he could get a full set of raid gear. He went to gain knowledge and inner power, which should thematically be reflected in any Star Wars based product IMO. Had they really been interested in giving the players some kind of meaningful endgame progression, they would have had repeatable missions with the reward being datacrons that gave genuinely significant bonuses, but limited the number of times one could actually gain the benefit. These could have been different based on both PvP and PVE, thus providing incentive for all types of players, and possibly even given flexible bonuses to be gained from running the daily. Given how much there is to do at level 50 now, this could conceivably give as much, if not more, endgame progression than we already have. They could still do it too; the outfit tiers are not too ridiculously high to start some kind of non-item based endgame reward. Ultimately, I never want to see a level cap raised in any game. I don't want to keep going back to finished toons in order to "finish them some more." And I think this kind of fix as you describe is part of a bigger problem overall.
  9. I wouldn't have imagined the story going anywhere different, TBH. Most EU books with characters of this type have them perform a lot of black ops dirty work. So what you're doing is pretty much in line with what the character is thematically designed to do.
  10. I can appreciate that and I understand the idea, but I think we lose one of the key themes of Star Wars if the authors adhere to the idea that the heroes' triumph always means every protagonist lives: "There is no death: There is the Force." It always seemed to me that this theme is difficult to explore if we never actually experience death vicariously through the characters. What is the purpose of the myth if it doesn't portray that which begs the deepest questions of humankind? Or teaches us the lesson that death is not to be feared, but that fear of death is a stronger enemy to the psyche? I just feel like Star Wars, which many credit with the rebirth of mythical storytelling in Hollywood, is restricted from continuing to be mythical because of this approach. On a personal, tangent note, I think death for the "big three" (Luke, Han, and Leia) is necessary because retirement to a moisture farm appears to be a non-option for the EU writers, who fall back too much on the film characters. Our heroes without finished arcs can't ride off into the sunset because Luke, Han, and Leia are blocking their path, metaphorically knocking them off their horse so they can get yet another heroic accolade. For these characters, the natural cycle of death would restore balance to the expanded universe.
  11. Aren'y they going to allow a bit of skill crossover with the legacy system? Perhaps a self heal will be made available thru that, which would assist the warrior/knight to a good degree. Overall though, the Knight/Warrior was just never meant to be a PvP stand alone killer. Seems counter intuitive, since they are based off of Revan, Bane, but it usually works out that way. The best PvP classes are almost never the straight forward melee death dealers from the fictional universes upon which they are based.
  12. The worst part of the NGE change, at least for me, was that before in the CU (and pre-CU) you had an intense amount of post end game stuff you could do for character improvement. Following combat level 80, you could kill time and make progress and have countless hours to do it, always working toward more FS skills or Jedi training if that's what you wanted. At the very least you could still get a few additional skills from the basic lists to round yourself out. When the NGE hit, the players literally had nothing to do after the end game. I can't italicize, bold text, capitalize, or otherwise augment the word "nothing" enough, so I won't try. There was no point at all to playing the game for anything new to do afterwards. And this didn't change for months. So in the end, most of the few holdout players did finally bail out. So for me, that was what did it. Having practically an infinite amount to do to improve my character, to suddenly having nothing at all to do, was the NGE's biggest failure IMO. I might have given the changes more of a chance if Sony had bothered to think through giving me some post end game content.
  13. I can't agree with Zahn's assessment that Star Wars characters ought to have the shield of invulnerability around them. It hasn't made the novels any worse for the wear with so many major character deaths (although I agree with the general mood that Mara Jade's death was poorly executed). He argues that the films support the idea but what I think he misses is how contrived Return of the Jedi is for forcing that outcome (yes I'm ripping the films, I know it's not winning me too many fans). The whole film seems to be jumping through hoops to give us the ultra-heroic/mega happy ending when the previous films never implied such a thing was inevitable. In fact, the set up of the first two films indicated a much darker ending and the insistence by Lucas on this new direction, in addition to a few other factors, eventually led to Gary Kurtz' sad departure from the saga. His absence is rather obvious when one looks at the stark quality difference between Jedi and Empire. So for all my admiration of Zahn, I can't see his point. I like his books; in fact, I rate Outbound Flight as the very best of all EU novels (I've read over 60 of them, but not all of them). But if his formula were always applied then the Expanded Universe of Star Wars would be a cold, sterile, lifeless saccharine void. It already suffers from the main three stifling the growth of the next generation of characters. It would only be worse if nobody important could be killed off.
  14. I agree it is pretty awful, but given that they have appearance tabs coming in 1.2, I have to ask if it is truly such a big deal.
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