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CommanderPaco

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    USA
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    Pretty easy going...just ask.
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    Desktop Support Tech at ING IM
  1. Rollback, I don't think they have. Making changes, sure. Just look at SW Battlefront 2...they're canning the whole loot crate system finally after enough uproar.
  2. Another suggestion: hit up their Twitter account if you have Twitter. Airing out dirty laundry in public is sometimes the only way some folks understand. Then again, it might not matter; however, I would think every little bit helps.
  3. All of this, 10 times over. While this may help keep some of the "zerg rush guilds" from going nuts, it doesn't affect them much. Smaller guilds get crushed a bit more. Change the whole "once a day, per legacy" bit back to "once a day, per character in legacy," and we're back on track to getting these shenanigans fixed (not to mentioning queues for GSF, PvP, Veteran/Master FPs and OPs were already lacking). Point values need to definitely get tweaked as well...too little reward for so much grinding (that includes crafting...cutting the time out vs. the cost increase is actually a worse trade-off). Otherwise BW, you've really broken Conquest. This coming from a player who was here around launch and left thanks to the launcher client debacle, came back years later, and now is debating taking a break thanks to this junk. I've got good guildmates/friends that keep me coming back now, but this really hurts a game that was already on fragile standing. Cartel Market items are not enough to keep people sticking around...quality game experience should be first and that will facilitate people to pay up in the CM.
  4. They feel and look different, but they certainly mirror one another in terms of gameplay mechanics. I completely agree that the whole feel, etc. certainly differs, but for pure gameplay purposes, why would BioWare potentially create 2 other classes that would essentially be carbon copies of the Trooper and IA? I understand the potential storylines that would come up though.
  5. From a gameplay standpoint, both sides have similar classes: Bounty Hunter (Imperial) and Smuggler (Republic). Both relatively mirror the the Trooper and Imperial Agent so why would they re-do essentially the same classes again?
  6. From a game design/programming design standpoint that's a terrible reason. Sure you could potentially test it on the PTS if more people can get on; however, that's only something you would want to test, not something you want to hypothetically try out and if it doesn't work, simply revert. Program design simply doesn't work that way. That's inefficient. Sure in a way, they've done that with many thing already, but this would be a blatant revert if BioWare did it the way you mention and they'd certainly look stupid doing it.
  7. Bump-di-bump. Also: Lord_Nova has a lengthy, but well-made thread that I've linked to in my sig. While I don't completely agree (e.g. actually designing/crafting ships is likely a bit much since the ships we have are tied into the story/character class, or companions having their own ships or hiring NPCs and you controlling them), for the most part, I do. For example, being able to craft ship parts would work nicely if the crafting crew skills line up nicely (e.g. armormech and even sythweaving could design armor plating with differing effects, biochem being able to create a shield generator mod that includes self-repairing nanomachines; essentially have each crafting skill be able to craft something that would make sense for that skill and for the ship). Having a space combat skill tree could theoretically work as well as long as there's separation from this tree and the player character skill tree.
  8. At first I was thinking "NO WAII!11" until I saw this potential idea: So this could potentially work with varying restrictions. Freely passing on gear can cause a potential imbalance in gameplay for sure; imagine a LVL 50 main who has a LVL 16 alt and goes on a bunch of OPS and FPs to get gear for that LVL 16. That LVL 16 would have an inherent advantage over the typical LVL 16 in PvE and PvP. Obviously there's already a level requirement in place for gear, so that already helps; however there should certainly be restrictions to prevent imbalance. There may already be something potentially in place for the Legacy System launch anyhow, so who knows? Of course we can't forget about those who love to ninja roll for loot "CUZ I NEED THIS 4 MY ALT!" so perhaps the way the TC wants this feature to be implemented may not work to really avoid that issue. Sure policing the game world itself works in theory, but this opens up a can of worms.
  9. There's nothing in the game that prevents players from selling to their alts at a crazy price. Nor is it a problem as long as they don't have an official method for users to send gear cross-faction to an alt. I think asking if it's "allowed" isn't necessary the right question initially....it's not necessarily like a bug/exploit where it's pretty obvious that it wasn't supposed to be allowed but is happening anyhow. I agree there needs to a better system for transferring gear over to alts, though for story and immersion's sake, if they can get a method that makes sense that would be nice. I mean who knows? This could potentially be a part of the incoming legacy system. Having more locations to access the the HCTN would make it much more viable as a "neutral auction house." Potentially putting another one on Alderaan or Hoth would work.
  10. Very nice; adding this to my sig. I've actually noticed a larger cry for space combat as of late...wonder why in all seriousness.
  11. The potential is there as much as you might think otherwise. I threw out some suggestions in my Space Combat Revamp thread.
