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Axxar

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  1. I agree. They're cool and all, but the load screens are too much of a gameplay hindrance/immersion killer.
  2. I've sunk a lot of time into this game so far. Got a Juggernaut to 44 and a Mercenary to 31 and various alts in the 15-20s. By now the "newness" has worn off a bit and I'm getting a bit bored. There's some cool stuff in this game but I can't help but feel WoW does much of the stuff outside of the storytelling better than SWTOR. I don't think this title is quite on par with what I'm used to seeing from BioWare. But then again I wasn't too impressed with Dragon Age: Origins either. Love the Mass Effect games, though.
  3. They picked up slicing. I'm sure they'll be ok.
  4. Hello BioWare, just wanted to share some stuff that's been on my mind lately! TLDR at the bottom! Part 1: Mr. Bormu One thing I've noticed visiting the various planets of the game is how beautifully crafted the natural environments in Star Wars can be. One thing I've also noticed is how static the wildlife usually seems. Often there's plenty of it, but its actions is limited to pacing back and forth a few meters. How can we do this better? I think I have a good example. Let's talk about Balmorra. More specifically the grasslands just outside the Markaran Imperial Outpost. I believe they're called the Markaran Plains. It looks like this: http://img40.imageshack.us/img40/2730/wildlife01.jpg http://img828.imageshack.us/img828/5708/wildlife02.jpg Very scenic. Unfortunately also very static. See the big guy in the picture? That's Mr. Bormu. He's a friendly sort and won't attack you unless you start poking him with your glowstick. He'll just stand there all day. We get that not all creatures on Balmorra are hostile, so that's fine. But why's he just standing there? I've seen one of his friends in the area move about, but the rest haven't seemed to discover the power of locomotion How can we improve it? I can come up with at least one idea. Bormus are herd animals, so that means usually they should be moving around in groups. Instead of just having a few Bormus spread around the area, let's say Mr. Bormu and his friends are all grazing in the same area. Instead of just standing there, they'll also mill back and forth a bit in the area. But not forever. After perhaps 5 minutes of grazing, they'll decide to move on. Now there is one problem. There's a codex entry on bormus that very specifically states the bormu used to be herd animals before the Imperial bombardments. Fortunately this problem is easily overcome: http://img406.imageshack.us/img406/626/wilfelife04.jpg With that out of the way we can now concentrate on the aforementioned scenario of bormus moving around in herds. Let's go with the idea of a main herd moving around the grasslands. Due the bombardments we'll keep a few stray bormus here and there. These are ones who've become separated from the herd because they ran off scared when a shell dropped close by. The grasslands actually cover a pretty huge area. I've outlined it on the map below. I've also placed some grazing spots and drawn lines to show the paths the creatures might take to get there. Some adjustment would be required as there might be objects, other NPCs and things in the way at some of the spots (I didn't investigate the locals that meticulously). Take it as an example rather than a 1:1 implementation. If we want to keep things real simple, let's say they work the area from the top at grazing area 1, then move down from point to point until they reach grazing area 6, after which they reverse their movements. Here's the map: http://img580.imageshack.us/img580/774/wilfelife03.jpg So it's like this: - Mill about grazing area 1. - Move as a herd to grazing area 2. - Mill about grazing area 2. - Move as a herd to grazing area 3. - Mill about grazing area 3. You get the picture. I don't know about you, but I have a feeling something like this would make your pretty yet battle-scarred grasslands a hell of a lot livelier with relatively little work. Especially considering I just did the whole creativity part for you! There's a lot of missed opportunities like this one across the various worlds. Maybe you already have this stuff on a to do list, but I'd sure like to see it in the game, too. I don't know how much of this sort of thing impacts server performance, but I've seen other MMOs have herds and other kinds of wildlife moving around in moderate amounts no problem. So it does seem possible. TLDR: lolz lets have some animals move around in packs 'n stuff
  5. I'd like to be able to hide companion head slots as well.
  6. Yeah the general gist of that idea sounds like something to work from.
  7. There's already a very long thread on combat responsiveness BioWare has responded to: http://www.swtor.com/community/showthread.php?t=159300
  8. Dromund Kaas does seem bigger every time you go there. Is the game growing or do people just really love Dromund Kaas? Hard to say.
  9. Some people just want to finish everything there is on a planet, including all the bonus objectives, and not move on until that's accomplished. I can understand that as I have a partial tendency in that direction. Unfortunately even without rested XP you'll still be outleveling content this way. MMOs just don't usually ship with this amount of content.
  10. Try looking at the EU server list at around 20-21 GMT+1. Most servers are heavy and very heavy, a few full and a few standard. At 4 GMT+1 they seem to all be light however. The game fails totally every night.
  11. Perhaps a change of tactics might work for you. You could try CCing the silver, kill the weak mobs, heal up, then kill the silver.
  12. It looks like I frequently deflect blaster bolts back but I'm so busy managing all my abilities and the mobs that I haven't noticed if it actually damages them.
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