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Erikku

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  1. These story sequences, or 'Chapters', have been around for ages now (nearly a decade probably), but you guys at EA, Bioware, whatever... you just can't seem to find it within yourselves to complete this game! And by "complete this game" I am of course referring to all of the optimization issues, bugs, and goofy difficulty scaling or mechanics of certain bosses and enemies - In just KotFE and KotET alone. You add content to the game but never patch or fix clearly obvious issues that have been around for a very long while now. For me, SWTOR is incomplete. It's not a finished Star Wars title. But it could be. That's how I view these problems. The content (i.e. story, voice acting, cutscenes) make up a large part of SWTOR but it's hardly the entire thing obviously. Story chapters, when soloed up to 'Veteran' difficulty (Master just seems pointless) should be manageable by any class or role, and they should be, again, soloable. Chapter II: Run for the Shadows - "Defeat the Jungle Beasts" is one of example of the awful 'Veteran' boss fights. But there are so, so many areas in the game where players are just dying to awful problems or poorly scaled difficulty. People will often say "Well you have to change roles for this..." or maybe "You have to complete it as a group". But, the fact that I've completed most of this content while set to 'Veteran' level, implies to me that the whole thing wasn't optimized or balanced properly and at least 'Veteran' should have been soloable by level 80 players, certainly those players with high item levels. To be clear, throughout this post I just used KotFE and KotET but in reality, the entire game needs to be gone over in detail to try and improve these problems. Because it hasn't happened yet.
  2. On Veteran mode, I disabled both consoles and the gas just stayed on, endless death ensued. Are the developers of this game really so lazy as to ignore a large scale issue, that completely breaks the story immersion, with no explanation whatsoever to players who've complained about it for many years? What the hell is wrong with these damn people? Players want to know that the decisions they make to solve a puzzle actually are meaningful and that those solutions work when they figure them out. So, maybe take your game a little more seriously, SWTOR devs!
  3. Are SWTOR developers actually just done with this game's combat system or something? The reason I ask this is because for years, possibly over a decade now, the scaling of equipment and behavior of various combat mechanics in SWTOR have been just terrible. I see lots of story content added with full voice dialog, many areas to explore, updated items and equipment - Clearly content is being added. However, PVE combat mechanics have stayed relatively the same (i.e. buggy movements, awful level scaling [situational], instant-death). The combat system still reminds me, occasionally, of combat in Star Wars: Galaxies, which is just Sadge. We're in 2024 and combat mechanics, in even older MMOs, are light years ahead of SWTOR. I'd like to focus specifically on the 'Content- Chapters' - for DPS players - although probably by no means limited to that discipline. Here, we encounter some really terrible mechanics that plagued the game when I played many years ago - and seem as bad as they were then! But I only played 'Story' mode. I'm item level 334 and it seems Veteran is still completely broken. On 'Veteran' difficulty, for example, DPS players at level 80, 320+ will come across strong, elite, and even some normal battles where it is quite common to be one or two-shotted by any of them, depending on how the story starts. I often have to use 'Force-Cloak' in order to reset a battle and get an even footing. In my opinion, I should not have to. The reason this happens is because as the story battle scene loads in, the player is ALREADY starting to take damage in some cases! That's just broken. If I click on the unit see no particular special buff or special case that suggests this unit would do more damage than usual. It just does, almost as if there was just some brainless scaling algorithm that placed that enemy's damage output, hp, and defense some multiple above the player's, regardless of what level or equipment level the player has! Meaning there's effectively no possible way, at least for DPS players, to complete the Chapters without just instantly dying in an overwhelmingly large number of situations! That is just a ridiculously unfair thing to do to players; "Here's some instant death for you, because we're too lazy to tune the game properly", is the frame of mind. Furthermore, it may actually suggest that the Lv.80 player is required to downgrade their gear to the max level of the story, in this case, Lv.70. For the player to have to screw around finding that out the hard way is insane. As a DPS player, it's impossible to complete these without many deaths, but there should be meaningful reasons why it happened, not b/c of bad enemy scaling, movement glitches, or just ability bugs or hangs in general. The player should never have to settle for any particular role with the story content. It should be manageable with any combat role. If the player is 'pulled-in' or 'knocked-back' by various mechanics, for example, there's almost always some weird instant teleport effect to with, especially when these mechanics happen during a various 'phases' on bosses. Additionally, damage