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Break free of your conditioning - gearing, OPs, ...

STAR WARS: The Old Republic > English > General Discussion
Break free of your conditioning - gearing, OPs, ...

Pirana's Avatar


Pirana
12.25.2016 , 09:52 PM | #21
The issue is twofold, really more, but I'll throw out the more obvious ones.

* The unforgiving gear grind, which was recently proven flawed by someone hitting CP rank 300 and having only average gear to show for it. The upcoming changes only create an additional grind.

* The only new content are Story chapters that can be finished in a few hours, and short watered down HM's, known as Uprisings, they offer little to no challenge.

So what we're left with is the same content we've been running for two years plus. Whether it's for Conquest, DvL or the CP grind, it's recycled content. People are frustrated, and quite simply bored. So they're venting and/or moving on.
The Journey Is Often Greater Than The Destination

DanNV's Avatar


DanNV
12.25.2016 , 09:54 PM | #22
Quote: Originally Posted by LordArtemis View Post
Demanding a trinity setup, resisting the existence of entry level hardcore content, attempting to keep high end gear inside hardcore content....all of these things could be seen as detrimental to the game, especially in the current casual dominated market.

However, gearing USING hardcore content, the carrot so to speak, is not one of those things that hurt the game IMO...I think that is one aspect of hardcore gaming that should remain in place...but perhaps could be SUPPLEMENTED by alternate means to gain the gear.

Whether that be crafting, the GC system....anything.
I actually agree. The GC system is fine as a supplement to give people a chance at gear they wouldn't get since they don't do the end game content. And if BW was really wanting to make crafting relevant, you'd be able to craft any piece of gear in the game. But they aren't so you can't. They've made a bunch of bad decisions, the RNG end game gearing is just the latest and last for many.
Quote: Originally Posted by Rion_Starkiller View Post
Devs gambled everything on GC RNG, but they didn't even get green loot.
REGULATORS

ZETA_SCORPII's Avatar


ZETA_SCORPII
12.25.2016 , 10:11 PM | #23
Quote: Originally Posted by TheKilltech View Post
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)
You've obviously never been a part of a progression raid team so you don't know what you don't know. That's all I have to say.

ThePasserby's Avatar


ThePasserby
12.25.2016 , 10:36 PM | #24
Quote: Originally Posted by Sundragon View Post
If that were even remotely true, the development team would be making radical changes. What we see are small changes but RNG is still here to stay.

You're assuming that Bioware developers actually know what they are doing. How cute.

TUXs's Avatar


TUXs
12.25.2016 , 11:24 PM | #25
Quote: Originally Posted by Forren-Midosea View Post
I havent read much but if you say that gambling is evolving.... you are seriously mistaken.
Well put lol. The denial is comical.
All warfare is based on deception If his forces are united, separate them If you are far from the enemy, make him believe you are near A leader leads by example not by force
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Hebruixe's Avatar


Hebruixe
12.25.2016 , 11:28 PM | #26
Quote: Originally Posted by Ahbal View Post
Oh great another one of these threads.

Does no one on the defence side realise that getting higher level gear, to do higher level ops with your guild is the best experience in this game? Doing easy content with a small team is repetitive and stale, even the first time (fps, uprisings). Doing harder ops is fun as the completetion itself is very rewarding. Times that bydoing it with a large group of friends/guildes...and it is easy to understand.
Utterly subjective. Not everyone has the same experience as you.
Real men use defensive cooldowns.

Darkchip's Avatar


Darkchip
12.25.2016 , 11:33 PM | #27
Quote: Originally Posted by TheKilltech View Post
normally i'm not much annoyed by the typical forum whining (with their usual doom & gloop + "i quit" extortion attempts) that comes with every change in every game that has a forum. yeah, that's the nature of forums.

but with 5.0 gearing change i see some old veterans clinging to a (computer-) stone age gameplay system that prevents the game from evolving. and that clinging to a past long gone is eventually bad for everyone.

seriously, why do players focus so much on grinding gear as their main activity? don't they know that playing games can actually be fun out of itself? how can repeating/grinding through content that plays the same every single time just to get stats so one can play the next higher 'difficulty' which is mostly the very same gameplay with increased mob stats to undo the gear progression previously made be considered... fun? how much conditioning have MMORPGs inflicted onto these player that they cannot break free from it? that (skinner box) system may have worked for the very first online games where technical and financial limitations didn't allow for much more. but today?

