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FadeLei

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  1. So with each major patch we're given new content, some of it requested and a lot of it dreamt up by the dev team but if given a choice what would be your top 5 things to add? It can be as big or small as you like, game mechanics or cosmetic. The only rule is that it can't be something already slated for release in 1.3. Mine: 1) Character re customisation (barber shop) - with added options for hair, accessories etc. 2) More credits for warzones - since 1.2 i'm constantly broke since i only really play warzones and craft. (actually playing this way i actually feel like im finally just 'playing' a MMORPG and not trying to race to max level) 3) MORE WARZONES!! - Warzones like: 'last man standing (where your team is attacked by rakghoulds and if anyone is defeated they respawn as a rakghoul until only one remains) 'Swoop bike racing...Pod Racing...Pazaak' 4) Species Change (could be a paid service i dont mind...helps keep the game afloat and stops anyone else loosing thier jobs...also helps with legacy unlocks and future races) 5) Make some of the 'green' armour sets available as oranges! Check out the jedi knight trainers and pvp vendors WHY CANT I LOOK LIKE THAT?? What's your top 5? Oh and please, these are just personal wish lists i'm in no way saying they should be implemented before major things that need addressing.
  2. How about as a reward for getting a character to 50 a new character slot appears for each original slot taken to 50?
  3. Actually my problem isn't reading the forums and becoming disheartened with the game, i play the game plenty (legacy 30 last time i looked) No the problem i find with the forums is usually people replying to other peoples posts with thing like 'i didn't read your post BUT here is my take on it' Or people presuming that everyone just reads the forums all day and whines about the game without actually playing it. I also enjoy the game which is why i take time to think about concerns people have with the game and post my ideas on possible solutions.
  4. In my opinion and from reading these forums since beta (and I think a lot of others players have the same feelings) one of the main problems with TOR is it doesn’t exactly feel like an MMORPG. It’s too instanced, too many loading screens, the lack of a single area that actually feels like an online persistent world. The game can’t (and shouldn’t) be redesigned from the ground up but there are simple solutions to change the way the game feels, to turn it into a true MMORPG and an amazing one at that. Bioware, you have the basics in there already, the stories, great animations etc, we already has a good levelling system in place, fully voice acted quests – great! But that doesn’t make it an MMORPG, currently the game play is too disjointed and instanced. In other games to get to a ‘dungeon’ you have to traverse a world, you get the feeling of going on an adventure…in TOR you simply go through the purple doorway on the fleet (if by some miracle all your group are on the same mission steps) I’m all for convenience but instancing has to be balanced with creating a believable universe for your players to inhabit. Anyway, here is how I would change things To get the feeling of a single persistent world when you have multiple planets sounds impossible but it isn’t. The answer is simple … SPACE (ie the Galaxy) Use space (even if it has to be a game expansion) as your persistent world and think of each planet as a giant ‘dungeon’ (and by the way change loading screens into relevant cut scenes instead so as to make switching down to planets less of a immersion jolting experience- something like intercom chatter about landing codes…Whatever) How you actually do ‘space’ in TOR is up to you, but it has to be the thing that ties everything else together, even if you separate space into sectors as they are now on the galaxy map with hyperspace jumps needed to get from one sector to the other. It has to be the part of the game that is totally explorable by any level – No false level restrictions (oh don’t go into this sector you have to be level 50 pilot!) leave that to the planets. Let space flight be the travel time, the exploration, the discovery part of TOR and let the planets be the levelling process, the questing etc. Here are some ideas of what space could contain: Add old favourites like asteroid mining for rare crafting materials which will help solve the problem of crafters feeling like they aren’t actually crafting and the companions are doing all the work (some people enjoy crafting believe it or not) Add explorable ‘space hulks’ in random locations, capital ships, boarding parties, space pirates, asteroid belts, mini games like the Kessel Run, smuggling, bounty hunting… Make planets places you have to actually FLY to and land on, then add new areas to existing planets that aren’t based on character level or are quest related, just open, cross faction areas with things like rare spawn mobs, Pvp objectives, new operations and flashpoints – places worth returning to time and time again not just when you’re the appropriate level or because you have to grind a daily quest there. In short, make space your persistent world, a huge explorable jumping block that leads to the content you already have in place. Other ideas; PVP Warzones – Does PVP have to mean players killing each other? NO! The Starwars universe is so rich with ideas you could draw from that don’t have to just be faction vs faction killing one another over and over. Pod-racing, Swoop bike Racing and casino games could all be played with the same faction and might appeal more to those that don’t want to do ‘regular’ PVP. Speaking of regular PVP, here are some warzone ideas, Novare Coast is great but a little too much like Civil War, there so much more you could do FOR EXAMPLE: Capture the ‘flag’ but Starwars style – Rescue/capture a scientist from a space station who has key information about (X) - escort him to your factions launch hangar and protect him there until your shuttle arrives. Last man standing – Rakghoul Plague style – Your team infiltrates a secret lab and fights off wave after wave of Rakghouls. When someone on your team is infected, they change into a Rakghoul and attack your team until one remains (medals awarded for amount of healing/rakghouls killed/infected killed etc) PVE /PVP Hybrid warzones - where you fight alongside NPC’s of your faction, man vehicles like AT/ATs, gun turrets, Snow Speeders…your objective to storm the enemy back and plant explosives WHATEVER! There’s so so much that could be done in TOR with the resources at Bioware’s disposal if they’d only stop thinking inside the (WOW) box
