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Rhydler

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  1. Yes; dailies are probably the most efficient way of grinding legacy if a bit dull. On my reroll server, I'm nearly at legacy 19 and i have 1 50, 45, and a 27. If I hadn't switched over, I would have hit the mid 40s on my old legacy by now just from running dailies and such on my 50s.
  2. Don't bother for SI. I have 2 50 Sorcs, one LS and the other DS and the story is the same. For those of you considering IA, there are multiple endings that vary significantly on your choice at the mid point and at the end of the story. Not going to go into too much detail since it's all mapped out already on the interwebs. I'm going for all 8 legacy unlocks eventually, but am in no hurry and am actually holding back a bit until 1.3 for the boosted exp gains from legacy unlocks from warzones or possibly space missions.
  3. Quickstats Containment Officer Title x 5 (3 Republic and 2 Imperial) Level 26 Jedi Shadow was my lowest level Containment Officer (all the others were at or near max level) All titles were gained on PVP servers (Fatman being one of them) Suffered through all of WoW's lame world events, including lagging through the opening of Ahn'Qiraj at 1 frame per 60 seconds after failed attempts due to server crashes, as well as the completely laughable "invasions" of mobs 40 levels below you (I'm shakin' in my boots. Promise.) Good Scaling mobs to player level. Small quibble: the minimum mob level was 27, and not a true scale to level. It was challenging to down the level 27 elite summons with my little level 24 Jedi Shadow. Promoted community. Fortunately, between the legacy bonuses and the server community, I would usually get the dailies done without an issue. I did get unsolicited help from the opposite faction too, which was nice. (Although I did get ganked a few times so Iet's not make the Fatman sound like some sort of mecca of Imperial and Republic harmony.) And it was fun to see a massive group of people gathering in an Op group to take the vendors on the final night of the event. Also helped separate out the good community sites that put up information quickly (like Dulfy/mmo-mechanics) and the slow as molasses ones (Darth Hater) Story. It was a nice there was a bit of humor mixed in with the overall tragedy. Introducing the event in the game was also quite welcome, rather than the event explained through the website and dev posts. Rewards felt meaningful, but not required. Well, aside from the non-augmented, light armor only bit. Needs Improvement Conclusion of the event wasn't announced in game/fleet by the PSAs. The progress of the containment should've been announced in fleet so it would've felt like there was more dynamic and also it would've been the most efficient way to let people know that the event was wrapping up. No catch up mechanism for the social armor set. Gating the dailies was a good way to ensure a consistent population, but it's not really a feel good mechanic for your more casual playerbase. There should be some sort of catch up mechanic built in for people to at least get the chest piece with a certain amount of effort, given the unify to chest option. That way casual players can get the flavor with unify to chest piece, but only the people that took the time to do all the dailies get the full set. No in-game memorial/lore object commemorating the event. There might be one, but as of the writing of this on 4/24 there haven't been reports of one. There should be some sort of memorial in game that commemorates the event. In the game universe, this would be a massive tragedy, so there should be some sort of memorial somewhere to the victims. Ideally it would be another lore object, so that newer players that come to the game see the history of the world events that are happening in game. Suggestions Put the set rewards on a currency only awarded from the daily so you aren't overtly punishing casuals or time limited people. This seems to be a blind spot with the design team, see also: the former 3 medal minimum in pvp to get rewards and backfill players. No randomized bop/bol items and bags. Ever. Again, your design team seems to have not learned from the PvP bag debacle. For the randomized companion customizations, make them (random and BOE), OR (purchase and BOL). I'm not just whining about it, because I was lucky and got all 8 of them (and 4 extra Tharans, 3 Elaras and 2 Kiras). This is even worse since it's a limited time event with a currency that was gained primarily by people in fleet pressing the spacebar every 10 minutes. Conclusion Overall it was a very good first world event, and I'm looking forward to more from the events team. But please, no more idiotic randomized bag rewards that are bound to your character/legacy. There's good random and frustrating random in game design. Stop repeating the latter.
