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Swift

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  1. You must struggle with the real world with such a large sense of self entitlement. People who have "done their time" get looked over all the time in the real world.
  2. It was an extreme argument to dispel that idea that "Those who have dedicated more time are more worthy"
  3. I would like to see you explain that to good PvPers. "I am sorry, Mr Herp Derp Faceroller has put in 100 hours of PvP to your 10. I know you have more wins, more kills and less deaths, but he has put in the time whereas you have not, so he gets to wear better gear than you" Time != Skill Time != Greater Worth
  4. So clearly we have PvPers in here. Somebody please explain this to me. Raiders are limited to 1 boss kill a week and therefore 1 chance per week of getting the item they need off that specific boss thanks to RNG. Only one or two players per boss get an item. PvPers can run as many warfronts as they want, as often as they want, without any limitation. Every player in every team gets something out of a warfront. So why do believe your progression system should be made up of absolutes that would let you 'grind' for gear, rather than the PvE method of RNG loot distribution?
  5. Yes, it is, because that is how random numbers work. Random numbers are extraordinarily fair, because they cannot be influenced. They are as random for you as they are for the next guy.
  6. Right at the top of the forums, in the post about Ilum: What more do you want them to do?
  7. 'I am impatient and am disappointed that Bioware has not been able to throw its vast resources behind the points I take issue with to be fixed immediately' is hardly someone Bioware should be all too worried about placating.
  8. Because it is still Biowares game? Taking feedback on board is one thing, letting the community dictate the direction of the game is completely different.
  9. They aren't hated because they are huge. The hate grew from a couple of things. 1) They went through a period of buying up studios of successful, popular games/series, milking them dry with crappy, half-assed efforts and then shutting the studios down. 2) Internally, their working conditions were horrid. 3) Their continued drive to turn anything and everything into a yearly release cycle. If the game didn't fit into this goal, they weren't interested In the past 5 years or so they appear to have done alot of work in regards to their reputation. They are no longer the monolith they once were, they are more willing to put money into projects that aren't 100% guaranteed to be smash hits and since EA Spouse, working conditions are said to have improved dramatically. Basically, look at how Activision are currently run and that was EA 10 years ago. It is no coincidence that Activision currently garner the most hate from gamers, while EA, while still hated, is working on winning back those that they lost. Go have a word with Gamestop then. Their entire business is propped up by second hand game sales, because a second hand game is 100% profit for Gamestop and 0% profit for game developers/publishers. The one time codes are an attempt by developers/publishers to get into the second hand games market.
  10. How is this any different to almost any other MMO? Most quest givers in most MMOs are simple, throwaway characters that, chances are, you'll never see again. Mob reuse is also rife because it is simply easier and less expensive than creating new models for every single mob in every single zone of the game. Submitted as evidence: You fight Boars in almost every zone in WoW.
  11. Age != maturity. I have seen 40 year old men more immature than some 15 year old kids.
  12. You mean the rifts that were dull and tedious before you even reached the level cap? The zone invasions that virtually shut down entire zones outside of prime time because there was no one to fight them off? The constant zone invasions near launch because there were so many people in the zone that they were triggering shortly after one would end? The rifts were fun at first, but then they got really old really quick because they never changed. If you had enough people it was wave 1: easy mobs, wave 2: easy mobs with a couple harder, wave 3: utterly random kill x in y seconds, wave 4: hard mobs, wave 5: boss. They were all the same and the contribution measurement was still rubbish when I left after 3 months.
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