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What is the poison pill, if there is one, for TOR?

STAR WARS: The Old Republic > English > General Discussion
What is the poison pill, if there is one, for TOR?

Jarazar's Avatar


Jarazar
12.27.2012 , 09:07 PM | #41
I think the BOTTLE of poison pills consists of:

1. Lack of explorable areas
2. Mob difficulty
3. Lack of space in a Star Wars game
4. Ugly armor
5. Lackluster crafting
6. Buggy game
7. Lagfest

TheBBP's Avatar


TheBBP
12.27.2012 , 09:20 PM | #42
Quote: Originally Posted by Jarazar View Post
I think the BOTTLE of poison pills consists of:

1. Lack of explorable areas
I stopped here. You have to be reaching. There is tons of exploration to be had. It is just often dangerous to do.
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Jarazar's Avatar


Jarazar
12.27.2012 , 10:28 PM | #43
Quote: Originally Posted by TheBBP View Post
I stopped here. You have to be reaching. There is tons of exploration to be had. It is just often dangerous to do.
If you think there is plenty to explore, this must be your first MMORPG. Go play some other titles and come back and defend your comment...

drgjed's Avatar


drgjed
12.27.2012 , 10:30 PM | #44
Quote: Originally Posted by LordArtemis View Post
I think I might have figured out what could be a big reason why some folks walk from the game. It's something that's hard to realize as you go.

I really don't think it's the lack of polished features, content for end game, even the absence of mini-games or social features.

I think it might be the mob difficulty.
The game was designed to be played with a companion while you do solo play. Just like FFXI was designed to have no solo play what so ever and only group play. (You want to talk about mob difficulty try FFXI and see how well you do with great gear against a mob that cons Decent Challange or Even Match solo.)
Quote: Originally Posted by BunnyMage View Post
"Dear MMO maker. I have found that something in the game is still somewhat challenging. Please nerf it."

I really hate the mainstream sometimes.

TheBBP's Avatar


TheBBP
12.27.2012 , 10:34 PM | #45
Quote: Originally Posted by Jarazar View Post
If you think there is plenty to explore, this must be your first MMORPG. Go play some other titles and come back and defend your comment...
Oh. It's not a sandbox nor does it have a bunch of useless space so you want to claim there is nowhere to explore. I see where you are coming from now.
Crosswire - Republic Commando
Commander - The Way of the Maker Christian/Family-rated Guild
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Cindikle's Avatar


Cindikle
12.27.2012 , 11:02 PM | #46
Quote: Originally Posted by TheBBP View Post
Oh. It's not a sandbox nor does it have a bunch of useless space so you want to claim there is nowhere to explore. I see where you are coming from now.
There's nothing to see in this game that can't be seen while simply leveling. One single exception are datacrons.

Sure you can find plenty of places to go look at rocks. But that's about it. There's no production behind it, nothing really worth seeing. People want to explore and find something.

Would I say it's the #1 reason the game is dying? Hardly. But this game has a very boring and dead world. Even vanilla WoW had more life in it. And don't get all caught up in the "hate WoW" group. There are some standard features an MMO should have, and they should at least be better than WoW had when it came out.

TheBBP's Avatar


TheBBP
12.27.2012 , 11:04 PM | #47
Quote: Originally Posted by Cindikle View Post
There's nothing to see in this game that can't be seen while simply leveling. One single exception are datacrons.

Sure you can find plenty of places to go look at rocks. But that's about it. There's no production behind it, nothing really worth seeing. People want to explore and find something.

