Jump to content

Marlowe

Members
  • Posts

    34
  • Joined

Reputation

10 Good

Personal Information

  • Location
    New York City
  • Interests
    Movies, books, RPG games
  • Occupation
    Student
  1. That's a good point. It seems they are taking it much further this time, however, and at least MassivelyOP actually goes as far as caling the player's character "Chosen One". That may or may not be true in-game; no matter, as that's not the main point I originally made, anyway.
  2. Of course, one of the reasons I'm worried about "Knights of the Fallen Empire" is that it will make some huge changes in SWTOR (not in gameplay but in the status quo of the story and companions) and they are, other than in very broad strokes, unknown. And the unknown can be, to some people, terrifying. Having played since launch, there's a huge investment made to the companions, both emotionally (but, if the KotFE story is well told, that should be taken care of) and economically (this one is the major problem, as getting companion affection is somewhat expensive and time consuming and has a direct impact on crafting). There's of course the chance that BW is changing the system (suggestion: make all companions have generic bonus like HK and Treek have), so I'll hold on to this particular issue until a later date. And they haven't really addressed the endgame in KotFE either, so I'll save that alongside crafting as something that hopefully can surprise me positively soon. The foremost worry I have is that, while story has been long called the fourth pillar of this game, its evolution has been disappointing since SWTOR Vanilla. It starts strong enough, as the 4 starter planets are heavy in class stories and light on side quests. The 2 capital planets are slightly worse, but still have a healthy dose of unique (quote unquote, as this assumes you are playing each class just once) quests. As the game progresses, it becomes lighter and lighter in class quests; to make matters worse, 3 planets (Tat, Alderaan and Voss) have, a few quests which are pretty much the same for both factions. Playing through with a second (or third or thirteenth) toon is more and more repetitive. But up to Corellia, at least, we still have class quests that offer SOME variety. Ilum (already predicting the model for the RotHC expansion with Makeb) does not have any class-unique content at all. Now, of course the 12x XP for class stories pretty much kills this issue as it makes the non-class quests in all the planets unnecessary. At least, in SWTOR Vanilla, the daily quests are different for each faction (across Ilum, Belsavis and later Section X and Black Hole). SoR digs further into that hole. (To be fair, it started even earlier, with the Oricon quest line being exactly the same, except for a few cut scenes; the same was true, for all practical purposes, for the quest line preceding SoR.) There is a brief quest that is class-specific, but for the most part (and by that I mean only the cut scenes differ), they are exactly the same quests. Everything suggests that it'll get even worse with KotFE. The two factions are even being done with (but not to the point where it's actually a good thing, namely the ability to group, for whatever part of the content, cross-faction). It's not even clear if different classes are getting different companions (and likely are just getting the exact same quests with somewhat different cutscenes). And, all that to tell a story that, from the get-go, is resorting to the worst narrative devices there are: escaping prison (of sorts) and finding out you are the chosen one. For all their fame of telling good stories (which are good videogame stories, but comparable to, at best, bad books and bad films), these tropes are a very bad and poor switch by BioWare, which were able to somehow escape them so far. Of course, LOTRO has only one story (but it's arguably a very solid one); GW2 seems to be veering towards a single story as well; TESO is also somewhat limited. But SWTOR was somewhat special, and it's becoming less so. The fourth pillar, honestly, is crumbling.
  3. +1. Also, check in the cutscenes if the companion is supposed to be wearing a head piece or it's hidden. I supose this will come eventually, since the same happened with the "Hide Head Slot" toggle and "Unify color".
  4. I don't mind losing the daily areas (I ran them intenselly in the past, but there's no real benefit to run ANY daily areas nowadays, except for gearing companions). However, I agree that Flashpoints and Operations should have a Level Cap Hard Mode. We had so many to run originally, and as the level cap increased, the number of FP's and Ops just dwindled. No need for new mechanics. Just increase the mob level and rewards.
  5. We should be able to deposit credits in there. Ideally, in fact, we should have a unified wallet for the whole legacy, but being able to deposit credits there would be a good start.
