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Fluffylookin

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  1. This is the direction to take the game. If they keep ignoring companion developements and waste time and money on innocuous swoop-like events, players will unsub longer than they sub.
  2. I've been back for 4 or so weeks, but am now browsing Steam for other titles to move on to. Again, the vacation is always fun and is always short lived. I can feel that vacant feeling again everytime I log in. I got a couple of toons to 306, remodelled Nar Shadaa SH, clicked a few kingpin slots and now the game will lose me for another couple of years - it's just not enduring. Make the companion changes and you will maintain my sub and, I suspect, many other players' subs as well.
  3. Yep, thanks for the replies. I was 'shooting for the stars' with a couple of examples, but they were just some layman's attempt at solutions. The way around all the hurdles to achieve the outcomes is left up to those on the payroll. My umbrella point remains the same - focus on companion involvement in micro and macro ways. It would really transform the experience and sustain the experience of being logged into swtor. In it's current state, the game is great to visit. As a founding player, I keep coming back but I do unsub longer than I sub. Giving more life to companions will spill over into other lifeless areas of the game like strongholds, questing, dailies, solo-flashpoints. As a long time mmo'er, (and at this stage most of us are) I am genuinely convinced that this is the key to an enduring gaming experience. At the risk of being repetitive - not more companions - deep connections with 'class' companions. The community can't come up with the 'how' - we're busy with our own careers. Thanks for the consideration.
  4. Hi Team, I suspect that these may have been suggested before, but I would like to propose or reiterate the following companion ideas. This companion dynamic that SWTOR has focussed on is great. It's what distinguishes it from any other MMO on the market. The suggestions are minor to significant: * have them ride your mounts with you/develop mounts that can hold 2 * could there be more character/personality development with each influence level? * Instead of the Combat droid on solo Flashpoints, allow 3 of your companions to accompany you. Create end scene cinematics for successfull missions/flashpoints * have veteran flashpoint queue options to permit companions * have a selection of 'date night' cinematics for romantic companions possibly taking place in your strongholds: dinners, dancing at bars, more intimate 'dancing'/moments, love-letters in the mail etc - influence/bonding is a way to unlock these * more expansions focussing on devoping the AI of these companions - could there be children? I acknowledge that there has been a lot of time spent on this with particular focus on just adding access to more companions: the alerts; prizes at the NL event. But I would argue that they have become too ornamental: a Mcdonalds' 'collect 'em all' toy without having any real purpose. These are some suggestions. I'm sure your professional 'story-tellers' could come up with more ways to keep this very significant part of swtor at the fore.
  5. Could you please give your biological mounts some signs of life whilst they are still? At the moment, the only sign of life is their breathing. Even WoW, in beta, 8 or so years ago (maybe more) had their tigers stretching, or the rams twitching their heads, etc while stationary. How a cutting edge game like swtor did not attempt to match WoW mounts or even extend the realism is really beyond me. The tauntaun, for example, has so any signature movements while still, that any of those could have been incorporated to give the illusion players were atop a living tauntaun. After all is said and done, it comes across as cheap, complacent design. It detracts from the simulation of riding these mounts. Having said that, your speeder mounts, generally, are great.
  6. I played this game since open beta and played through the story as a Jedi Knight. I couldn't remember being so enthralled. It was Star Wars, after all. Not since achieving Archery Master 3 as a Ranger in EQ had I felt palpitations like this. There was this fascinating, even innovative, feature with companions. I know Lotro experimented with this, but that was contextual; circumstantial, not permanent. I remember the first time grouping up with a Twi'lek smuggler. It was the 'Deeds' quest on Coruscant and it was here I was introduced to the group dynamic. A trooper and sage filled the rest of the party. It was exhilarating. This was a special game...I thought. It treated the source material with respect; even took it more seriously. Sporadically, between levels, I would take my ship out on a space mission. It wasn't 'revelational' design, but it was there; an additional texture to what was already a gripping experience. I saw the potential of how the space combat could be integrated in a more meaningful way into the rest of the game. The game was young. I could see the possibilities of the platform. I remember speeding across Tatooine on my newly claimed speeder feeling as if...I was...in....Star Wars. The wide-eyed, mouth agape posture that I had as I explored the Ship Graveyard on Hoth for the first time. I remember marvelling at the artistic achievement of Corellia; it was so dense with detail that it was impossible to take in, but far too easy to take for granted. And how the hell someone solved the +10 datacron puzzle in the museum is beyond me. The initial design was impressive. It was obvious that the game, at release, had been pandered to. Designers (not programmers or accountants) had blown some creative valves. There was evidence of passion and surrender (and as is the pattern of things, it wasn't before too long these designers moved on). I hit 50 and the experience tempered, but that was okay. There was talk and subsequent introduction of a Legacy System. This was a briliant idea. The rpg element was nice, but it was the post 50 purpose that it introduced. Further specialisation was promised; ways to perpetuate character development. Isn't this what an R. P. G. is about? How did it come to this? How did the Cartel Market happen? Why do people believe that it doesn't affect subscribers? All the cartel does is extract even more money from those who are already loyal to the game. It's like an abusive relationship where the victim doesn't even know they're being abused. The Cartel Market compromised the Legacy system. Why would I work hard at achieving certain things awarded by Legacy when, someone else could merely purchase off the Cartel Market? How did the 'dress up' culture become so prominent? How the hell did Jedis begin wearing trooper gear and vice versa? How did the whinging of fickle, entitled, game hoppers, become the 'community we listen to' ? How did medieval swords replace light-sabers? How did Jawagrams happen? How did Tauntaun and Veractyl mounts pass inspection with such minute animations?? How?? How were arenas introduced? How was an Ewok introduced? How?? Why introduce a potentially great system of explore and find (seeker droid) and then devalue the found items by having them as BoE? Why? Do you know how valuable the explorer or exploiter speeders are? Yes, as valuable as a Frogdog's practice jersey. How do people so readily accept the 'collections' feature? Here's another reason to spend your cash on innocuous items purely to 'collect' them? Can anyone say 'McDonalds' toys'? How was it possible to destroy such a cherished story? How was it possible to work in so much contrived, juvenile content at once? How was it possible to turn the game at release into such a contrived, incoherent piece of cheap nonsense? I recommend that you unsubscribe. Allow this game to be relegated to the SWG shelf and allow someone the opportunity to do the Star Wars MMO right.
  7. Blizzard starting making these decisions. How ridiculous! Why on earth would you trivialise the classes by having them dress in whatever they like? How about Panda costumes? Where's the line? I left WoW for these reasons.Have a look at the game you've released. It's a good game. It's the decisions from here on in that will dictate it's longevity. With Guild Wars 2, and Elder Scrolls online in 2013, the mmo competition is increasing. Keep Swtor great by treating it with the seriousness the universe deserves. Keep advancing character and companion story lines. Keep advancing the things that most of your players really enjoyed. But introduce elements that compromise the consistency of the world, and many mature gamers and avid star wars fans will just move on - you'll have another star wars galaxies on your hands. Troopers running around in Jedi robes is the epitome of 'silly'.
  8. Vrook Lamar 50 Commando - Xanasota 50 Guardian - Xanascense 50 Gunslinger - Scruffylookin Jekk Jekk tar 50 Vanguard - Heilron
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