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flumpet

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  1. These improvements look really great! One question - do the changes to Dynamic objects mean you'll be able (assuming there's development time) to go back through existing areas and smooth out some of the frustrations there? Mostly, I'm thinking of elevators we have to wait for vs. elevators that just teleport us to the next floor, but I'm guessing these changes might offer options for optimizing all sorts of other things. Since one of the big selling points of SWTOR is the excellent class stories, spending some time polishing up the existing areas to make things a bit less frustrating as we go through them multiple times seems like a really solid idea.
  2. I thought this event was awesome. I really liked the news-terminal format. I felt like that was a cool way of getting news of the event out to the players, and would like to see that used again going forward. I also enjoyed that the event brought us back to a planet those of us at 50 hadn't been to in a while. Additionally, the way the quests/enemies scaled levels to the player was excellent, it didn't feel like a waste for my level 50, yet my level 30 toon could also participate. In future events, I'd like to see: 1.) Less of the "you must complete daily A one day before daily B becomes available". This makes it difficult for folks to get involved if they have a busy schedule and only a little time to devote to SWTOR. Less participation is bad. 2.) The trade-in vendor remaining available after the end of the event. I felt you guys were more than clear in when the event would end, but it apparently came as a surprise to some folks. This is a pretty minor change with a decent positive effect 3.) More planets. I'd like to see an event that crosses multiple planets and feels like a true galaxy-spanning crisis. 4.) More focus on the war. I think it'd be awesome to run an event where the Sith invade planet X, or the Republic rescues planet Y. It'd require different quests for each faction, but I think it'd definitely be worth it, and focus on the core of Star Wars. 5.) Branching dailies. The dailies were cool. They'd be cooler if different decisions led to different dailies with the same rewards, so I could change things up each successive run-through.
  3. Someone can correct me if I'm wrong, but you don't have to pick up each new daily a day after the last one, you can just repeat the quest daily. In theory, if today was your first day of participation, you could pick up the Sunday armor piece, the Monday armor piece, and today's armor piece all today. You don't have to wait until tomorrow to get Monday's piece.
  4. I have leveled my Smuggler to 49, and an Agent to 20-or-so. Mostly because I'm a severe Altoholic and can't stop myself from trying other classes as well. I knew from the get-go that Smuggler was my class. Agent drew me in with the storyline and the voice acting. Not far enough into the Agent story to comment. For the Smuggler, Act 1 was brilliant. Act 2 and 3 were...a little slow. I can see where they could easily have spiced things up to keep my interest a bit better, and a lot of missed opportunity. Of course, a major twist towards the end of Act 3 just jumped out at me, and DAMN, I did not see that coming. Starting to pick up on the build towards the end of the story. Overall, yes. There's some lack of consistency that's problematic for me. Some types of elite mobs I can tackle with nary a scratch, some require everything I've got. But overall, I feel like I've got plenty of utility in a combat situation, I can lay down some serious hurt on my 'Slinger, my Operative's even more flexible, and the animations are fun. Smuggler, definitely. Agent, not so much. Smugglers have always been pretty central to the idea of a Star Wars game or fantasy to me, I see easily where they fit in with the world, and I like the idea of a mere mortal in the midst of a war of practically demi-god-like Jedi and Sith. I always get a little satisfaction when that creepy Sith closes on me and I kick him in the nuts. The Agent didn't really fit into Star Wars for me, but I think that's what I like most about the class. They took something that's not really central to the Star Wars films, and made it work so well. Yup.
  5. My reaction to that is "gee. That's too bad. I'll do something else tonight." It's a video game. If I can't play it on a given night every now and again while they make it better, it's not the end of the world, and a perfect excuse to do something else. I'd rather they fix what's broken, even if it means occasional outages beyond their weekly patch.
  6. Nah, here's how I'd do it: Just about every class in game is represented by a companion already, right? Simply borrow the appearance/voice from one of my alts, but the skill bar from an appropriate companion. My Smuggler wants to use my Shadow Consular as a companion, the Consular uses the same skill bar as Kira Carsen, for example. I like this idea.
  7. I had the same issue last night. I used the "Reset" button to reset the quest. It reset the entire quest chain. Fortunately, the steps for "Complete Quest for [Name]" still count as completed, so it wasn't terribly painful to re-do it, and by the time I got back to Jeren, it let me complete that step and move on.
  8. Might want to check the Dev-tracker: http://www.swtor.com/community/showthread.php?p=2110035#edit2110035
  9. I'd define myself as a casual gamer. I don't "dislike difficult game-play". Grinding is not "difficult", it's mindless. What I like is a game where I can log in for an hour and make some sort of progress, or at least a convincing-enough illusion of progress that it fools me. I don't always have time in my play schedule to put together a group and do a flashpoint, or even to put together a group just to do quests. When I don't have that time, I'd like to make some sort of advancement, even if it's just a small one. Fortunately, TOR caters to that. When I do have the time, or a group, I've got Heroics, Dailies, Flashpoints, Operations, Hard-Mode Flashpoint and Operations, etc etc. You've already declared it a weakness of the game. It was in fact the premise of your original post, that the pace of content development required to keep the game "fresh" is too much. We've got 1 data point to work from, patch 1.1. If you get to declare it a weakness based off of one data point, you don't get to turn it around on me and say it's "too early to tell" when I point out that our one data point's got a decent amount of content. So, is it a problem, or is it too early to tell?
  10. We're a month from launch and they've already added some new content and teased more that they have coming for March. I think they've demonstrated they fully intend to bring us pretty regular content updates. What I disagree with is that this is a weakness, and that it "shortens the life of the game". While they may not be able to keep pace with the "hardcore" gamers who sprinted to 50 and are now wondering what to do, you already acknowledge that hardcore gamers aren't their target demographic. A month into launch and they've pushed new Operation content and a new Flashpoint. That's a pretty decent pace.
  11. I disagree. Making the journey to 50 relatively easy makes a lot of sense in my mind. What brings people back, long-term, to games like this is new content updates, a changing world. By making the journey to 50 relatively painless, it lets the developers focus their new content specifically at end-game content, while still ensuring the majority of players will be able to appreciate it. I've lost count of the number of times I've seen new stuff being added to an MMO, got all excited about it, then saw the level range was for end-game players only, or was aimed at mid-level players, putting me too powerful to be challenged by the content, but months of grinding away from appreciating it with an alt. Making the trip to end-game easier and faster makes sense to me, longer-term.
  12. In a few interviews around the web, James Ohlen has mentioned more Legacy features inbound in the major content patch in March.
  13. I'm pretty sure they have mentioned that the complexity of implementing a fix is also a factor in determining which issues hit the patches first. That's why last patch, for example, we got "emotes from vehicles now work". It was an easy fix. They've put out a number of posts discussing ability lag, the complexity of the problem, and the fact that they're directing a lot of resources to correcting that problem.
  14. Same thing is true of companion affection. All comes at the end of the quest when you turn it in. So if you royally mess something up, or make decisions you're unhappy with, you can abandon the quest and start over.
  15. 1 & 2.) Since story is such a big part of this game, I'd love to see a Q&A/Discussions with the writers. It's a unique strength of Old Republic, and I'd love to hear the thoughts of those writing the stories. Along that same line, events with the voice actors would be awesome. 3.) If an event were in my area, I'd definitely attend a Meet & Greet. That would be awesome.
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