  12. While I have to say I haven't played the space combat in Star Trek Online, I did dabble a bit on a friend's account in Star Wars Galaxies and it certainly was a lot more fun than what we have currently here. However, the potential is there for something more and I think even BioWare realizes. In a way, the whole thing feels like a proof-of-concept in that BioWare wanted to show they could actually create it. Well they have, but a very simplistic rail shooter isn't what many (including myself) had in mind. I don't expect any change to come soon since BioWare needs to concentrate on the main portion of the game, IMHO; however, well, this is where we come in, and I do have some ideas: From a game/story design standpoint, add some more missions, specifically in zones where we already go to planet-wise. Obviously, that is the case right now, but how about some more? And vary these missions up, add some substance when you use the mission terminal by, for example, having a Moff or Grand Admiral or whoever contact you when you select a mission. This would be similar to how it is the first time you access the mission terminal on one's ship. There are so many varying objectives that can be done, and many can certainly tie into some semblance of multiplayer, like space combat heroics (more on grouping later). I guess the request here is to feel a little more immersed into the space combat than it is. I know "immersion" is a word that gets trolled on, but as is, space combat is just...well, it's just kind of there. From a story perspective, be it side quests or not, I feel no need to actually do any space combat beyond getting quick XP, credits, and commendations. Sure that's fine and all, but this is a story driven MMO last I checked. Of course, none of the game/story implementation can work withou revamping the actual gameplay itself. As it stands now, the game plays like a simplified rail shooter, and beyond turning, doing a barrel roll, etc. space combat has a fixed path it goes on. From a rail shooter standpoint, that's great and all, and perhaps keeping it that way for some missions is fine. However, once you get into attempting to implement grouping, potential difficulties can certainly crop up. Case in point, a group would likely want and/or need to fly as a squadron, and while staying in a fixed path could work, the option of breaking off a particular path is typically desirable in any sort of space combat sim. If anybody has played Freelancer or X-Wing Vs. TIE Fighter, you know what I mean; sometimes it's deadly to stay on one path. This is where full fledged mouse controlled flight may need to come into play. Heck, doing this may just make the current missions so much easier, and in that case, BioWare simply needs to up the difficulty a bit to compensate. Now how to address various group mechanics, that's where it gets interesting. A friend (and fellow guild mate) and I had this same discussion and he brought up the point of how the dynamics of MMOs could potentially change up when doing space combat missions. Specifically, the roles people play in a group would potentially cease to exist (e.g. who heals, who tanks). After hearing him out, it made some sense; however, one needs to look it this way: one is going from a typical MMORPG to MMO space combat...roles change, game play changes. So theoretically, BioWare could change up how ships work in space combat and actually give them a function based upon ship type (as it stands now, all they do is just look different) and potentially even mimic features from the individual advanced class. So for example, an Imperial Agent gets an X-70 Phantom. The ship could potentially move the fastest of all the Sith ships as IAs, from a story perspective, need to be in and out of conflict zones fast. Then going further, if one is an Operative, the ship could get a 15 second cloaking ability. Also, how would grouping work? I think that the number of players required on heroics should change from 2 to 4 as the base numbers to 4 to 6; of course, there's the other issue of server imbalance, but that's a whole different conversation. Of course item drops are something that would need some tweaking. Would it be just fleet commendations to outfit one's ship and/or get some player gear? This becomes an interesting question. Imagine if you will, a Heroic 6, where an Imperial cargo ship is being escorted across contested space, and it was detected by the Republic SIS as carrying various artifacts. Take a 6-man group to take out the escort and commandeer the cargo ship's cargo. A potential reward at the end of the mission would be one's choice of relics (along with the XP and credit gain) and in mission, potentially, there could be ship parts etc. My apologies for the wall of text; however, I really want to see a constructive discussion on this as this game is just begging for a space combat revamp, IMHO.
  13. Ya know, comparing this to Guild Wars 2 is like comparing apples to oranges. Guild Wars was always very heavy on the PvP and it always will be. That's where the focus is there and simply put, it isn't here. This is primarily a story-driven MMO. Like it's been said, this is a subscription based MMO and there are limits for a reason...ya know, to keep people coming back. If you're a uber-hardcore-gamer to this much of a degree, then I guess Guild Wars 2 when it's out will be perfect for you. And rule number 1: being an angry jerk will get you ignored quickly by most.
  14. I love the idea of potentially using gray items to mod/craft additional abilities to weapons, etc. that I would craft. However in groups, particularly in PUGs, this might become an issue unless we have to roll for all loot...which could also become an issue due to how long it could take to grab loot. I don't care, but I'm sure others will whine about how it slows the game down. Therein lies the issue: how would gray loot work in a group?
  15. Bumpity bump? Any ideas or thoughts people?
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