Would I say it's the #1 reason the game is dying? Hardly. But this game has a very boring and dead world. Even vanilla WoW had more life in it. And don't get all caught up in the "hate WoW" group. There are some standard features an MMO should have, and they should at least be better than WoW had when it came out.
I never played WoW, but I spent many years in EQ, SWG and EQ2 and admittedly, EQ/EQ2 owns on big and open worlds.
Crosswire - Republic Commando
Commander - The Way of the Maker Christian/Family-rated Guild
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Aelther's Avatar


Aelther
12.27.2012 , 11:14 PM | #48
Quote: Originally Posted by LordArtemis View Post
Now, would I suggest mob difficulty be turned down overall? No. If there is a problem with this, and if this is creating a fatigue like feeling for the game, I would suggest a difficulty slider.
Eeem so how will that difficulty slider work? I see someone fighting a mob I run close to that guy and turn up my difficulty slider to max and watch as mob gains 15 more levels and laugh as the random person dies? This would only work in instances, not in actual world.
Also I LOVE companions. If anything they should increase the difficulty and make you use 2 companions, instead of removing a need for them.

Cindikle's Avatar


Cindikle
12.27.2012 , 11:15 PM | #49
Quote: Originally Posted by TheBBP View Post
I never played WoW, but I spent many years in EQ, SWG and EQ2 and admittedly, EQ/EQ2 owns on big and open worlds.
Not sure how you can say this game has plenty to explore after that list. This game should feel like it's on rails compared to those.

Knockerz's Avatar


Knockerz
12.27.2012 , 11:16 PM | #50
I don't think it's mob difficulty at all.

I'm just mention a few features that were mention, but failed or didn't work as intended when the game came out. I will start out with the pvp problems that made people quit the game.

Ilum was a utter failure. People who expect world pvp left when it became apparent ilum would be put on hold for about a year. All of the following made people quit.

Low population of servers.

Server mergers and loss of character names.

Inability to transfer characters to a server of your choice post server mergers.

PvP imbalances. Scoundrel, sorcerers, and commandos don't have competitive dps specs for pvp.

Changes to acquiring pvp gear throughout the life cycle of swtor

Switch to f2p system

Bugs in pve operations/raids

Not challenging pve operations/raids

Stories ends at 50

Crafting is worthless

Once pvp geared at 50 nothing to do

No SGR

No sandbox elements

No 3d space


Personally, I been pvping and today I lack any will to log in any more. I have almost finished gearing all my lvl 50 characters that are competitive in pvp. My assassin and jugg still need gear, but it's only a matter of time, but what will I do once I I'm done with the pvp gear grind? There is no world pvp to look forward. The only world pvp I done at 50 happen two days ago when I chased a ganking scoundrel in blackhole. That's about sums world pvp in swtor.

As for pve, I don't bother with it any more. It's basically the same junk that WoW has been producing for years. All it takes simple change of programming code and all your effort goes down the drain. Developers make changes I don't like and you can't do any thing about it so I'm done with pve in any game. Besides, the pve content in this game I read is buggy and not challenging. I doubt it any game will ever go back to the BC WoW model with multiple tiers of raids and one single unifying raid/operation size. This dual 8 vs 16 size was a mistake and if swtor's pve ever takes off will be plague in this game like it is in WoW. The developers of WoW are force to tune and design raid/operations for both 10 and 25 man, which is developing taxing. The same will be true here in swtor. Those are just one of the problems I see with pve.

As for crafting it's gone from not so good to bad and finally to worst. The cartel market it's self has had more new items added in the last month and half than what has been added to crafters since 1.2, which was supposed to fix crafting. The problem with crafting is it's too simple. Even wow's crafting is more complicated. You can tell swtor crafting is worthless by looking at the cost of materials. Any one can level any profession up to 400 with very little cost of credits due to how cheap the materials are going in the gtm. In contrast, WoW leveling materials for crafting is expensive. The point I'm making is that crafting profession are useful in WoW, which is why the cost of materials are expensive.

All the changes to swtor since the game went live have all had some effect on the population. From the server mergers to the switch to f2p mode. Each major change has result in the a loss of players. Over time those small losses of players even over some thing as simple like a loss of name will added up, which is why SWTOR has been bleeding since going live. However, ultimately the problem is at max level and screw ups that swtor committed that cost huge player losses. Don't promise what you can't keep.
Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc