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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?

Cindikle's Avatar


Cindikle
12.27.2012 , 11:21 PM | #51
Quote: Originally Posted by Aelther View Post
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.
I'd love to take my companions into a flashpoint.

They could add in a few different mechanics to make them feel like they're properly reacting. But they'd probably just make some quicktime action for "get out of the fire".

Aelther's Avatar


Aelther
12.27.2012 , 11:28 PM | #52
Quote: Originally Posted by Cindikle View Post
I'd love to take my companions into a flashpoint.

They could add in a few different mechanics to make them feel like they're properly reacting. But they'd probably just make some quicktime action for "get out of the fire".
Well you can take them into flashpoints, they sometimes even say something interesting there. For example if you take HK-51 to false emperor he argues with HK-47 about which one is a better model

My biggest problems about companions is that they are incredibly dumb when it comes to aoe damage, they never move out of them, they always stay there and die. If you want to prevent that you constantly have to switch the neutral stance on and off. BioWare should have really included something similar to mass effect order system, where you can tell your companions exactly where to go and where to stand. It would even be easier to do it in here, because you have a cursor at your disposal.

LordArtemis's Avatar


LordArtemis
12.27.2012 , 11:46 PM | #53
Quote: Originally Posted by Aelther View Post
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.
No, the difficulty slider only adjusts how the mobs see you, giving them the ability to hit you or not and how much damage they can do. It does not adjust their level overall.

So you could be level 30 and tune down your perceived level 15 levels and get a challenge from level 15 content and areas...or perhaps you could keep yourself tuned down 5 levels to make the entire game more challenging.

It is a difficulty slider that only effects how mobs see you and whether or not they can attack you/do damage/how much damage they can do.

Aelther's Avatar


Aelther
12.27.2012 , 11:55 PM | #54
Quote: Originally Posted by LordArtemis View Post
No, the difficulty slider only adjusts how the mobs see you, giving them the ability to hit you or not and how much damage they can do. It does not adjust their level overall.

So you could be level 30 and tune down your perceived level 15 levels and get a challenge from level 15 content and areas...or perhaps you could keep yourself tuned down 5 levels to make the entire game more challenging.

It is a difficulty slider that only effects how mobs see you and whether or not they can attack you/do damage/how much damage they can do.
I still don't like the idea very much, I'm fine with it in instances, but not in open world. It could be used as an exploit and a griefing tool.

Someone turns up difficulty to max and fights some big bad elite mob for a chance at better drop rates or whatever, then I turn my slider to the lowest difficulty possible and kill steal that elite mob with 1 hit, because I had nothing better to do with my time...

Or I see a bunch of mobs, I lower my difficulty to lowest, their level is now so low that I can stay pretty close to them without pulling them. I then see someone from opposing faction, who's slider is set to normal or high and lure him into this trap of mobs. I will not aggro them, because I see them as low level, but he will aggro them and then I with the help of mobs will kill him.

Etc.

Cindikle's Avatar


Cindikle
12.27.2012 , 11:56 PM | #55
Quote: Originally Posted by Knockerz View Post
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.
Ilum was more of a sandbox world PvP. Problem wasn't Ilum, it was faction imbalance. If you ever showed up when the sides were balanced you would of gotten to see some amazing PvP. Sadly this is the fate of true world PvP. The idea was for people to make it happen.

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Low population of servers.
How long it took to merge servers was a big hitter on this game. Best example for this is Rift. They had theirs up in probably 3 months of game launch I believe it was. It was free. Instant and done at the server selection screen. Not only did they bring it out before it was needed, they brought out with perfection.

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Server mergers and loss of character names.
I can't say I know anyone personally who quit because they lost their name. I know a few who were flat out pissed. But that's it.

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Inability to transfer characters to a server of your choice post server mergers.
I can understand this one if it was a forced choice. They didn't want everyone going to the same server. But I'm willing to bet it had more to do with the engine.

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PvP imbalances. Scoundrel, sorcerers, and commandos don't have competitive dps specs for pvp.
Scoundrels and Sorcerers have some good burst. I don't know them to have dps problems in PvP, but more on survivability. considering that theirs mostly revolves around the resolve bar rather than defensive cooldowns.

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Changes to acquiring pvp gear throughout the life cycle of swtor
Only change I know that they did was remove the random BM token of BS mini game. And that was a huge plus in the PvP world. Although "PvP gearing" would take it's own whole topic easily if I try to continue.

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Switch to f2p system
Too soon to sell it short. So far I'm personally disappointed if grab bags become the main source of everything cool in the game.

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Bugs in pve operations/raids

Not challenging pve operations/raids
As mainly a raider over PvP'er, I do find it funny that often the main challenge of operations are fighting the bugs. Luckily this mainly effects T1. TFB was overall very polished.

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Stories ends at 50
IMO this should be #1. People wanted a star wars experience. Not do the same thing every day grind fest. If there was a short continuing story, maybe an epic questline, it would of saved a lot in this game's start.

