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Urkanan

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  1. I kinda disagree with "combat animations" being good. Individually, yes, they are awesome. Chained together... it looks and feels awfully clunky. Lightsabers, hell yeah! they probably are the 1 best thing about Star Wars!! I am also sad to see that the latest expansion is not completely voice acted. Many quests now are given with the text box. Same goes for the mission terminals. Sad times. As to your vid... please dude, less profanity, and more personal hygiene. I'm not gonna comment on personal style. maybe you like the scruffy beard, but for god's sake, review in a clean jumper, not a stained one.
  2. I really don't wanna pick a fight cause, as I said, I don't tank. My understanding on accuracy on tanks is founded on threat generation being not reliant on taunting to generate threat. I honestly think it is an interesting idea to design tanks as generating threat via passive buffs (extra threat generated by all actions performed while on tank stance), key abilities (X generates Y times more threat than other abilities) and likewise mechanics. Again, it is not for me to discuss whether BW got it right or not, cause I have never looked deeply into how tanking in this game (or any other, for that matter) is accomplished (I just hate playing melee, so I am naturally shunned away from tanking). I probably am wrong, but I always understood taunting as a "peeling" ability, designed to force a mob to attack you rather than anyone else, instead of it being a huge threat generator. Taunting, in my conceptual design, should allow for tank switches on fights where stackable buffs apply, or to re-position enemies; pretty much nothing else. Whether this can be accomplished without including threat generation in the taunt itself is beyond my comprehension. As to your argument about dps getting taunt, I sorta agree with you, it is the kind of ability that I would place in the tanking skill tree, so you get it if you intend to tank. To sum up, I would design taunts as an opposite to "Ice Block". Ice block (in WoW) made you untargetable for x seconds, without really wiping your threat count in the big picture. I believe Taunt should simply force an enemy to attack you, ignoring its threat table for a few seconds (thus giving you a window to get back on top of said table). Whether it should be affected by accuracy is up for discussion, but I honestly would make it so. Maybe it's a mistaken approach, but it is the one I would try to accomplish if I ever had to design a trinity-based combat system.
  3. 1) I dont tank but... is it not useful to be capped in accuracy to make sure your threat generators land?? I honestly don't see a big problem with accuracy in particular. Alacrity is meh in this game, but in other mmo's, tanks would desire "haste" or "cooldown reduction" to have access to their main utility abilities, like taunt, as often as possible =/ 2) I agree with you here. There is no longer the feeling of Build. Noob traps are purely bad design. Not being able to make a tree that allows for different builds without adding noob trpas to it just speaks poorly of the design ability of the team. 3 and 5) Yeah, same story for all classes is simply lackluster. Companion story?? what companion story?? the fact that each primary class only gets actual quests for 1 companion is just another proof of how this game was rushed on release.
  4. I think that the fact that the streams by the developing team are one of the big sources of visibility for the game outside of itself speaks enough about the health and quality of the product. =/
  5. sorry but the complaint about comms and gearing up is just silly. 1) Why spend comms on mid-level gear that is good for only a few levels, when you can simply run with whatever is given to you? I have reached lvl 50 with several "requires level 29" pieces and had little to no problem clearing all content without dying. 2) There is always the quest rewards. Do your class story, the main planet story, and all the heroics in the planet. There you go, more than enough comms and blue gear to get going. 3) Finally, nothing is stopping you from doing the exact same thing you would do with no double xp available, even if doing the missions for all the commendations you need makes you run them once they are grey. It's not like the mission indicators disappear. 2xp just makes everything easier. gotta be a moron not to be able to adapt to it. Your complaint, in the best case scenario, sounds like a huge symptom of OCD to me. "can't follow my schedule, my nerves go crazy"
  6. From the 3.0.2a patch notes: "The Contraband Slot Machine’s Jawa Junk drop rate has been reduced and Faction-specific Walker mounts have been added to the potential rewards." No mention of Droid Scraps, Certificates or anything else that was also nerfed to the ground. Call it what you may, but it is an extremely dishonest way to handle an item that was sold via the cash shop. This poor management is hardly tolerated in MMO's, even when no RL money is involved in the process (other than the monthly subscription, depending on the game). Releasing an item in a cash shop, then realizing it is poorly balanced/designed, and making it virtually useless as an afterthought is a very amateur way of running your business. But then again, this should be no surprise, coming from BW
  7. Well I play on Luka Sene Imp side, which I think is not too bad... at least I never got the feeling of dead server, not more than I did on my medium-sized WoW server anyway. I kinda agree with your view of many people needing their hands held, but I still disagree with many decissions the devs made around the design of the game, as I pointed in my post.
