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deFronsac

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  1. Fair enough - I always timed my interactions so and not to fast-forward to the final dialogue and the string of emails. Anyway, if Lana was not bug out and ditch me as a result, I guess I would not have been overly concerned in the first place.
  2. In 1.0 we could romance our companions at any time - certain dialogs were subject to chapter progression but you were in control of the timing and critical points were unambiguous and free of bugs. They were an activity in their own right vs being baked into the main storyline.
  3. Won't be a surprise to anyone reading, but frustration needs some ventilation: my agent developed the romantic relationship starting from Forged Alliances, did kiss her in the cantina during KotFE chapter 9, then... well I thought Lana was just too busy for the romantic stuff in KOTET (which would actually be fair enough given the intensity of the story), but now I am at Ossus and the romance/marry option never came about. I was avoiding spoliers so obviously missed out all the notions re variable reset and didn't realise that all the romantic content was at the end of Nathema. Now it is too late and I'm not re-rolling - too much time has been invested in my main character. The best part of the story is, I ditched Raina Temple expecting to carry on with Lana, only to find out Lana is not that into my agent after all. I find this both sad and hilarious. Temple loves me, I love Lana, Lana... loves Koth, I guess... Koth loves Theron (they did enjoy their time together in the cantina while I was with Lana, right?) and, hell why not, Theron loves Temple, just to complete this Eternal Circle of Unreciprocated Love. What is even funnier is that now on Ossus I find my character choices in dialogs being more bitter and dark-sided vs before, as if he was indeed ditched by Lana as part of the story. Which strangely plays into the whole conflict escalation storyline quite nicely.
  4. I meant this in the sense that the was no group finder and people had to communicate with other players if they wanted to experience any of the group/end-game content.
  5. I actually quite like it here. It reminds me of the early days of SWTOR when people had to talk to each other and organize themselves to get things done. On this server I actually want to keep the general chat on to hear from others, and I don't need to hide it because of spam and non-stop obscene language. I like being alone when I want to be alone and look forward to co-operating with others who also enjoy this server.
  6. /signed This is but a part of a larger problem of gaming experience in SWTOR becoming too rushed towards the endgame and too streamlined for EVERYONE. whether they like it or not. Some of us still remember the game how it was in Dec 2011, and we still love the experience we were having and don't appreciate it being unconditionally taken away from us. Same sentiment could be felt in other MMOs - with one of them, the community vanilla servers got so massive that devs had to acknowledge that this is more than occasional nostalgia but a genuine experience for re-creation of which there is a commercial demand. I'm afraid that only when devs realise they can make more money by offering both new and old in one game, they will finally do something about this - but this may happen too late as people will give up and move on and never to come back to check it out.
  7. deFronsac

    I love PvP!

    Couldn't agree more with the topic starter. I guess all this whining I see on the forum is from WoW fans who thought that what they are buying is a clone of their good old game, just better graphics. Yes, the balance may be far from ideal, but we're here for the fun and thrill, not for mathematically justified equality. It will however come in its own time, any sentient person understands that without game tweaking experience Blizzard has, it will take a while for Bioware to establish a virtual class balance. But if you expected it to be here from the beginning - well, I'm sorry for your naivety. And finally, this is a ROLE-PLAYING game, massive multiplayer online, but still an RPG, which is clearly outlined by the number of choices you go through as your game story unveils, the choices that define your character's personality. On Typhon as a padawan I was taught to maintain perseverance even in futility, and even if my sentinel was 10 times weaker than the others, I would still go PvP, because it is my character's duty as a Jedi.
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