scaling is wildly exaggerated against DPS (possibly tank or healer also?) in various circumstances, and here are some of the worst I had experienced on 'Veteran' difficulty: In all of the above instances, a level 80 player with 320 or above item level equipment, has to deal with a ridiculous amount of boss scaling and that is unacceptable. The developers should have addressed this years ago and have just been ridiculously lazy about it, expecting the players to simply find out "the hard way" and "look it up online". In general, the combat mechanics are bad, but story chapters are particularly stupid and broken. And, as far as I can tell, nothing is being done to improve this nonsense, so the immersion isn't completely screwed up. I understand challenges and tricky battle mechanics, having played a lot of PVP but this clearly isn't done right!
  4. Regarding some of the more ridiculous datacron locations where intricate jumping, waiting (slow elevators), and fall positioning are required to reach various heights, angles, etc.; I'm sorry to say it like this but the game's physics engine was simply not designed well enough for this stuff! More importantly, the fact that the developers created some of these so intricately to begin with begs the question: What improvements could have been made to the game's physics, mechanics or whatever if so much time hadn't gone into some of these?? Now, I will say that I think some of the scenery is beautiful when experiencing these sort of unorthodox exploration challenges but it's almost not worth the trouble when one considers how much time developers would have had to put into these puzzles and then test it themselves and, more importantly, how much time of their personal time players (including those same developers) would ultimately spend earning them. When you put all of this together, it's a massive waste of time devs! The only silver lining here is that unlocking the datacron is a Legacy-wide benefit. But why was this done to players when developers clearly knew that the physics engine was just not built for this sort of precision? Not to mention the goofy 'exhaustion zones', where it's literally no message and instant death in some cases, depending on how your character is position, where they jump down to, etc. As a result, I think all players deserve, at the very least, some sort of 'climb' function, or allow us to 'hang' on ledges, to kind of prevent these aforementioned deaths and wasted time to occur. LIterally, all players and developers would benefit from this! But, it's not acceptable as it is... Flying mounts would be nice also, but the game's world, planets, zone limits, etc. were simply not sculpted to allow for this (as far as I know...)
  5. Thank you SO damn much for discussing this issue! I was able to fix it as well. I had been dealing with this for weeks now! Y'know, I just don't understand how little details, that are important and can become extremely annoying, get lost in translation here. Was it really so difficult a task for the Steam team (or SWTOR?) to have the usual EULA.settings file be auto-generated for the Steam directories, the same as in the standalone game? I'm astonished that they missed that very important function. Thanks again!
  6. Everyone is technically level 49 in a warzone, right? So Diminishing returns don't really apply, do they?
  7. worst anniversary gift ever. Fireworks? Really!? /DELETE next time, how about a crystal or some other mod or gear that is actually interesting and/or USEFUL
  8. Great idea! I would love to see real players in the audience XD
  9. Finding schematics in this game needs to be much more organized... period. A good example is power crystals. If I have archaeology and treasure hunting, why should I have to rely on another player or mule with investigation to find power crystal schematics? Are they "coveted" or something. My character relies on the power stat and that's the crystal I need... nuff said. tldr: No player should have to jump through hoops to loot base stat crystal schematics. Rare colors/attributes fine, but not the basics.
  10. SWG - "jump to lightspeed" had more interesting space combat IMO. Playing swtor's space combat for the first time, I realized that the stupid camera was pushing me through the damned mission sequence. I've never been so dissappointed with such design. What makes it frustrating is that the missions are quite interesting. But.... I want to control my own damned space ship through an actual space environment . All that primitive camera "rail" pathway junk is goofy and redundant. epic space opera fail for me.
  11. Erikku

    "Ranged" classes

    Yea, I know. I've wanted to play that for some time...
  12. Erikku

    "Ranged" classes

    This comment is equally pointless then. I mean robe/clothes whatever the hell. "Melee dominated PVP game". GREAT, then a lightsaber and the FORCE, which is what a Jedi utilizes to become stronger should be all that he or she needs.
  13. Erikku

    "Ranged" classes

    I see what you did there. What I meant was just like I said. - The FORCE (rather than gear for determining attributes) - Lightsaber (of the current varieties) - Robes (not armor per se) Gear should NOT be the primary factor in determining whether a Jedi is tank,damage, healer.. "Skills" using Force Power should be though.
  14. Erikku

    "Ranged" classes

    Ok... I haven't tried that. I tried rage (best out of 2) and that was a huge mistake (for marauder at least).
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