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BigBadEdward

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  1. This has long been an issue for me and yes, it's rude. Most people who do it are doing what we used to call a "drive by", just killing something for the sake of killing it. It has also been a hotly debated issue on every single MMO I've ever played. Since kill stealing is no longer an issue, the people who do it say that the rest of us shouldn't be concerned about it. My take is simple, every fight I engage in is a personal challenge. If you help, you literally ruin the game I'm playing. The best analogy is solitaire. How annoying is it to be playing solitaire and someone comes up and starts telling you what moves to make. I know it's a multi-player game but that is no excuse for rude behavior. Even if you don't consider it rude, have a little respect for those of us who would rather fight our own battles without interference.
  2. I'll freely admit I'm not crazy about using the crew skills. I collect resources when I run across them but haven't found it to be a money-making venture. I'm just curious if anyone has suggestions for the best ways to build your bank account. FWIW, I was crafting Armstech on one char and when AI hit 25, I was broke. On another character, I took Slicing, Scavenging and Biotech (all gathering skills). I gathered and put everything up on the trade market, mostly at the recommended price. When I hit 25, I had a cool 100,000 credits in my pocket. You decide which makes more sense.
  3. Maybe I shouldn't have played the Beta because the old familiar feeling has hit. You know how it is, you log in, stare at your character screen and can't muster up the slightest interest in any of them. That's when I know it's time to saddle up the old horse and ride off into the sunset. Yeah, who cares, right. It's been fun but now it's not.
  4. Yes, two on the bottom aren't enough FOR ME. I capitalized that for a reason, anyone else's opinion on what I need is irrelevant. It's amazing how many of these type things they skimped on
  5. Is there a point? Is it a requirement that, in order to continue to play the game, I have to love everything about it? The fact that I'm still playing has nothing whatsoever to do with anything I said. If you would like to refute something I said, feel free. If you just want to do drive-by snarky comments, go somewhere else.
  6. I have to agree with most of what the OP says. First off, most of the stories, especially when you consider that only about 25% of the total story time is character specific, is not that great. To be honest, only about half of the character stories are compelling and they tend to break down after act 1. Second, they spent sooooo much time and resources on the story and voice stuff they had to short cut the rest. They even took short cuts on the cut scenes, go play Dragon Age II again if you want to see the EXACT same character models and mannerisms (hand waggling and the three step). Don't start on the development time arguments because I, as a customer, simply don't care. You sell me a game hyped as the next great thing, I expect the next great thing. You sell me a game hyped as an engrossing story, I expect an engrossing story, not some fat Sith running me around the universe on an errand I can't even remember the purpose of half the time. Seriously, am I the only one who, while running off on three or four different quests, can't tell one from the other most of the time? No real point and nothing new here, just my two cents.
  7. When I see posts like this I remember something my old game designer buddy Jeff Freeman said about some game (I think it was Morrowwind) I was complaining about. He said, "It's probably the coolest game I've ever seen that just isn't very much fun." That's the problem with SWToR, fun was a secondary goal. It's like the most beautiful painting in the world, people stop, admire it for a few minutes then walk away. If you make a game where the scenery is the most important design goal, people will look at it for a few minutes then expect something fun to do. SWToR is fun but not for long. I believe they just forgot to put fun first and spent all their resources on the other stuff.
  8. I had been in beta about 2 days when I brought this up. Companions are ALWAYS in the freaking way, they flip and flop around like they have the twitches or something and, like you said, they just stand there and stare at you. I quite often dismiss mine when I'm not going to be in combat for a while.
  9. No, you just try a different tactic. You talk to your team and come up with a different plan. For example, if you are all dying when the boss blasts some big AOE, you figure out what his tell is and run behind a pillar when it happens. All content is designed with a way to beat it and I would guess that none of the designs required downloading combat data into a spreadsheet. Honestly I don't care if people have the data, my problem is that it is what an old game designer friend of mine called "fiction breaking nonsense". It breaks the spirit of the game if nothing else.
  10. I was healing a group one fine morning when we got to a doorway. Without warning, the tank runs thru the door and makes an immediate left (breaking line of sight). He face pulled about a dozen elites and ran back to the group. He died before I could move my mouse from one side of the screen to the other, leaving the rest of the group to face the mobs without a tank so we did what people do in such a situation, we died. My face hadn't hit the floor yet when he started screaming at me for not healing him. As far as I know or care, he's still laying there waiting for me to come res him.
  11. I agree but it makes sense in a real world sense. For example, adding a silencer to a pistol cuts down on muzzle velocity (or something like that) which lessens it's range by 10%. It's easy to extropolate that to any skill or enhancement and it's an easy, understandable way to communicate it. You see it when you add it then forget about it. There are no real world examples of damage numbers. The system uses them in the background for obvious reasons. Bringing them to the forground turns an RPG into an accounting exercise with everyone having to stand audit at the end of every battle. Like I said, it turns play into work. It's also mostly unnecessary simply because MMOs went without it for a very long time. If something doesn't work, try something else. That used to be fun...
  12. There is a big dfifference in choosing a skill tree based on "doing 10% more damage with Saber Swing" and dumping combat logs into a spreadsheet for analysis. The difference is between playing the game or playing the system. They are two very different things.
  13. I would say that when you start crunching numbers to determine how to "play" your class, you are no longer playing, you're working.
  14. till I took a shot in the ribs... Anyone else notice that every single wounded character in this game is suffering from what looks to be a broken rib. No head injuries, no broken arms or legs, no hang nails or ingrown toenails, just broken ribs. Oh yeah, every cut scene that devolves into a speech of some kind also has what I call the three step, three steps to the left, three steps to the right. No real point here, just saying...
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