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Costello

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  1. I recall Keith doing his yearly post about delaying the update, I think his delayed every update, each time he tells us it wasn't an easy decision but one taken to ensure the update is up to the 'high' standard etc etc. Would he say this update was that high standard, I think most people have felt they could complete it in a few hours, its been something of a nerf, something of forcing group play for rewards a move in contrast to play your way and in short has yet another gear grind with very very little new content to do it with. Now in fairness to 7.0, every update under Keiths leadership has been little content with a new gear grind with less content and at every stage. But 7.0 being the 10 year anniversary seems to be particularly light, a removal of a number of weeklies and its not clear what has been put in to replace them. So with the sunsetting of the game appearing to be fast approaching are there any plans where after 10 years with our initial companions they could make a return and the story conclude with some closure with them. After all you can bring Malgus back again and again how about some of those other characters that made the original game so engrossing.
  2. Its bad, so short and gutted classes and an interface that didn't make anything better. But perhaps most disappointed for the 10 year anniversary content blip, not one companion made an appearance, the guys there at the start and not one showed up. If the budget is so low they can only bring in a couple of actors it seems unlikely we will see anything else till the game is sunset.
  3. What do you want to achieve by these changes? My main is a Marauder so its a takes a little longer to workout what skills are missing as the names/icons aren't as familiar to me but it feels like at best we are a nerfed version of our current characters and worst we lose the skills that allowed the player to customise the character to their play style. And for what, my quick slot bar is still full, the cool downs still seem to govern my combat style making it mostly about rotation rather than resource management. Surely at the 10 year mark it should be about more choice, more play your way more freedom for players. I would understand if you wanted it to be more action and responsive combat but this doesn't do that in the slightest as its just a nerf and honestly the choice in nerfing makes things worse than at launch. Duel Saber throw and mad dash are not the game changing skills you think they are. Yet we lost some of the general warrior skills back when base classes were removed from the game and lose even more now. Though the biggest loss is combat profession options to customise the build. This should have been made more of the focus not less.
  4. The CU and NGE were an attempt to chase the WoW market, though they mistook their audience and possibly never had the options to make the changes that made WoW the success it was. Now there have been arguments that SWTOR always tried to chase the WoW market, I remember is Beta the comparisons between the Jedi Knight and the Warrior skills. But regardless I'm not sure dumbing down the game and reducing the skills available is going to work here unless they can overhaul the entire combat experience and make it more responsive and less about managing your cool downs and rotations.
  5. It seems the majority of people don't want the game dumbed down, they want more choice and more options to pick the skills they want to let them play the game their way and how they think the class should feel. Those in support seem to be the minority and always seem to be pimping their referral links. I don't know why it is that there is such a correlation between people trying to pimp a referral link and blindly supporting things without ever backing it up other than I like the change though I can't say why. It will be interesting to see if the devs take the feedback on and give more choice and more options or they ignore it and dumb the game down further.
  6. So the dumbing down and less versatility and a more difficult end game experience is because Eternity Vault is too easy? Surely the idea should be to add enough new content that 10 year old content isn't something that is so vital to the game that you need to dumb down the character advancement system. Have you tried playing some of the veteran mode flashpoints with 4 dps? Trash can have the first character to engage on half health in a second as everything focuses on them, I can only imagine how much worse it will now be with a reduction in defensive options across the board. As feedback seems to be that the new spec is not fit for end game in any sense of the word yet the changes are that end game is too easy cause we currently have too many cool down. So to make eternity vault less easy you are making changes that requires all content since lets say SOR be altered to make it easier as you are removing all the options added since then. Though it seems the focus will be on PvP in the future, Galactic Seasons required people to PvP if they wanted the points and now a combat system based round PvP so unless people are interested in this play style they wont find much reason to have a horse in this race.
  7. Aside from adding a room to a stronghold about 5 years ago has there ever been any changes made from the PTS? What is the purpose of these changes, is it to dumb down the game? If Yes, why? Is it for a console port? A belief that you have to be an idiot to play this game so the target audience need it dumbed down? Keith has got to the age that its just too many things to remember? If its not to dumb the game down, what is the purpose? Will it see a wholesale reduction in DPS, Tanking, Healing and Utility as we have the half the number of skills but they have the same cool downs so basic attack becomes our go to? Is this the best use of an incredibly small development team? Would not more content and more story not be better than dumbing down the game? If combat changes are the focus over content and then looking to encourage replaying old content via Galactic Seasons would not more options, more variety, more build choices so people can customise their play style to play however they want be better to at least make running that flashpoint again more fun. Where as this nerf and dumbing down seems like it will have the opposite effect on people wanting to run the content making it more of a chore as you have a dumbed down experience.
