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ddayyy

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  • Interests
    MMOs, football(soccer), MMA
  • Occupation
    I work in the software business
  1. I don't care that they're not "required", it's just retarded to force people to do boring activities to max up their character's stats. That's like saying you must do all of the space combat missions 10 times or you won't get an additional item that stacks with everything else ... and it's the ONLY way to get that item. Bad design if you ask me, this isn't a job it's a game, datacrons should be achievements for those vain enough to want that, but not a stat boost that affects you in PVE and PVP, regardless of how "minor" the effect.
  2. I like leveling up many characters, and I hate collecting datacrons, but I'd rather not be disadvantaged by not having those perma-stat boosts. Is it possible to get the stats some other way, which doesn't require doing the same damn datacron quest on each character.
  3. I use cunning and cunning items seem to almost never drop. Is the droprate biased for certain classes or attribute types?
  4. "Get friends and play with them", I do that for PVE. For pvp I enjoy logging in at random times without worrying about forming a team beforehand. Telling me to "find friends" is a silly solution. If I did find friends, we would all have to login at the same time to play. And as I said, I like logging in at random times when my friends may not be online. The problem is mainly when the other side (Republic) keep putting out premade teams. Even if it's just 4, that makes a MASSIVE difference. They won't end up on my team since I'm not a part of their faction (duh) ;P
  5. I keep logging in and getting nothing but premades, it's just silly. I don't even bother to do WZ much anymore because of it. If this doesn't get fixed soon, I'll end up dropping pvp all-together. Separate the random pugs from the premades please. Not next year, NOW. It's killing pvp for pugs. If you had cross-server queues, this wouldn't be that much of an issue, but with same-server queues you keep getting the same teams over and over, which are far too often premades on my server. I think most pugs have stopped bothering joining WZ or joined a premade. Personally I don't have time to form premades, I login at random times and play for a couple of hours, and my guild aren't much into pvp. BLEH!
  6. I killed him without much prob the first fight. But the second fight he's friggen bugged. How can the game be so buggy!!!! Always "cannot see target" even though he's standing right in front of me. Seriously this is a class quest and it's bugged beyond belief, are QA that incompetent with this game??? EDIT: Finally beat him though, the cannot see target bug appears to vanish randomly which allowed me to kill him. I was level 30 so definitely doable at that level, even though he was level 32.
  7. I found the class quests very enjoyable on a MMORG standard. They are not that good for a single-player Bioware game though. However I don't think it's easy or even possible to make a MMORG storyline as interesting as a good single-player storyline, since the setting is so different. In the single-player game the designers don't have to worry about the fact there are thousands of other players doing the exact same things as you. It's much easier to set up an epic storyline for a single-player game. Also the designers HAVE to "drag out" the content because they want you to spend so many hours leveling up your character, since the point is keeping you playing for years. This also makes the content seem a bit more like "grinding" than in a single-player game. You really can't have much of an effect on the world in a MMORG, due to the fact you're sharing this world with thousands of other players who also "saved the universe" on their quest. And you can never really have an ending, since the designers obviously want the players to have a reason to keep playing. So basically, if you expect a storyline of the same quality as an epic single player game (Mass Effect, Baldur's Gate etc) you will be disappointed regardless of which MMORG you play.
  8. In certain situations Ops/Scoundrels may be superior, I haven't played a high-level sage healer (mine is at around 30). However any dummy can play a pug WZ and spam those big heals and instant shields as sage/sorce, whereas the energy management of the Op/Scoundrel is more complicated. At the high-end (meaning highly skilled players), they may or may not be balanced. But at the low end Sage does seem a lot easier. PVE especially. Pvp perhaps not as much.
  9. They will probably see a sharp drop-off of players in the coming months, but they have the ability to bounce back with good patches. The groundwork for a great game is here, it just needs some tweaks and improvements (end-game mainly). However how well this game will do in the long run will depend a lot on how fast they improve the end-game. If they take too long, it may be too late and some other game will come out and overtake them. But if they are fast enough, they could cement their position for many years to come like WoW did.
  10. Sage healers are kind of OP ... or rather, the other healers just aren't as good. Operative/Scoundrel healers just seem a bit lackluster in comparison. Mainly I think because playing a Sage/Sorcerer healer is just so much easier, keeping hots up and watching your mana is much harder as an Operative/Scoundrel.
  11. The problem is some servers have a small pool of players queing for wz, especially if you play during off-hours. So you usually get the same opponents, and if they are better than you you'll usually lose. With cross-server queues this wouldn't be an issue, since the pool of players would be much bigger and you'd have a more realistic win/loss ratio. Cross server queues would also encourage more people to pvp, since many people are discouraged when they keep losing due to getting pitted against premades again and again without any chance of winning. For example on my Imperial character's server during night hours the Republic usually have a team going which always stomps us, which means I'd rather do other stuff during those hours than constantly lose in pvp. I tend to only pvp during the day because of that.
  12. We can speculate before something is implemented. It's often helpful, since it's usually more painful when bad things get implemented and THEN we complain, leaving weeks or months of brokenness where said feature is in the game. Of course they may have a brilliant solution which I'm not aware of to this problem, but that doesn't mean we can't speculate.
  13. So we know rated warzones are coming in. However we don't know if cross server queues will come in as well (as far as I'm aware). The question is, won't rated warzones be a joke on most servers if there is no cross-server queue? There will be maybe 2-3 rated teams queuing at the same time on each server (especially the low pop ones) and so it's always the same teams fighting, and if the teams are not equal in skill always the same team winning. It would be incredibly broken that way. So isn't it practically a requirement that if they implement rated warzones, they also implement cross-server queues?
  14. I wouldn't mind a difficult quest or something that would allow you to respec into another advanced class field. Something you could only do once a week perhaps. Forcing you to do the exact same class quest with a new character just so you can play the other advanced class is a bit silly.
  15. I still really regret going Scoundrel on my Smuggler. I'd recommend Gunslinger / Sniper. They are ranged (big advantage currently in PVE) and do tons of damage. They also have good defensive abilities even if they are a bit squishy when not in cover (like Surrender, which lowers aggro), and cover gives them range defensive bonuses. The cover system really isn't that complex, just macro 1 key to "crouch" and ignore the "rolling into cover" mechanic as it's buggy as hell. If I had the chance I'd definitely change my advanced class from Scoundrel to Gunslinger :/.
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