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Top 5 MMO's BioWare should model SWTOR endgame after?

STAR WARS: The Old Republic > English > General Discussion
Top 5 MMO's BioWare should model SWTOR endgame after?

teambff's Avatar


teambff
04.26.2012 , 03:57 PM | #21
i'd also add, upgrading to an engine that's not pre 2006.

take all those millions invested and buy the unreal engine or something.. so it doesn't look like it's from the year 2000. i love old school games and all but i don't want new games to look like it came out on the sega cd.
JOSS WHEDON is god!
http://www.youtube.com/watch?v=D7vS4z6ngQo
"the scoobygang legacy" on server mind trick, and in all other games, and things, and in life.

Stellin's Avatar


Stellin
04.26.2012 , 03:58 PM | #22
Quote: Originally Posted by WereMops View Post
I'd go with:

1) SWTOR space combat (expanded, possibly Group or PvP)
2) SWTOR Warzone PvP (expanded)
3) SWTOR Minigames (Pazaak, racing, puzzles etc with social rewards) and randomized daily/weekly/monthly quests.
4) SWTOR World PvP with territorial control (expanded)
5) SWTOR additional flashpoints & operations (both with more puzzle mechanics and twists)

Since I'd rather they model/develop their endgame themselves than to model/copy it from other MMO's.
I've got a feeling that all of these already are on the table as possible additions/enhancements (although it still might take a loooong time before all or most are added) but I'm not impatient, they're doing good so far.
You CLEARLY missed the point of the conversation. See how many times you used the word expanded? Now go back and read the actual OP. See where it states "no expansions". Read before...post later.

Arasys's Avatar


Arasys
04.26.2012 , 04:02 PM | #23
I say WOW + Asheron's Call 1

Asheron's Call 1's world events were awesome, every event brought something new along with many new quests. Some of these quests were very rewarding and only lasted a few hours ( people who were online always received the rewards if they survive at the end ). Now I am looking at today's MMORPGs, it's so sad MMORPGs are not dynamic anymore, players are simply doing the same things over and over again, the progression only comes with major patches and they ask you to do the new things over and over.. In my opinion there's a problem with that in general with today's MMORPGs.


WOW , boss fights and end game instances were challenging, here in SWTOR the game is so easy we can easily finish the new areas came with 1.2 in a few hours. My guild may be an exception but believe me game's end game doesn't really require you to be "too" careful, most of the time bosses only require you to watch your step and run away from their aoes . Ughh really ? ....


I also think since we have story line in the game characters should have epic story lines as a part of the end game. we should be able to progress on our own and unlock some of the things, get rewards or customizable unique features ( appearance, different blaster/saber look etc )

Drakkip's Avatar


Drakkip
04.26.2012 , 04:04 PM | #24
[QUOTE=Stellin;4157243]
Quote: Originally Posted by Deyjarl View Post

My first MMO was UO. My first "real" MMO was Everquest. Then came Dark Age of Camelot. Back then, 300,000 subscribers was HUGE!!! The MMO craze was just beginning. You had to play on a dial up modem. I played DAOC for years, until WoW came out. Then went back and forth between the two for years. DAOC was not my first...it was just the best (PvP wise....The PvE lacked).
I still play Dark Age occasionally. It's an old *** game now, and it's showing its wear and tear. But the fact that people STILL play it, and STILL call it the best PvP EVER says a whole lot about how it was done. Whether or not that can ever be re-created is a good question. It may have been a freakish accident (much like WoW)
I think the reason DAoC was so much of a fun for PvP was something that for whatever reason developers just can't seem to find the will to implement these days.

1) Three realms. The importance of this cannot be understated. Where PvP is factional based there will always be a population imbalance. I am guessing there might be the occasional 2 faction game/server where the populations are extremely close, but, typically it has a some degree of imbalance. Three or more factions gives the opportunity for 2 factions to come together if the third is much stronger.

2) Relics. These gave a reason to actually pvp. It gave a reason for the whole realm to come together. During a relic raid, you'd have almost the entire realm coming out to defend (or attack) ferrying wood etc... PvP in BG's/WZ's is ok, but it just doesn't have the same effect. There was a sense of pride in defending your realm from a relic raid.

3) Player crafted gear - Typically the best gear to come by was player crafted and player enchanted. There were dragon raids and the gear had a very slight advantage 1-2% IIRC, but it wasn't a requirement to compete. It meant that most people after hitting 50 could get gear that was 90-95 cents on the dollar of what fully crafter players would have. Of course when ToA came out a lot of that replaced crafted IIRC.

4) Realm abilities - Although not perfect, it gave a reason to pvp outside of relic raids.

I thought about reactiviating my account, but to be honest I can't remember any of the account details now
Griefers:
Quote:
Alfred Pennyworth: Well, because he thought it was good sport. Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn

Kalfear's Avatar


Kalfear
04.26.2012 , 04:15 PM | #25
[QUOTE=Drakkip;4157523]
Quote: Originally Posted by Stellin View Post



4) Realm abilities - Although not perfect, it gave a reason to pvp outside of relic raids.

