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kylexitron

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  1. I was in pre-release a few days before launch and i'm lvl 47; i had time off work for the holidays and spent a significant amount of time playing. I have a wife and daughter so naturally some of my time was spent with them as well. Overall I feel like it's been a good amount of content for an initial offering at launch. My story arc has been interesting. Often times, I've been compelled to keep playing simply to see what happens, rather than most every other MMO where I want to level to just get that next skill point, or equip that new piece of armor. I haven't done much in the way of group quests or flashpoints. I'm valor lvl 26 so I do a decent amount of pvp. As far as group quests in leveling zones go, I feel like becuase of hteir repeatable nature, the storylines for them just weren't compellling enough to want to bother with them, finding groups etc. And as far as flashpoints go, I'd rather try those on hard modes at 50 with friends who are 50, chatting on vent and trying to overcome a real challenge, rather than like-leveled random people where the real challenge is someone else's lack of skill or understanding of the game. I'm enjoying the game and not feeling like the path to 50 has been too fast, moreso just right.
  2. if that's honestly how it works then it defeats the purpose of having a story system that allows you to make choices. I would have to assume bioware knows better than to do that? Light/Dark options should be ultimately cosmetic/story decisions. Right now as far as I know, if i continue to play through the story making the story decisions i personally want to make, I'll simply never be able to use relics. I'm okay with being locked out of certain cosmetic items. But if my character is seriously weaker simply becuase i've decided to participate in the vaunted storyline of the game, that seems completely backwards to the point of bothering to put the story in the game. Penalized, becuase you consciously participate rather than just mashing the light or dark button every time. I hate all ths complaining becuase it's a great game with some flaws, but this is a MAJOR oversight if it's actually true.
  3. It's a good question and i haven't gotten any clear answers. it seems pointless to have invested so much time into the storyline of the game only to force people to min/max their light/dark meter to use equipment to stay competitive. So far all the 'relics' ive found , i can't use becuase i'm neutral. I haven't seen any that don't have a requirement. This means i'm a few dozen points of endurnace lower than any other tanks who've decided to just min/max one way or the other.
  4. the story is a great element, i really enjoy it. the problem with it is that I see little motivation gear/reward wise to choose light/dark options without specifically attempting to min/max one or the other if you want to stay on par with those that do; with the story being such a huge focal point, and so well done, it sucks that it's indirectly also tied to stats if you're not rewarded equally for remaining neutral. I have a backpack full of relics that i can't use because i choose story options that intrique me without worrying about light/dark. That just seems counter-intuitive to the whole point of an immersive story.
  5. if they fix the guild member list issues, targetting issues, targetting display, and "Grey" light/dark motivation, it will be great. Overall i'm having a blast though and looking forward to seeing the game progress!
  6. adding this- For a game with a "Light/dark" meter that includes neutral, and a game that is so focused on story, I see little motivation to do anything but always pick the light or always pick the dark option. whenever I play a bioware game I love to just make choices based on how I would in a given situation, without worrying about how 'good' or 'evil' I am, and it makes the story and the outcome that much better. In the end I almost always wind up almost in the middle. Yet it seems like most of what I see in the game is gear that rewards you for going "all in" to one side. I have a backpack full of very nice relics that would really help me as a tank with their endurance stats, but I can't use them because i'm not min-maxing my light/dark meter. to me that defeats the purpose and point of having your own solo 'story'. I could understand this if once side was decidedly good or evil. but there are shades of grey. Isn't that the point of a meter? to represent those shades? Yet there seems to be little in the way of rewards and in fact I feel a little gimped as a tank if i'm several dozen END stat weaker than a tank who's just decided to choose every dark or every light dialogue choice.
  7. the bracket idea would help this a bit. Also consider scaling up the name plate of the selected target slightly? if it's the largest nameplate on the screen it would make it easy.
  8. To add to the targetting issues, the targetting identifiers around the target (the red arrow pointing down at it, the red circle on the ground) aren't good enough indicators of your target if you're the type of player who has all enemy name plates on. I usually play a tank, it's important to have all enemy names visible. But when you're in a group of mobs, it's very difficult to quickly identify which one yo specifically have targetted because it's just a red mess. Couple that with the above mentioned targetting nearest/next issues in the OP, and it's really frustrating. Suggestion: -name plate text of targetted eneemy should change colors from red to something else, bright yellow/green/blue etc. as should the arrow/circle on the ground -possibly highlight the selected character even more so the overall textures become brighter -consider bracketing the selected [ character ] in some sort of noticeable equally non-red brackets All in all, targetting an enemy in this game is about the only frustration I've come accross. So it sucks to see such an easily fixable issue at release that I have to imagine came up in testing.
  9. So far I have one main gripe I like having nameplates on all enemies so I can always see what I'm dealing with; I usually play a tank so having a good view of the battlefield is important; it's also imporant in PVP. BUT - the red targetting arrow just gets lost in all the other red text and makes it hard to quickly identify where your current target is in the mess when there are multiple enemies - suggest doign something to make it more apparent; maybe a yellow/blue targetting graphic, and maybe make it bracket the [ enemy ] entirely to make it more obvous. The arrow and insignificant ground circle aren't enough.
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