  8. Another question for when the devs start replying. When the change was made to the equipment system it was said this was so they could stop with vertical progression and move to horizontal progression. Great, no more gear grinds tied behind one new flashpoint and an operation. But then I see comments that there are going to be 5 new levels and new gear grind. Is that so, will we all be expected to regrind the gear again and with those amplifiers all over again? Cause that seems to be the opposite of what was suggested when amplifiers were introduced that we would stop with every small new area being accompanied by a new gear grind only for 98% of the content to then delevel us to the planets level cap. I just cant think of any game that increases the level and gear cap with so little new content at the cap or to grind to get to the cap. It used to take a 100 hours to max out at 50 and play through the class story now it seems to take 2 hours to increase in 5 levels and complete the new story. While I'm at it the latest important update from alliance command was we have no knew news and Shae is being given the run around. As updates go what is with the wasted story opportunity and the possibility to advance the narrative. There is little enough story these days and to have update of no news after a flashpoint which didn't advance the story at all. What is happening in the writing team?
  9. When you say 'a full year of galactic intrigue, conflict, and mystery' does that mean a year of constant updates with what has been mentioned just being the start or the updates you have mentioned being dragged out over a year? Cause optimistically hoping its going to be like when Elder Scrolls Online say a year long story arc it includes 40 hours or so of story, 2 new zones, multiple new dungeons etc etc. So is that what we can look forward to, with the announced content being the start of 30 hours of new story, large zones to explore etc. Or will we get a few hours of story, then 3 months later get an operation and 3 months later get the master mode? With the removal of classes from the story, I must admit little surprised as much of the story is tied to the class and makes the class/story feel like they build onto the players experience and make it their story. Also this only really impacts the vanila content class story had very very little to do come Knights of ..... it was one story for all. But with that decision, is this to also introduce new classes? I never though new classes were ever going to happen with them tied to the vanilla story so much, but now class doesn't impact the story will we see new classes to encourage people to replay the vanilla content?
  10. Which I guess is why Galactic Seasons is a terrible way to encourage people to try content they haven't tried before. But then Bioware never said Galactic Seasons was a means to get people to try things for their benefit. This was the altruistic player base trying to attribute a good reason for encouraging PvP and group content that people don't enjoy. The Devs are probably laughing at everyone here going what a bunch of *********** ******* thinking this had anything to making their experience better, it was about rehashing old content and seeing how many hoops we could make them jump through of content that they don't want to play to get the 53rd companion that they will never use again. And look at them they are arguing with each other on the forum over if our method of encouraging more diverse gameplay is working hahahahahaha what is diverse about GSF and PvP every week and 3 or 4 times as dailies *********** morons. So I'm most definitely thinking its time for me to bow out of trying to debate if this works in something I don't even think any longer it was planned to do. I have adventures in Oblivion awaiting me.
  11. While in no way perfect and I always use the same examples cause they are the games I play, but in Elder Scrolls Online the open world bosses, encounters etc don't have a lock out mechanic. You don't have to be grouped you just have to participate, there is no max 24 players against bosses designed for 24 players with 2 tanks 4 healers ect. and an easy way to see the quickly dead casual free loader. Though I suspect that would be even easier if you had the nice make up. How does this help that casual sees a big fight going off and jumps in, hides behind a rock and takes some quick shots, gets ganked by the big bad. And no one minds, they aren't taking up someone betters place in the group so whatever they do will either contribute or at very worse it will be the same as it was before they turned up. No one cares. But more there is no kill stealing as everyone only needs to get a couple of hits in to get credit. While most clickies I can think of are individual so it doesn't need to reset to get it. So there is no kill stealing no item stealing. While the open world PvP can be horribly unbalanced but if you are new you try and find a big group to hide in or castle walls to hide behind and slowly get to grips with it. You aren't stuck on a team who very much resent you taking up one of a limited number of spaces and giving the other team kills or being a waste of space. By design a lot of the SWTOR group and open world content seems in comparison to be very unfriendly and encourage an us vs them mentality as I just want to get through this damn flashpoint as there is nothing gained in taking it slow and enjoying it... well except enjoying it but as its all about getting my 3 done this week I'm not doing it cause I want to be here.