  4. WARNING: Very minor spoilers for Trooper, Imperial Agent, and Sith Inquisitor. So I'm not a RP kind of person, but now that I'm confronted with the legacy family tree and can't get away from this can of worms, I'm having some trouble with the relationship between parents and children of my various legacy members. Now bear with me for a minute, because this may sound like I'm splitting hairs, but this whole family tree brings the issue up front and center. The reason why I'm bringing this up is that it's not possible to escape relating your characters in some sort of fashion whether that be a rival or some sort of familial connection. And with that brings the associations we have with historical context of how aristocracies have dealt with cadet branches of the family. But that ignores the biggest question of them all in this context. What about illegitimate children? I would suspect that quite a number of Dark Jedi, Sith, Troopers, Smugglers, and Agents would have children out of wedlock given the story lines as written. Yes, there is the adopted child designation, and it does cover a small subset historic behavior of acknowledging a child if/when they became powerful/accomplished in their own right. However, there are many actual historic examples of why children cannot be adopted due to social and political realities (for example, the FitzClarence family of Britian), but are still recognized as descendants of a powerful and influential noble/royal. Only having legitimate child and adopted child doesn't really take into the game's various story lines that have been told. To put it delicately, the Imperial Agent deals very directly with seduction as a tool to be used, and there are several points in story where this tool can be, ah, deployed. With the Trooper story, there's the optional class quest to get to know a colleague. And in the Sith Inquisitor storyline, there's both a dalliance with a subordinate and an alliance with a Darth (or Baron) depending on gender. Now to follow the story logic, these happen fairly early in timeline for both classes and before the player can unlock any serious commitments to any companions being romanced. Consider that many of the companions that are romance-able are some combination of deadly, psychotic, and jealous. Even ignoring the companion romance angle, since it is not possible to add companions to the family tree, logic holds that a Sith spouse would be less than thrilled at the mere existence of illegitimate children and would be taking the Dark side option upon finding out about the existence of the child. Taking this into the game reality where by design the player is very strongly prompted to engage in some small bits of RP, even though people like me who don't really want to RP but like to make logical decisions, it would be desirable to have a subtle designation like changing the line that connects parent and child to dashed or some sort of designation, much like the way that genealogical designations like filius nullius served in the past. Another major reason why I took the time to type up this post is that it's fairly irresponsible not to give people the option to play out the consequences of their actions if they choose to do so. This doesn’t have to be some preachy moralization either, there can be a number of happy stories told about uniting a child with a parent. I'm sure this would actually give RPers more inspiration to write [grammatically incorrect, melodramatic, and/or sappy] character histories. TLDR: Add a minor graphical option for the lines that connect parent and child (dash and solid, no further description necessary or desired). When prompting us to RP (against our will), give us tools to reflect the full spectrum of human behavior, not just the Pollyanna version.
  5. Yes this is a long post from an MFA wielding designer. A lot of the problem stems from slavishly trying to fit into the MMO market without really thinking about the integrity of SWTOR. I'm not going to dance around the issue of the "other game". WoW has a very specific art style, and it's be pretty consistent over the years. If you are to list the things that are defining WoW style characteristics, you would come up with a list of things like: Outsized and larger than life proportions: what would be in real life would be a two-handed sword is a one-hander. Two-handed WoW swords are another game's battering ram. Class defining profiles based on the shoulders. For example, the priest sets with their masks, fountains, wings and so on. Races with strong silhouettes. You can tell in an instant which race is which based on size and proportions. No one is going to ever confuse a Tauren male with a Draenai even though they're similar in size. Light hearted. Wow can make a lot silly and/or contemporary references or tributes, like Haris Pilton and Sky Captain Swayze. And all of this is embodied in their approach to design and if you've been to Blizzcon and sat in on the art panels you can hear how they have a very specific design philosophy that's been drilled into the design team after the schizophrenic Burning Crusade mess. Looking at this list, absolutely none of them apply to Swtor, and yet we find ourselves with bad imitations of WoW Gear in 1.1 and 1.2. SWTOR has no consistent design philosophy. What there is a bunch of stuff thrown together by a range of people with differing levels of talent. It's like each item in question was evaluated in a vacuum and without regard to the larger context of the game. Half of the zones and gear could be dropped directly into Azeroth. The other half is rooted in the Star War universe. What needs to happen is that the art team needs to sit down and re-list the core principles and philosophies that drive each class (and planet) and translate that into a visual