I thought about reactiviating my account, but to be honest I can't remember any of the account details now
Actually as someone that was there from the start

Realm Abilities is where the game started going off the path and failing

When you had assassins having 3 full insta heals (so stupid, idea of a assasin was huge upfront damage and no real defence if the upfront damage doesnt kill outright. That went out window when assassins just popped one of 3 insta cast full heals to get away)
The endless stamina that made chains and styles meaningless as everyone always had endless stamina. Before that players had to learn their character and plan their moves because they had to get it right the first time. Not just spam endless styles over and over.

PRE RAs is where the RVR was the best. Just needed to slightly tinker with the CC duration and add resist chance vrs cc to be fully functional.

Everything else was perfect.
In regards to lessening F2P and Preferred restrictions
In GAMING, as in LIFE,
You get what you pay for
No game restriction is so dire that $15.00/month will not eliminate it

Sabitharan's Avatar


Sabitharan
04.26.2012 , 04:24 PM | #26
So my idea for space combat is pretty much copy/paste star wars battlefront.

Sasheria's Avatar


Sasheria
04.26.2012 , 04:31 PM | #27
[QUOTE=Kalfear;4157668]
Quote: Originally Posted by Drakkip View Post

Actually as someone that was there from the start

Realm Abilities is where the game started going off the path and failing

When you had assassins having 3 full insta heals (so stupid, idea of a assasin was huge upfront damage and no real defence if the upfront damage doesnt kill outright. That went out window when assassins just popped one of 3 insta cast full heals to get away)
The endless stamina that made chains and styles meaningless as everyone always had endless stamina. Before that players had to learn their character and plan their moves because they had to get it right the first time. Not just spam endless styles over and over.

PRE RAs is where the RVR was the best. Just needed to slightly tinker with the CC duration and add resist chance vrs cc to be fully functional.

Everything else was perfect.
I quit before Realm Abilities. Sounds pretty bad.

What can we take from this?

I think Faction Vs Faction would be pretty cool for SWTOR. Maybe have players deposit ore mine/harvest during the raid and fortified a base. Players can defend the base and another group of players gather resources.

Drakkip's Avatar


Drakkip
04.26.2012 , 04:36 PM | #28
Quote: Originally Posted by Kalfear View Post

Actually as someone that was there from the start

Realm Abilities is where the game started going off the path and failing

When you had assassins having 3 full insta heals (so stupid, idea of a assasin was huge upfront damage and no real defence if the upfront damage doesnt kill outright. That went out window when assassins just popped one of 3 insta cast full heals to get away)
The endless stamina that made chains and styles meaningless as everyone always had endless stamina. Before that players had to learn their character and plan their moves because they had to get it right the first time. Not just spam endless styles over and over.

PRE RAs is where the RVR was the best. Just needed to slightly tinker with the CC duration and add resist chance vrs cc to be fully functional.

Everything else was perfect.
Yeah I can't argue with you about some of the RA's being dumb. I primarily played a druid, but I also had a bard and a nightstalker. What I remember about my druid was getting MCL that was something like a 40% mana recovery, a 60% mana recovery, 80% mana recovery. There we several RA's that were like that for my druid. So for me I was always getting something right off the start and eventually they just rounded out. I'll be honestly all I remember about pre RA's was the chain mez's at the gates.
Griefers:
Quote:
Alfred Pennyworth: Well, because he thought it was good sport. Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn

hairlessOrphan's Avatar


hairlessOrphan
04.26.2012 , 04:47 PM | #29
Quote: Originally Posted by Drakkip View Post
Yeah I can't argue with you about some of the RA's being dumb. I primarily played a druid, but I also had a bard and a nightstalker. What I remember about my druid was getting MCL that was something like a 40% mana recovery, a 60% mana recovery, 80% mana recovery. There we several RA's that were like that for my druid. So for me I was always getting something right off the start and eventually they just rounded out. I'll be honestly all I remember about pre RA's was the chain mez's at the gates.
Those were such good times. DAoCC.

Kindara's Avatar


Kindara
04.26.2012 , 05:04 PM | #30
EQ1's world events were probably some of the best ever. There was nothing like wandering about to suddenly have an angry god show up and wipe droves of players of all levels until finally enough came forward to send him back where he came from. I also enjoyed its skill system not like the combat stuff but the fact you could learn other languages so you could talk in fairly good secret around other people and all they see is like orc or dragon gibberish.

It had some sandbox elements as far as faction, language and its skill point system but the rest was fairly theme park.

More games need to put GM run events back into their game. I mean it would be pretty awsome to fly down to Corellia or even Drommund Kaas and see it under major attack by the republic or even like a third party that just wants power for themselves.

I did love this past world even with the plague but a good GM style one to liven things up would be way more exciting. They can keep WoW style elements to themselves though we've got the fairly decent parts of WoW already in game we don't need more.