  8. Respectfully disagree. I do not need BW to hold my hand and take me anywhere I think, but my weekend play-time consisted of finishing what I had left from Hoth last weekend, plus over half of Belsavis, all of it solo-questing, plus a story "interlude" that happened in between the 2 planets, or just enough to get from early 37 to mid-41 iirc. In that time, my weekly playtime: I run across a whooping total of 12 different people (accounting for both factions) on the planet's surfaces Just travelling to any open world pvp area (if they really existed) would have taken 20 mins away from my playtime between speeders, shuttles and loading screens There is no waranty there will be any pvp whatsoever after the long, annoying trip. I do not, even by accident, wander into enemy territory (EVER in 17 or so planets...) Honestly It starts to feel like it is I who has to hold BW's hand so that their game does feel like an MMO... I love the game, but yeah, in my book it is a design/planification problem: Planets way too big. (Oh yeah I love 3-minute rides in my speeder) Virtualy separate play areas for each faction throughout the game (boring) Too many servers (= lower pop = lower chance to run into others) No real need to engage in group content in order to level. Solo content (story mode) does not mesh at all with groups (grouping makes this content boring/trivial, and your partner is but a mere spectator of your interactions...) Inability to assault enemy true bastions (Capital Planets/Fleets)
  9. This. Again. API please. I am sorry to say this, but the current state of your GUI, extremely unpolished at almost every possible level, should have already made you realize that your GUI design ability is just not there. EDIT: You should start by fixing your design team: less art, more engineering. a few random examples: TL;DR: Constructive post to tell you that it is too much for you to fix on your own, and a single UI will never please everyone, just like no single UI mod pleased everyone (and they were lightyears ahead of your UI). API please.
  10. Also: Make the informational part of the UI elements take up a bigger portion of the frame. Right now your frames are 90% bright blue frame, 10% stuff I need to be able to grasp at a glance. I miss my simplistic, unadorned, background- and texture- lacking, mismatch colored, yet perfectly aligned and superinformational World of Warcraft MOD UI. There you go. You made me say it. I hate you now
  11. This. I was gonna hit you with a huge list of what could be improved according to my opinion, but the truth is that no amount of directives is gonna let you satisfy me and the next guy at the same time, let alone the whole community. Please, please, please: 1) Realize that you are trying to bite much more than you can chew 2) Mod makers are free manpower. Why do you keep saying no to them? 3) In my neighborhood there's this "know-it-all" kid who owns a great foot ball, but ends up playing alone because he keeps trying to make everyone play by his rules only. Hint
  12. I didi it a long time ago, but I clearly remember going through the same line of thought: "Huh? Oooh ok, I did "SPOILER!" them, but I haven't turned in, so the game doesn't know yet" I am not a heavy roleplayer, and I didn't really mind that much, but given the epicness of the Dreead Masters questline, I understand how this little inconsistency can be bothersome. SUGGESTION: make the Dread Masters story arc be turned in with the already existing mechanic of "- Use Your Holocom".
  13. I fully agree with you. It also boggles mi mind a bit the degree of self-assumed agravation the SGRA community has gone to. I understand wanting it, as it seems other BW games have it; but that amount of anxiety over being able to roleplay something can't be healthy. Sugesting stuff like that every1's quests be resetted (lol why?) or expecting BW to make the effort of rewriting and implementing the story (when other aspects of the game affect everybody) just shows that many are just as delusional and disrespectful of other's freedom as all those parents-in-arms. Just my opinion. Oh And I support SGRA, just not the "BW owes me and they should fix this no matter the cost" attitude.
  14. Either I don't understand your point, or there is no doubt it sounds great to you. To be sure: I provide the mats for all attempts, and then have to pay for the item?? Seriously? The way i see it, I would give you a tip for... you know, being cool and keeping an eye on your companions, and for taking the time to research the eschematic if that is the case. Marketing here is very simple: if you have no costs for making the item (I provide all mats), the only think you can charge for is providing the service. The effort, time, and credits invested (by you) in being able to provide that service is something you should be looking to get back by adding all profits obtained in the long run. Not for every time you provide the service. Your system, as a customer, seems highly unacceptable to me. All due respect. Sorry, my economics English is very poor, hope I explained myself
  15. The grinding concept has changed. It is nothing like it used to be in older games. A grind nowadays is pretty much any repeatable stuff that you are suposed to... well, do repeatedly, in order to accumulate any sort of currency (commendations, marks, symbols, credits, alignment points, xp...). To the OP: I raid, and get my endgame gear (mainly) from operations. It is also a grind in that sense, seeing as I have to kill Soa until it drops my stuff, then keep killing him until most of the guild have theirs and/or are happy to move on. I can tell you that after the 5th or 6th weekly kill, SoA can be as unexciting as dailies in Corellia. In my opinion, everyone is entitled to measure the entertainment they get from a game by whichever aspect they may, but I think basing it on loot acquisition is bound to make anyone hate current competitive MMOs.
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