  12. The way Galactic Seasons encourages certain type of content in what is taken to be a means to get people to try other types of content doesn't make for an enjoyable experience. I was involved in some PUG Flashpoints (lucky roll of the weekly) and the way some players treat people that are new is disgraceful all because that experienced player wanted to get through as quick as possible. As much as possible has to be skipped, people make mistakes and they are called *******, no explanations, no cut scenes. Hell most people seem to think using an out of combat heal mechanic is wasteful. There is no way that is encouraging anyone to want to give it another go. I'm no saint, I do the /greet at the start get ignored then do my best to hug the speed runners for fear ill be voted out for trying to explain some mechanic. Oh but out of luck for the next 5 months that is very likely what you will be expected to do cause lets face it a Operation is even worse. GSF is even worse. Back when it launched and I played it we helped new people, we had our regulars we knew each other and while some games were so unbalanced it was nothing like it is now. Had to play my 4 matches pulled up my useless alt whose stats I don't give a damn about and watched people get screwed over. There are people getting 10 to 20 kills against others 0. These poor people are getting 0 medals and being farmed, though I'd sometimes suspect kill trading as they race towards the enemy and then just get killed without taking a shot. I don't think that results in many points to upgrade your ship. Does anyone help them, what is the point they don't want to be there they are doing it for the daily or weekly. Ground PvP is no better but why would it be. If the only thing that is bringing you to the pvp is you have to complete 1 to 3 matches its not like you want to spend time gearing up or the like. And lets face it even if you did PvP is so unbalanced I don't think there are many people here who could come up with a strategy for someone that doesn't enjoy it or what to be there to make them able to hold their own against people that do. As for the solo and kill missions, best of a bad bunch. Though who could possible say competing with others for kills or clickies is fun. Hard pressed sadly to say any 5 year old daily content is overly fresh but now having to take 3 times as long to complete and you got to be a jerk to get done isn't encouraging. And what do I mean by that, well if there is a clicky you need and you wait patiently inline that next person that comes up will try and ninja it so you and everyone else clicks like crazy and hopes lets get it. Screw you fellow players its mine! Possibly you can group but while you are inviting them they are clicking like crazy and think you are trying to freeload of their faster finger. Same goes for kills you are melee out of luck my BH will be using is AOE to tag them all as you leap in but fear not Ill leave them for you to kill while I tag the next group. So come the 1st of June it will be interesting to see how things go and maybe EA/BW need to think of ways to encourage people to log in to play content they enjoy as opposed to get them to reluctantly grind through content they don't till they find something else to do.
  13. I've looked. I've looked on every tab, I can't see any must have item. The companion is at level 1, the apartment is I think one room and if I wanted CC I'd be working for less than the minimum wage to grind out what it would cost to buy them. The vast majority appears to be a not great armour set or two and influence for a companion who will never be used in the new content as we always seem to be given story companions. It wasn't that I haven't seen what is on offer, I wondered if I was missing something that made it worth while. From what people such as yourself who put so much effort into defending it and claiming it was revitalizing the game and bring people back into content etc etc or that people would suddenly try GSF or PvP or be called a retard in other group content because they only every tried it in this speed run environment and no one takes the time to help them and then they suddenly love it. So what I was wondering from any of the people that have come flocked back and revitalised the game which reward made it worth trying out this content they didn't previously enjoy and found they now loved. Now I haven't met anyone that has said 'Galactic Season brought me back and never PvPed but Love it now'. But I was hoping they could say it was this from Galactic Season that brought me round to try a speed run Vet flashpoint, didn't think I'd enjoy it but it was the way we skipped as much trash as possible, people didn't explain any mechanics or talk to me except to call me a retard when I accidently pulled a mob they had snuck passed that I realised flashpoints are great. And if it hadn't been for 'this item' and working towards my 12 points for it from the weekly I never would have found I love flashpoints or pvp or gsf. Cause I've got no idea how some green pants or whatever would be enough to get people to come back let alone participate in content they don't like. If that is not the case, why not just open up more choice in what activities people do to all available options, no reroll required but only the first 2 weeklies and 2 dailies (per day on the dailies obviously) count towards it. Or just cap the points a week from objectives to 66. Let people get them all in the first day if they want to do all the objectives on offer or over the week if they want to pick and choose and wait for a refresh.
  14. There is so very little content added to the game, so that any addition can feel like must do. It's not like there has been 30 hours of story and new zones added. There was a flashpoint that not much seemed to happen in story wise, almost as if the flashpoint was decided and someone was told come up with a story round it, but you can't advance the story so have them hunt someone who isn't there. Yeah make it pointless! Obviously the joke is that Galactic Seasons doesn't add any new content whilst the rewards are probably of less worth than not subscribing for 5 months and buying a companion or armour set from the Cartel Market with the money. But if you don't engage in it and you don't opt to find something else to do whilst waiting on new content you enjoy (be it Story, or PvP or Operations) it can feel like that there is nothing new for the next 5 months. I know its crazy, I know everything people were doing before Galactic Season is still there and only a month older, if you have been happy playing 9 years and 5 month old content, what is wrong 9 years and 6 months old content. And it turns out even with Galactic Seasons you will still be playing that 9 years and 6 month old content. But maybe people were hoping Galactic Seasons was going to offer something new and when it offered PvP and GSF content neither new nor enjoyable for them they started think Galactic Seasons + PvP = A Bad Combo. When what they should have been saying is Rehashing the same old content for the 5th year in a row instead of offering new content = Bad.
  15. This. Its cool if people play more, its actually cool if people play less, are other things to do and even if you want to stay witj MMO's plenty of them about too. But lets not pretend Galactic Seasons has brought more people into the game or made old content suddenly amazing and fresh. It probably feels like there are more people around those areas you are farming your 75 kills cause people are stealing your kills. And GSF and PvP no doubt have a few people sitting them out letting you kill them to get through the completion quickly while they grab a drink etc, which if that is your thing its great for you. But I haven't seen any evidence on my friend or guild list that people that weren't playing a month ago are flocking back cause they can now get a few ranks into Galactic Season for that companion gift they always wanted or whatever the must have item is on the score board. But if there is a must have on the score board can someone please tell me what it is, I want to know what it is so I can work out if it is worth the effort of getting to it.
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