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VulcanLogic

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  1. Patience I have, but a game that is actually playable should not be an unrealistic expectation.
  2. We need them. The other night on Begeren Colony, there were only 8 people on each faction queuing for warzones, and I was on the weaker team. No wins in 6 hours. I've also been on the other side of that, and it isn't much fun either. Was able to be convinced to pick up GW2 as a result, and I'm sure I'm not alone.
  3. Thirty? I've seen well over 100 on an event and I've never once dropped below 30 FPS at max sets. SWTOR drops below that on 16 man Nightmare Pilgrim.
  4. 1. transfers/character slots 2. Mod removal cost cut 90% or eliminated entirely 3. Operations vendors for droids
  5. Why not put quests like the Collected Writings of Tiethiagg (the one with the mirrors and the hour long queue) inside the instanced heroic mission areas? That way it's you and your group and no one else. Not all of them need be like that, but if you're aiming for some complexity that could be undermined by too many hands, that's the way to go.
  6. Problem with Jung Ma is they offered three destination servers for the other RP-PVP, Ajunta Pall. I moved mine to Begeren Colony to be with friends who still played instead of Jung Ma. Worked out great for me, not so much Jung Ma.
  7. Vanguard. Then everyone wanted to roll sith. So the Vanguard sat at level 43 on a dead server until transfers.
  8. I have two level 50 tanks on Begeren Colony, a juggernaut and a vanguard. The problem is really that I don't need the gear or coms right now. Neither does anyone else in my guild--the last person got his very last piece from HM EC last night. I've been Best in Slot for months now, so I'm either playing low level alts or PvP. Might not even raid until 1.4 at this point because no one needs the gear.
  9. The static power relics are better for DPS classes than any campaign proc or activated relic, in most cases (and always in PvP). I'd only make exceptions for the procced tank PvE relics, as the short internal cooldown, combined with diminishing returns on shield/absord/defense, make for a better equipped slot on any boss with a lot of tank switches (particularly Kephess final phase).
  10. Good vid. I was watching it and had a good idea of how to monetize the world events cost effectively without pissing off the subscribers. The last world event could have been done with a skeleton crew. I had a post earlier about how easy this would have been to do in the Neverwinter Nights toolset. No art assets, limited VO, and simple drag and drop missions from existing assets in existing terrain. This should be standard with whatever developer tools are available for the Hero engine. If not, this game is in deeper trouble than most of you can imagine. So what if we had more of these world events? One, it would keep some people on the bubble subbed, as the world events have been well received, despite the bugs, even by the commentators in the video. And having them more frequently would simmer down a lot of the "where's my class gear" complaints from other threads. You give *most* of the world events away for free. The story, the quests, the cosmetic stuff--free. However, if you want some in game power from it? You extend the storyline into whatever the current tier of story mode or hard mode operations might be. Let's say a "bonus" mission from the world event sends you into EC, to kill say the second or third boss. Well, subscribers get this for free, so they'll be ok with it. But the guys on the F2P side, they hear about the cool mission reward (say, a rakata level main hand) from this quest, and think, "ok, for $3 for the access for the week, I'll give it a go." Or maybe there's an item from the new warzone you have to acquire, and you need just more than the weekly limit of free to play. There's a couple bucks more from a group of F2P people, while not gouging the subs. It's win-win all around. And maybe some of those F2P people like it so much, they sign up for a subscription.
  11. Play with people who use it correctly instead. There are plenty of them out there, and most in high end progression know how to use recount for more than DPS. It's PuG leaders who tend not to know what they are doing.
  12. I'd also buy a piece or two of the sand warrior armor, for transferring armorings or later use for a new alt: They are going to be upgraded to bind on legacy. If you can come up with 140 for the full 7 set and 40 or 60 more through trade for the bowcaster, you'll be good to go.
  13. You hit the nail on the head, there, with "unnecessary complexity". This is the point of the thread, and if true this is absolutely a design flaw on the part of tools programming. No art was added, it seems, as the Chevin models were already there as well, so this should have been literally a drag and drop quest chain, with minimal technical design elements and next to no art (possibly none). You know, I wrote a persistent quest system for Neverwinter Nights. Everything was done with templates, and all the designer had to do was plug in variables from a simple table to make everything from repeatable dungone lockouts to loot to camera angles work automatically, even with multiple players vying for the same result and all the abuse they could throw at it. If I can do that, with previous training only as extensive as QBASIC from the 1990s, there's no reason it couldn't have been made easier for the professionals of today. None. You can still have very robust tools without unnecessary complexity. That is the lesson that should have been learned from NWN.
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