language and make sure that all designs adhere to them, not how cool it looks at that particular moment. So what does this mean in practice? Let's take the Jedi since it's probably the best example of not-getting-it. What people are saying: I don't like off the shoulder tunic, the UGG Boots, etc. A major problem is that this set violates the core concept of a Jedi. You've already got people giving out great keywords such as simplicity and functionality, which help define what a Jedi is, and that also includes eschewing material frivolity, and overt sensuality. Everything about this set is wrong from that standpoint, and add to that someone designed the female set to attract more attention to a woman's hips. Who in their right mind does that? It must be the same male that keeps chopping shirts off at the midriff instead of actually designing looking at, ah, real life sources of post-Victorian era clothing which aren't a Secret if you want base your designs on sensual outfits. Instead of rehashing the-keep-the-designs-simple-and-Jedi-like that people have already done, I will just briefly point out that linings, adding a second tunic (a la Mace Windu), and textures should be the first avenue the art team should explore for Jedi gear. You might think fear that's too boring as a game developer, but the response to this is from the class panel at the Guild Summit. Remember the "SWTOR players already have a very specific idea of what archetype they want to play and no amount of outside interference is going to change that" when it comes to getting more people to play Operatives or Smugglers? It really is okay in the first year of the game to give people iconic looks for each of the classes. Don't run away from iconic Star Wars looks three months into the game. Later on down the line, it will be time to thoughtfully expand on the visual vocabulary on what makes a Jedi look like a Jedi by careful iteration once it's been defined by the team. Other classes have a bit more leeway, but the team should always keep in mind that Star Wars is not fantastical. It has fantastic settings, but it's driven by human scale emotion and struggle. So in this very long post, the art team should not be looking for is what "looks cool", but rather they should be thinking about concepts that fit into the narrative the writers have set up for that particular tier. It should have the wow factor because presumably the story behind the instance is pretty cool to begin with and they're designing gear to fit into that story. For example, if the raid was happening on Quesh, you'd be needing a lot of environmental protection. The design problem, and it's an interesting one, is what does a Jedi wear when the air is pure poison? It would definitely look far less sleek and refined than an Imperial Agent's cutting edge gear set, right? I look at the 1.1 and 1.2 sets and they don't serve a function or reflect the instances that they dropped in. There's nothing tying together a Rakata tier across classes. It also doesn't help the art team that EV and KP have nothing to do with each other thematically. If the art team and writers execute properly, it will be cool because it look like something from Star Wars, fits the story behind the instance, and still suits the core concepts behind the class. The problem is that they way things are so all over the place right now, we'd be getting gear from this theoretical raid instance that would look like it was lifted off of Grobbulus and processed through Tron.
  6. Absolutely agree with the OP. I'm having fun now, but this is an end game killing issue. At this point, there are literally millions of people that have played WoW at one point or another. To not be able to offer the same fluid play is a fatal flaw. I don't recall if it was in a published interview or at Blizzcon, but one of the Blizzard's developers brought up this issue internally with their staff for one the Blizzard titles. In this case, the lag between an action and response was 3 frames. Not 0.5 seconds, or 0.3 seconds, but 3 FRAMES. That's the kind of attention to detail that Blizzard/WoW has for this type of issue. It's one thing to have a game that isn't very good at PVP, because WoW PVP is pretty terrible and that obviously hasn't had an effect on the game's success. However, you can't have bad PVE as well. For those of you who have downed Heroic Alysrazor, or have DPSed Normal+ Ultraxion, you'll be accustomed to pushing the proper button maybe 0.2 seconds before the mob ability goes off, whether that's interrupting an add on Alysrazor or avoiding the instant death. Now could you seriously imagine being able to do that reliably in this game for a 5-10 minute encounter? It'd be one thing if the interrupt locked out a school for much longer, but they're already timed for a fairly short duration (e.g. Sith Sorcerer's Jolt is a 4 second lockout with a cooldown of 12 seconds), which means a game designer will to assume that interruptions are fairly "cheap" and plentiful: Black Temple Reliquary of Souls anyone? Now the end game design might not be nearly so demanding and exclusive as WoW's most storied fights such as C'thun, M'uru, Heroic Lich King and Heroic Ragnaros, but it's not really about how elite or demanding the encounter design is at this point. This is a basic and fundamental problem that affects all players, not just the select 1% high end raiders or pvpers. I dearly hope that it's something that's fixable within in the client with a mega-patch, and not embedded so deeply that it's impossible to optimize. As it is, I'm definitely still logging into WoW and collecting my weekly loot. Right now, Star Wars is the hot new girlfriend you won't leave your wife (WoW) for especially given past history.
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