and what's all the fuzz about having no new OPS if all they they are is just upsacled FPs. i mean just scale down mob stats appropriately and you could play them with 4 players as FPs. the gameplay would stay nearly the same with the biggest change being a better FPS rate. the number of player just doesn't feel meaningful in any way. but worst of all their replay value is next to null once you figured out the mechanics (or googled it to begin with to save yourself being kicked by a vet).

maybe it's because i am from a different generation of gamers that didn't play these first online games and i got too used to the pure entertainment value of the raw gameplay of modern games that i so despise the concept that i need a reward for everything i do in order to do it because the core MMORPG gameplay itself is just... not fun.

but with all the uproar on the forums with every change made i fear the dev are being too distracted to be really able to focus on that most fundamental problem. without it fixed i don't see how new generations of gamers can be won over to play this genre if they have experienced how fun games (on their own without counting social elements) can be? without adapting to these new players the games of old cannot last.

yet with the uprisings in 5.0 i saw that the rigid combat system can be tweaked to be somewhat interesting. still far from perfect but it's a start. now imagine the devs iterating on this with constant feedback. imagine combat encounters becoming more dynamic and less repetitive/predictable and therefore more immersive such that even fighting a lot of trash will be enjoyable (regardless of rewards). yeah, i find the current skipping of trash is the blatant depiction of how broken MMORPG gameplay is!

and perhaps even imagine this game bringing back a very old element of tabletop RPGs: the "dungeon master". the person responsible for making every run onto a dungeon a unique experience (by partially controlling mobs/environment placements and their reactions to player actions) may sound hard to implement but there is already one game that did just that: Left4Dead. yes, to shame all the MMORPGs it was a shooter that managed to revive this core idea of RPGs and it had incredible success with it. imagine how OPs, FPs and perhaps even the open world could be fun if we had that. a system, where all your small actions would suddenly matter - not story wise, but through gameplay (e.g. killing that black sun boss for loot might have been a bad idea with all the goons that are now constantly sent after you.. . oh and skipping all the mobs in the last FP run was perhaps also not so wise with the final boss managing to call upon them for help. hmpf)
All i see hear is the standard YAHOO I KNOW I SUCK AND NOW I CAN HAS BIS GEAR SUCK IT RAIDERS

fatsi's Avatar


fatsi
12.26.2016 , 12:17 AM | #28
You are not funny, Ben. Stop doing this already.

Celedaen's Avatar


Celedaen
12.26.2016 , 12:24 AM | #29
The OP actually has a decent point regarding stagnation of gameplay in MMOs, which would have merited a discussion on its own. But you had to go and wrap your point in condescension against the section of playerbase you disagree with, and throw in a few taunts using words such as whine, conditioning etc.

So long as you refuse to empathize with your fellow players there will be no discussion and anything that was worth considering will get buried in the vitriol. Assuming it was a discussion that you were looking for, of course.

And I say this as someone who has never done an operation in this game, and haven't even done the new uprisings as they don't appeal to me personally.
"Human beings, who are almost unique in having the ability to learn from the
experience of others, are also remarkable for their apparent disinclination to do so."
-- Douglas Adams

Tsillah's Avatar


Tsillah
12.26.2016 , 01:09 AM | #30
This RNG gearing is not fun to me. Therefore I cancelled my sub and I've not seen any reason yet to resub.

You can try your best to try and prove how wrong people are to complain, but you can't. I don't enjoy it, so I will not play it.

The conditioning I needed to break free from was believing it was acceptable to spend more and more money on less and less actual content. It's a bit sad if the most exciting thing about a game is spending 150 bucks a month on cartel packs to at least get some new shinies.

But that's the biggest conditioning that's been going on: moving the border on what's acceptable for what I spend my money on. I already refuse to play any game that has the name Perfect World on it because they're some of the greatest rip off artists. With the way SWTOR has been going I'm going to have to add BWA to that list.

It's just disappointing to spend so much on a game only to find out that they're not investing it back into the game. So I stop investing. That's the only conditioning I needed to be freed from really.
Referral link for a week sub and some goodies: http://www.swtor.com/r/jMVTyB