  5. signed! using upper hand at the moment is automatic after hearing the giggle, will be really difficult replaced with a different sound entirely. Its like learning to drive, after awhile it becomes second nature, then someone replaces the steering wheel with an intricate pulley system
  6. No in beta the cover range was much further and didnt look at all goofy in fact made gameplay much faster
  7. So i've thought a lot about a gap closer for smugglers (like lots of people) and suggested ideas, but none ever seemed quite fitting to the class... Runspeed, jumps, harpoon - other classes have that Shadowstep - sounds too much like another game and really only suits one tree out of one advanced class. But i think i've come up with an idea thats fitting, not over powered, suits all smuggler specs and best of all, it's pretty much already in the game! (oh and brings back those early days playstyle when you were a rolling grenade throwing machine) For the sake of making this post easier i'll call it just 'Roll' Mechanics - Activating Roll places a targeting reticule on the ground much like a Huttball pass. Once you click the area you roll to that spot into a kneeling position. 20-30m distance 30 sec - 1 min cooldown Ok sounds pretty lame but think about it. Benefits - Shouldn't be hard to impliment as the mechanics and animations are already in the game. It works as either a gap closer or an escape tool Would take lots of skill to master Fits the Smuggler theme Would make the Gunslinger ac a lot more mobile/fun and more like a dual pistol wielding gunfighter than a stationary, dug-in turret. Drawbacks - Could only be useable by line of sight Could only be useable on flat terrain (ie not to scale ramps in huttball) Would take lots of skill to master Uses - Scoundrel Scrapper - Gives the Scrapper a more defined role - as a hit and run class. Imagine, you roll towards your target into a kneeling position - backblast, dps, roll away from the target's aoe and vanish. Or possibly a talent that allows you to roll and enter a stationary stealth so you could use shoot first -I would love to roll in, shotgun to the back, knock them down, backblast and kick in the jewels! now thats a scrapper Legshot - short roll behind the target Sawbones - brings the scoundrel healer more in line with other the healers toolbox, Merc pushbacks, Sage runs, knockbacks etc. Just a nice little thing you could do when you have an unremovable target on your head in pvp >:C Dirty fighting - gives a way to apply upper hand and then get to range. Cant really add to this as i've never played DF tree. Gunslinger - as mentioned earlier it would make gunslingers more...gunslinger-y. Possibly add a talent that allows for cover screen to appear after a roll. Personally, taking the idea further i think all 'cover' should be like this instead of those freaky green men hiding behind boxes and random chance your going to end up someplace you dont want to be. Simply drop your targeting reticule over a box and you roll behind it. ON A SIDE NOTE!! Why doesnt entering stealth bring up the cover bar? you know, for stealth only attacks? Since the word Cover is linked to covert? co·vert    [adj. koh-vert, kuhv-ert; n. kuhv-ert, koh-vert] Show IPA adjective 1. concealed; secret; disguised. 2. covered; sheltered. Seems fitting to me.
  8. Oh crikey thats terribad!!!! whatever happened to fun
  9. Georg, don't you think it's a little bit flippant and dismissive to attribute 'crying nerf' to simply being the fashionable thing to do? Lets face it, this is your (Biowares) game, you guys designed/developed it, you released it to the public and when you change things after months of play you put peoples complaints down to being the fashionable thing to do? People choose to pay your company to play your game in thier spare time. They spend countless hours of that same spare time playing a class that you designed and then thought to change after release. So surely thats your fault that it wasn't right to begin with not thiers. Of course people get angry when the thing they've spent thier sparetime and money doing suddenly gets changed often without any communication as to WHY? Is that complaint justified? Is the desire for reasurance and reasoning behind the change just too much to ask? Or is thier right to complain just 'the fashionable thing to do'
  10. http://dulfy.net/wp-content/uploads/2012/03/coloredvariationssmuggler.jpg hay wound, meet salt! im still really trying to like this game
  11. BW have shown they can listen, like changing tracer missile animation 'by popular demand' Keep this thread bumped /sign if you want giggle to stay Pleeeease!
  12. Problem with a visual effect is lots of times you have so much else going on with your character that put massive effects on you. Lightning, DoTs, heals...might be hard to see. Abilities that RELY on a proc need to let you know when that proc happens!
  13. I really love this little feature, rely on it quite a lot and think it adds flavour to our class. Instead of removing it maybe make it toggleable? Choice is always better! (oh and calling our giggle a grunt in the patch notes, when was the last time anyone in your office played a smuggler? Grunt is BH afaik)
  14. Bioware PLEASE don't remove the giggle I rely on it so much!! How about making it a toggleable option??
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