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Crafting is worthless
It has gotten a lot of improvements. But it has a long long long way to go. I wont say it is worthless though. Not like it use to be.

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Once pvp geared at 50 nothing to do
PvP more? Problem with PvP is that there is gearing in a competitive space. Most people don't play FPS's to unlock that new scope(some do I guess). They play it for the action.

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No SGR
Personally... meh. Don't care either way. Honestly it's not like you really get anything for it. You get a few companion gifts and some letter to delete. And that's it.

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No sandbox elements
Even a few would of held on to the SWG crowd a little bit better.

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No 3d space
Every time I do a space mission I want to install Freelancer again and play it for a 4th time. I'm the type of guy who wont play a game a second time. That's how good Freelancer is to me. And that's how bad this game's space combat disappoints me.

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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.
I'd recommend a break. Buy a few Steam sales.

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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.
I would disagree with our first part of statement. This game shines over WoW in overall boss quality. Soa and TfB are unique. Only thing I'd like to see overall in operations are more trash bosses. Simple ones that are just fluff. I'd just like to see the operations filled up more. T1 was OK with split instances. And I guess EC and TfB are overall the same tier.

If you want the BC experience check out Rift. It's been a while since I've played it but if it hasn't change how they make their content. It feels a lot like BC. They recently put out an expansion so the catch up shouldn't be too tough.

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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.
100% agree.

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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.
Server merges and F2P brought players back to be honest.
It's all the other unfixed problems that will drive them back away.

Cindikle's Avatar


Cindikle
12.27.2012 , 11:58 PM | #56
Quote: Originally Posted by Aelther View Post
I still don't like the idea very much, I'm fine with it in instances, but not in open world. It could be used as an exploit and a griefing tool.

Someone turns up difficulty to max and fights some big bad elite mob for a chance at better drop rates or whatever, then I turn my slider to the lowest difficulty possible and kill steal that elite mob with 1 hit, because I had nothing better to do with my time...

Or I see a bunch of mobs, I lower my difficulty to lowest, their level is now so low that I can stay pretty close to them without pulling them. I then see someone from opposing faction, who's slider is set to normal or high and lure him into this trap of mobs. I will not aggro them, because I see them as low level, but he will aggro them and then I with the help of mobs will kill him.

Etc.
Think of it more as a handicap. It would reduce your overall stats. You couldn't grief anyone with it.

Aelther's Avatar


Aelther
12.28.2012 , 12:03 AM | #57
Quote: Originally Posted by Cindikle View Post
Think of it more as a handicap. It would reduce your overall stats. You couldn't grief anyone with it.
Well if the difficulty slider would nerf YOUR level instead of mobs, then I could live with that. But only if It allowed you to nerf yourself (for greater rewards / more valor and bragging rights) and not to buff your stats in any way.

LordArtemis's Avatar


LordArtemis
12.28.2012 , 07:42 AM | #58
Quote: Originally Posted by Aelther View Post
I still don't like the idea very much, I'm fine with it in instances, but not in open world. It could be used as an exploit and a griefing tool.

Someone turns up difficulty to max and fights some big bad elite mob for a chance at better drop rates or whatever, then I turn my slider to the lowest difficulty possible and kill steal that elite mob with 1 hit, because I had nothing better to do with my time...

Or I see a bunch of mobs, I lower my difficulty to lowest, their level is now so low that I can stay pretty close to them without pulling them. I then see someone from opposing faction, who's slider is set to normal or high and lure him into this trap of mobs. I will not aggro them, because I see them as low level, but he will aggro them and then I with the help of mobs will kill him.

Etc.
It doesnt actually work that way as suggested. Nothing changes except the mobs ability to do damage on you and the amount of damage they do.

Here is an example.

Level 30 player, level 15 mob.

That mob would have no chance to kill you or even damage you. You, on the other hand, could easily kill that mob.

Now, you turn down your DLevel to 15...15 levels below your own.

Now that mob can hit you as if you are a level 15. The damage he does to you is also equal to as if you are 15. You still have an advantage since you are level 30 and can do more damage/have more health, but it is not a simple matter of wiping him out now. He can hit back, and hit hard.

When you do kill him you will get better rewards than if you simply killed him at your normal DLevel.

It does not effect anything else in the game. Agro would still be the same. It simply gives the mobs a chance to damage you when you are far superior in level, and also allows other players to group with you and not suffer the normal penalty.

jcopeland's Avatar


jcopeland
12.28.2012 , 07:53 AM | #59
6 mobs solo in EQ?

Unless the game seriously changed after I quit.....I don't see that ever happening.

From what I remember, a full group of 6 players that had a pull of more then 2 (max) had best hope they had a chanter with them to mezz that additional mob.

Marmerus's Avatar


Marmerus
12.28.2012 , 09:14 AM | #60
The poison pill is the horrible game engine. It's like a stab in the face.
@ Bioware
Stop trolling the EU. Fix the downtimes to the middle of the night and not in the middle of the morning / day.