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PibbyPib

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  1. I agree. I've always played my agent as a sort of Imperial loyalist who helps regular people when he can, but doesn't like Force users from either side, or Hutts. Kills either of these whenever the opportunity arises, lol.
  2. I don't work for Bioware's marketing team. Why would I care if you're excited?
  3. It's true-- these low-rez images make it all look like complete ***. I saw a series of high rez, in-game images of a bunch of armor sets that looked really cool, but the low-res lineup sort of short looked horrible.
  4. Yeah-- actually I think that is what I saw, though a match-to-chest feature is fine for me.
  5. Oh cool, that's great news. I can put some pants on my Consular at last. That aren't white or green, I mean.
  6. Or make it match somehow? I could swear I saw a video that showed something along those lines, but I don't know if it was something in 1.2 or something on the horizon.
  7. I was watching a video of the Legacy System, and I noticed one of the options on the family tree screen was "Adversary". I can't imagine how an adversary could grant you any skills genetically, so I'm wondering if they might pop up in your character's storyline as a kind of antagonist or something? Customized adversaries was one of the better ideas in Champions Online, I thought-- it'd be pretty cool to see it make it's way into Star Wars.
  8. It's in Pirate. Arrrg, power cell, maties.
  9. What little I've seen on The Secret World doesn't give me much hope in that direction. It seems very directed-- not sandboxy or exploration centric at all. This is just what I've gleaned from interviews and off-hand comments here and there, and I do hope I'm wrong. There are more open-ended, explorable games out there, but they're from small developers who had a shoestring budget to work on. Like Fallen Earth.
  10. Those are some excellent points, and I have to agree. It also seems like developers have tried to control the player's experience more and more, as the really mammoth studios took over the genre. The first couple of generations of MMORPGs were all really designed by a small collection of people who knew each other from the MUD community. Nowadays they're designed by people who started out at big game studios, and much is dictated by marketing. The local general store has turned into Wal-Mart.
  11. Could be. I used to loved FPS shooters. Bought them on release day, joined guilds, the whole thing-- then I got bored of them, and they all seemed the same. Developers who tried some little twist on the genre might suck me back in for a box purchase, but I'd be gone again in a couple of weeks. Eventually I just stopped buying FPS games altogether. I do think the MMO genre is suffering from this now much more than it used to, because the triple-A games have all really been attempts to recreate WoW (and understandably so). But they really are all incredibly similar nowadays, and it ends up feeling like you've played it before.
  12. You can find a lot of those features in some of the smaller, niche MMORPGs right now. I doubt you'll ever see them again in a game with a triple-A development budget, for the same reason summer blockbusters are always the same. The big budgets are always devoted to trying to recreate the last big hit.
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