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Auck

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  • Location
    United States
  • Interests
    Guitar, Books, Running, and Games
  1. I'm curious of the destination server for Port Nowhere. No one from my server seems to mention it.
  2. Port Nowhere -> Jedi Covenant. Though since that is PVP -> PVE the chances are incredibly low. I'm not overly fond of the idea that The Fatman may become my new home. I decided to reroll on JC a while ago and I wish I didn't have to lose previous progress because I wanted to actually play the game at 50.
  3. Sounds more like an RP issue. I mean you can view your Jedi Knight as an exile that is called upon in the dire situation of galactic war. Perhaps the he doesn't want to help, but he needs the credits or hopes to reenter the order. The same can apply to Sith. It is not enough to justify creating a new class. Perhaps a new story arc (even one among different options for you to decide. That'd be nice huh?) that allows you to leave the order and become an exile.
  4. US East - PVE - Keller's Void -> Jedi Covenant East - PVP - Hedarr Soongh -> The Fatman West - PVE - Soresu ->The Harbinger West - PVP - Rakata Mind Prison -> The Bastion EUROPE PVE - Stereb Cities ->The Jedi Tower PVE - Eye of Ashlanae -> The Red Eclipse PVE - Phateem Halls of Knowledge -> Mantle of the Force PVP - The Restoration Zone -> Jar'Kai Sword PVP - The Shadow Runner -> Tomb of Freedon Nadd PVP - Mecrosa Order -> Darth Nihilus Transfer Details: http://www.swtor.com/transfer
  5. US East - PVE - Keller's Void -> Jedi Covenant East - PVP - Hedarr Soongh -> The Fatman West - PVE - Soresu ->The Harbinger West - PVP - Rakata Mind Prison -> The Bastion EUROPE PVE - Stereb Cities ->The Jedi Tower PVE - Eye of Ashlanae -> The Red Eclipse PVE - Phateem Halls of Knowledge -> Mantle of the Force PVP - The Restoration Zone -> Jar'Kai Sword PVP - The Shadow Runner -> Tomb of Freedon Nadd PVP - Mecrosa Order -> Darth Nihilus Transfer Details: http://www.swtor.com/transfer
  6. I unsubscribed today. I was enjoying the game but I felt an overall lack of immersion. As a single player game it succeeds, but I never once felt I was inhabiting a large universe full of unique people that represented a vast community. Maybe it was the ever constant time of day or the seemingly autonomous player characters around me (lack of chat bubbles etc) but I felt I was wandering around in a universe devoid of life, devoid of change. But I will likely return because frankly no other MMO is quite as enjoyable.
  7. An example for you... A single group of four players enters an Empire base when the alarms start to go crazy. Suddenly droids and large cannons activate to destroy you. The cannons are on a upper ring overlooking the entrance, so one member proceeds up there and takes them out while the droids try to stop him. On the floor droids rush a pair of heroes from every side (I'm talking hundreds) and they must keep them off; each lightsaber swing tears through multiple enemies and blaster flurries eliminate entire groups. Below them the final member of the group must proceed to the basement to deactivate the generators to turn off the bases defenses while killing the technicians and soldiers in charge of maintaining the base. Each member racks up 100+ kills in a situation that seems impossible. You destroy the base and feel completely heroic. Large Health pools and energy/ammo/heat/rage etc regenerate quickly and there is no downtime. (aka healers unnecessary). Healers could be incorporated into other flashpoints where a squadron of troops wades into combat(along with other members of the healers group) and he/she must keep the troops alive long enough for them to turn the tide of battle. He/she effectively becomes a squadron leader tasked with making sure his/her troops complete the mission. The rest work to keep reinforcements from reaching the squadron. (I could do this all day...) This is very different from the "one group at a time" method the game currently uses. It would be a template, if you will, for a set of flashpoints that lasts only a short while (30-60mins). These would be merely for fun offering no gear or rank in order to make our characters seem truly heroic/BA. Would you be interested?
  8. I understand the combat system. It is similar to many MMOs before it albeit with some differences. Each class has of course abilities and styles that separate them from the others but it could be made more dynamic. I said I understood it and by which I meant I understand it will not be completely revamped to more closely resemble Vindictus or TERA. My suggestion only adds to the feeling of combat. I suggest that certain abilities open movement options for our characters. The options would be available after the enemy's [Guard] status was changed. Let me explain. In combat each character and enemy is [Guarded] meaning it is prepared for an attack and to attack. Certain abilities would disrupt this status forcing them to an [unguarded] state. Here they are less focused on battle allowing you to take advantage of their lowered defenses For example, a Sentinel performs Zealous Strike which causes a Bounty Hunter to become [unguarded] in that brief moment (a second or two) the Sentinel can choose 4 different movements. He can roll left, roll right, jump over the BH, or roll away. This allows him to get an attack or two off while the BH has to adjust. (Especially useful for ranged classes in a melee situation) [unguarded] does not immobilize or stun a character. It reduces run speed and turn speed by 75% until the effect wears off. You can still attack at normal speeds and if you predict the movement type correctly the amount of "attack time" will be minimal. This would be only particular abilities wilth longer cooldowns in PvP and shorter cooldowns in a PvE situation. It adds a dynamic feel to combat emulating the mobile fights featured in the movies and add to the "heroic feel" the devs talked about all through development.
  9. I disagree. The amount of enemies could be multiplied by 10. An example for you... You and three others (jedi or not) enter an Empire base when the alarms start to go crazy. Suddenly droids and large cannons activate to destroy you. The cannons are on a upper ring overlooking the entrance, so one member proceeds up there and takes them out while the droids try to stop him. On the floor droids rush a pair of heroes from every side (I'm talking hundreds) and they must keep them off; each lightsaber swing tears through multiple enemies and blaster flurries eliminate entire groups. Below them the final member of the group must proceed to the basement to deactivate the generators to turn off the bases defenses while killing the technicians and soldiers in charge of maintaining the base. Each member racks up 100+ kills in a situation that seems impossible. You destroy the base and feel completely heroic. This is very different from the "one group at a time" method the game currently uses.
  10. This should be a priority in development. People are constantly complaining about the lack of social situations in the game and this would only add to it. Side games are extremely effective. I still play Triple Triad from FFVIII online every now and then. It enhanced the game and so would side games in SWTOR. Pazaak, Sabacc, Swoop Racing, Jedi Training Exercises, Target Practice Arenas, the options are numerous.
  11. As a game that strives to give people the ability to participate in storylines that develop the character they play, I find it odd as to how little control one has over the way their characters can interact with Story NPCs. Let me elaborate. When I choose [i don't care] I assume my character will say something that sounds as if he truly doesn't care or actually say exactly what I chose. Yet I often get an overly sarcastic option (which seemed out of place for my IA). It is funny how the NPC will often react to the choice as if I had literally said it. An example was when I chose something like [i'm no volunteer] but said something more like "What will I get out of this?" to which the NPC replied "I'm not asking for you to volunteer. We can come to an agreement." This happens all the time. What I propose is a mouseover/additional option to select motivation. For example, the option [i'm not scared of Jedi] comes up, if i mouseover/select it the the options of [sarcastic], [serious], and [Pretending] comes up. I select one and it changes what I say/do. One instance I would have loved to continue with my path was when bargaining with a Coruscant lowlife for information about Skavik's whereabouts. For the duration of the convo I was intimidating and not taking her excuses, but then suddenly I obey her and continue on. As a smuggler couldnt I have shot her in the legs and made her tell me? If not why bother with the intimidation at all? I am aware the amount it would cost would probably be too much for such a request, but even if it was only for class quests I would be satisfied. Just something to think about.
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