Jump to content

RabidPopcorn

Members
  • Posts

    399
  • Joined

Reputation

10 Good
  1. Anyway I've decided on 'Jung Ma' but only because my name was taken on 'The Bastion'. Lol. Thanks everyone.
  2. Hmm... 'Jung Ma' is also a pvp server, albeit with a RP prefix.
  3. I just have to say this: Diablo 3 isn't an MMO; WoW is.
  4. But is it that bad that you would choose a lower populated server over a higher populated one? As it stands 'Jung Ma' is at 'Heavy' and 'The Bastion' is at 'Very Heavy'.
  5. What are everyone's thoughts? I can't decide between these 2 to transfer my characters. I'm not really interested in RP (but I did choose an RP server for a better community). I like being able to group up fast.
  6. I like the 2nd idea because it means that players who missed out on the first few days would not be precluded from getting the full armour set. Notwithstanding that, I agree with the part about how it makes the whole server feel like they're part of a big event - it brings it close to the server-wide events in WoW which I felt were a good way to generate some sense of community. About the armour set: It would have been nice if it had options in medium and heavy too; or some special universal category for social armour which would make it combat-effective for all classes.
  7. I totally agree; daily grinds are like work/chores to me and it isn't fun. THE MAIN PROBLEM: NO GEAR SHOULD BE EXCLUSIVE TO DAILIES; THERE SHOULD BE ALTERNATIVE WAYS OF GETTING THEM. Whatever happened to original, engaging, fun, deep and long epic quest chains? Imagine the potential in SWTOR for such an endeavour since story is the main focus. Even the SWTOR fanboi's hated game - WoW - does this better. Especially during the vanilla age, you had the drakefire amulet, quel'serrar, class epic mounts, the tirion fordring quest into scarlet strath and many more which I can't recall - all of these quests gave something unique; in fact, lots of weapons/armor in WoW are derived from quest-chains. There hasn't been any single mission in SWTOR that goes to such extents; and this is a game which markets itself as a story-driven MMO. The class story is perhaps the only one that compares.
  8. Will we be getting any server-wide events, at least to the scale of the opening of the gates of Ahn'Qiraj in WoW? That would be rather epic.
  9. I don't know any tech but I do know SWTOR uses loading screens way too often for my liking when travelling from 1 place to another. I find that having to go through loading screens so often - especially if they take quite some time to load - takes away from that fundamental aspect of an MMO - a seamless, persistent world. It's really undermines that MMO atmosphere where the player feels like he's part of one single unified universe. Perhaps, if technology (and costs) allow it, SWTOR could be better if they just allowed de-instanced inter-planetary travel - this means no load screens from the point where you enter your ship till you disembark. In fact, it would be best if they would allow us to use our ships to travel freely throughout space; we should get greater control over our ships - even more than what we can do in space missions - to the point where we can literally manually pilot it from any point in space to another.
  10. What bugs me isn't that players don't buff others per se; what bugs is that quite a number of players don't buff during combat situations, e.g. Warzones, Flashpoints, Heroics.
  11. Surely a player can expect that a young MMO like SWTOR would be well-populated all round. Even WoW was fairly well populated at all zones more than a year - perhaps even 2 years - into the game (I played on a light-standard load server). One of the reasons I got tired with WoW is the whole leveling process has got so lonely; there are lots of times where you're the only person in the zone - it really takes away from the whole MMO feel. It isn't necessarily about needing to group up with someone all the time; the occasional player that walks by and decides to helps you, even the occasional world pvp moment or even having some entertaining chat on general... things like these add up to create an MMO experience. This isn't to say that SWTOR sucks or anything - if a player was gonna go solo 1-50 SWTOR is probably that much more fun than other games. It's more of the fact that the amount of players online in a server can affect the MMO experience - I'd take a Full server even if it had a waiting time (<5mins preferably) over a Light/Standard one any time.
  12. The problem with a solo-centric, story-driven game that ALSO wants to be an MMO is sustainability: can BioWare keep up with the pace of players clearing the story side of SWTOR? Although it's true that quite a number of people like replaying content (e.g. I know there are some of you out there that enjoy replaying single-player games, not once, not twice, but ... many many times) I personally can't bring myself to do it. This again brings me back to a major point I brought up in the Blizzard/WoW gets it thread: anyone notice the major difference between BioWare and Blizzard? I don't think I've played any BioWare game, maybe Baldur's Gate, but let's think about that and the famous ones like Mass Effect and compare them to Blizzard games (mainly 3 I know of: Warcraft, Diablo, Starcraft): the main difference I see is that Blizzard has a heavy focus on multi-player (Battle.net), notwithstanding the fact that all it games also come with a story/campaign mode, in the end the proportion of time spent on multi-player far exceeds the single-player time spent. The point is that for some players (like me), playing with other players is less boring than story-mode.. This is not to say I hate story-mode, in fact I always complete it first; and I always find the story-mode experience (in any game) to be really enjoyable and more intense - while it lasts, that is, once I finish the main-arc, that's the end for me. Yet, does having a strong multi-player focus necessarily mean we can't have awesome and sustainable story-mode? SWTOR is probably the closest I've got. Although I can't wait for a game that will do it better - imagine the outcome: cinematic like graphics and lots of cutscenes but in an MMO; like watching a movie but also playing it.
  13. I hate dailies; I would so much more prefer a greater variety of engaging, deep and extremely long mission chains. Dailies feel like work/chores, it's like the routine for many players is to log on, do dailies, log off. My biggest gripe with dailies however, is that in order to get certain 'end-game' gear (such as earpieces, implants... and now black hole stuff) players have no alternative but to do dailies. Also, I hope we get some epic server event comparable to the scale of the gates of AQ or even grander in scale!
  14. MMOs have gear, if you really really really feel short-changed because of it, you may want to play an FPS.
  15. The premise behind resilience/expertise: that pvp'ers and pve'ers should have to grind twice. that pvp'ers and pve'ers should not be able to cross-participate. personally, i hate resilience/expertise. When vanilla WoW introduced pvp gear, there was no such thing as resilience, the only difference was more focus on crits and pvp talent bonuses - it worked fine for me, everyone could cross-participate and the gear gulf wasn't great.
×
×
  • Create New...