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Malchome

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  1. How about just 32 characters total across what ever servers you want. If you want them all on 1 then so be it. WHO CARES.
  2. Actually it has nothing to do with memory because you can have "8" characters on multiple servers so in the end there is no reason for a character limit on a particular server. There should be an account limit on a server and a total number of characters per account across all servers. MMOs have to break out of the server model that was used 12+ years ago. While it works, with the size of the current market there should be a unification of servers such that there are only PVE, PVP, RP-PVE, RP-PVP servers and then just massive sharding/instancing within each setting but not be separate servers. As for "duplicate names" just make is such that names must be unique within an AE account and have an AE account name visible in the name plate as an option.
  3. Forget the Ops, it would just be nice to have dual spec so that you can have more flexability in getting a group together. So until Dual Specs are Implemented or they get a working LFG system working, most likely cross server for speed we need the cost to respec to be 0. It feels like grouping in Burning Crusade or Early Wrath of the Lich King, which sucked. It was great for the few that had a good click to run stuff with but for the general populace you did not run dungeons/flashpoints.
  4. This game has one of the best crafting systems yet to hit MMOs. Don't roll it back to the dark ages like WoW, EQ, LotRO, and every other clone out there. As for the gathering of nodes. That is what it means to be in an MMO, if you don't like others gathering resources in your general area then go play a single player game. As for Salvaging a Droid that someone else just killed and is still in combat, I agree that is lame. But in that case just make the corpses tagged to the group that killed them. We will then see salvaging based materials go even higher on the Market so good job there. ************************** One thing that could be done to help with the value of crafting skills is to make sure each one has a consumable/sell-able item. Maybe have 2 types of item modification objects. 1 type that is a 1 time use and the second like current mods are. Not sure the solution just throwing out things. That is one of the major problems in WoW's crafting market system, so lets learn from the other games and not get Not-Invented-Here-itis. I play many MMOs and this crafting system I think is second best or the best. The only other one that is comparable is EVE, and the long term difference is in EVE things get destroyed a lot more often so you have crafting churn and then crafting retains some of its value.
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