  6. I would think that they are, indeed, the four latest Tacticals. Hopefully the 2 new Tacs will get the HM treatment soon (and Red Reaper as well, that one deserves it.) However, what annoys me is that, just like in 2.0, our flashpoint options at level cap is going to be a smaller sub-set than they are right now. We will go down from 6 right now to 4. Not as bad as when 2.0 hit (since that reduced the options from 8, or 10 if you count both factions, to 4), but that's because the options are narrow now to begin with anyway. BioWare really should follow other companies' lead (as they are doing with the introduction of Disciplines, as a metter of fact) and find a way to make all the current HM's relevant again at cap. Simply scale all the mobs to 60, no need to get fancy and create new mechanics. That would give us 20-ish HM flashpoints to play at level cap, quite a large selection that would make for less bore.
  7. I hope that "Field Respecialization" will continue to work. But yeah, +1 to being able to save the spec (at least the Utility Points chosen, as I have no idea how the thing evolves anyway) and, preferably, the quickbar layouts as well.
  8. (edited repost from the Suggestion sub-forum) Let me introduce that I obviousy have no idea what's in stor for us players in 3.0; I'm in fact very anxious for the upcoming teased and announcement, and for more reasons than one. Looking back when 2.0 was released (and, relevantly, the level cap was raised), we had 8 (11 if you counted both factions) HM flashpoints to run. That dropped to 4 (eventually raised back to 6 when the Czerka flashpoints were introduced) as 2.0 hit. Looking at the situation right now, if it so happens the level cap is raised again, we will face a similar situation (if somewhat less dire): down from 6 to perhaps 4 HM's (assuming the 4 Forged Alliance flashpoints get that treatment, ad that no new flashpoints are released, of course). Also, in case of a level cap, there will be even less reasons to run the original 8(11) HM's. My suggestion, after this long introduction, is to create some sort of "Cap Mode" (for lack of another name); for HM's originally at level cap, it doesn't need to be any different. But for all other flashpoints (the 14 that are currently there), that mode would simply scale the Hard Mode for the level cap. No new mechanics. Even if there is not level cap raise, they should do this, in fact. I understand that there are people that chose not to get the expansions, but they are having more options to play than people that actually have. Same thing goes for Operations, as a mater of fact. Nitemare Mode = always at level cap.
  9. I expressed myself badly. What you described as the Bolster approach is what I had in mind. Also, I like to look at what LOTRO does. Most (but not all) instances there are scaleable, with the one you run at level cap giving some added rewards for running them (mats, tokens, whatnots). I think BioWare could look at that idea and apply it somehow.
  10. Let me introduce that I obviousy have no idea what's in stor for us players in 3.0; I'm in fact very anxious for the upcoming teased and announcement, and for more reasons than one. Looking back when 2.0 was released (and, relevantly, the level cap was raised), we had 8 (11 if you counted both factions) HM flashpoints to run. That dropped to 4 (eventually raised back to 6 when the Czerka flashpoints were introduced) as 2.0 hit. Looking at the situation right now, if it so happens the level cap is raised again, we will face a similar situation (if somewhat less dire): down from 6 to perhaps 4 HM's (assuming the 4 Forged Alliance flashpoints get that treatment, ad that no new flashpoints are released, of course). Also, in case of a level cap, there will be even less reasons to run the original 8(11) HM's. My suggestion, after this long introduction, is to create some sort of "Nitemare Mode" (for lack of another name); for HM's originally at level cap, it doesn't need to be any different. But for all other flashpoints (the 14 that are currently there), that mode would simply scale the Hard Mode for the level cap. Even if there is not level cap raise, they should do this, in fact. I understand that there are people that chose not to get the expansions, but they are having more options to play than people that actually have. Same thing goes for Operations, as a mater of fact. Nitemare Mode = always at level cap.
  11. Unified friends list accross all characters of a faction.
  12. Am I wrong to understand that there will be no brand new flashpoints released in the expansion?
  13. Companion armors could have a choice if they have Imperial look or Republican look. Lord Scourge using Jedi robes is just wrong. Same for Akaavi dressing like a Trooper.
  14. Sharpshooter tree. 1) Burst, good DPS, powerful AoE's, low mobility. 2) Pretty much the same. I like that I have enough tools to avoid damage.
  15. Immortal spec 1- Traditional single target tank. 2- The recent loss of DPS is noticeable, but the control over multiple is also a bit improved. Could be improved a bit further with added radius to the 2 cooldown force abilities.
×
×
  • Create New...