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Bioware, You can copy from more games other than World of Warcraft


Decxswx

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GW2 combat- Swtor combat still feels slightly clunky and bland. Combat in GW2 feels impactful and dynamic.

 

GW2 end game loot- End game loot stays end game, you can keep increasing the level cap as much as you like, just make sure the end game loot we worked so hard to grind for scales with it.

 

GW2 raiding- DPS MATTERS! make it so that we only need 1 dedicated tank and/or healer or have self sustaining dps that can heal themselves so we can have less healers or make dps more tanky so we can have less tanks. I think there is a lot of pressure on the healers and especially the tank to preform well in raids and flashpoints.

 

GW2/Runescape style side questing- Swtor side quest(even main quest objectives, not story) feels boring, they are a copy and paste of WoW side quests (fetch and kill), they will not be missed if they were to be removed from the game and redone. I wouldn't mind if they removed all side quest and only keep planetary and class quests. Make side quest feel unique and worthwhile doing. I will replay the game again if the side quests were good and fun.

 

FFXIV class system- Get rid of the (Permanent) Advanced Specializations, these just seem to be added for not good reason other then to let us replay the game. Let us be able to have multiple roles on 1 character, if you think about it there is not too much difference between the advanced classes anyways. There is little replay value in doing the whole quest line again for us that are not hardcore into the game.

 

ESO subscription model and One time purchase unlocks all- for a fixed fee we unlock all the features if the game and one time purchase for expansion packs. The cartel market makes a ton of money, f2p games with cosmetics only purchases makes a lot, no need to double charge us. Follow ESO subscription model jsut give cartel coins and a MINOR boost in xp and credits

 

Are these suggestions? I HIGHLY doubt Bioware would implement these changes, so for now these are just broad examples of what other games are doing right, not proper suggestions.

These are more talking points on how Bioware seems to be never improving the gameplay of Swtor to keep up with other competition not just mmorpgs, but AAA titles too, arguably it is inferior to almost every other popular (western) mmorpgs out there. Overall I can say Swtor hasn't really changed all that much from the Swtor that was released. Bioware keeps on focusing on the story and PVP, but there are critical elements this game needs fixing that are being ignored that should've been fixed a long time ago.

 

Swtor did have original idea for example the companion system and of course the fully voice acted and very well done story of the game. I hope this thread was enough to get people thinking on the future of this game needs to thrive, not just survive.

 

My subscription ends in a few days and i will not be coming back(to spend money anyways) until the next expansion comes out(if it comes out), most of my posts have been complaints and i hope with the new expansion they also fix existing issues not just adding new content.

 

This has been my main mmorpg the moment it went F2P and I really hope it can outlive or live just as long as WoW, ESO or GW2 etc... or the movies ¯\_(ツ)_/¯

Edited by Decxswx
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I agree.

 

From:

 

Everquest 1 -- A single toon can craft all things craftable in the game. No segmentation of crafting.

Everquest 2 -- Body and face sliders. Hookless placement of objects on x/y/z axes in strongholds/guilds.

Skyrim -- Heck of a lot better graphics, physics, day/night cycles.

Sims 4 -- Voice sliders. Hair doesn't get totally removed by hats.

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GW2 raiding- DPS MATTERS! make it so that we only need 1 dedicated tank and/or healer or have self sustaining dps that can heal themselves so we can have less healers or make dps more tanky so we can have less tanks. I think there is a lot of pressure on the healers and especially the tank to preform well in raids and flashpoints.

 

I don´t agree. ESO and GW2 made healers irrelevant. That´s good for dps lovers. But I love to heal and I know many dedicated tanks. Remove the holy trinity and the game will really be boring and dumbed down.

I left ESO because of that. SWtor is better than ESO because class and roles matter.

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I think they should copy fortnite when it comes to PVP. Scrap the broken unbalanced solo ranked rating system entirely, and base your score on wins or medals. You reach a certain win number, and you get a reward. Rewards are different for different numbre of wins. It'll keep people playing ranked, remove toxicity in game and more people would be tempted to play rather than give up after they find out they will never climb to a gold rating.
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I remember back to just before this game came out, people were complaining that all mmo's were just WoW clones. Why can't they be original, whey do they have to copy WoW?

The old republic didn't copy WoW, made something a little different from the normal mmo's out there and wow. Why can't they be more like WoW?

Can't win.

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I'd love to see them copy LOTRO's (Lord of the Rings Online) ABC music system.

Players can equip a wide variety of musical instruments with their characters.

The game syncs up everyone in a group so that lag doesn't make them play at different times.

Everyone in the group queues up their part of the song, then someone hits a start button.

Voila! The group plays amazing music together!

 

You don't have to be a musician, since the game loads the music you're going to play from a flat text file. The text of the document uses something called ABC notation. There are useful programs out there that convert MIDI files to ABC notation and there are vast libraries of converted songs.

 

We could have our own cantina bands!

 

Once a year, the players of LOTRO get together for a battle of the bands. Literally thousands of people log in at once to attend. The event has been featured in gaming magazines in several countries. IIRC, the record was close to 6,000 players at once. (Some years, so many people log in, they make a game out of jumping in the air all at once and freezing due to server lag.)

Edited by Xina_LA
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ESO subscription model and One time purchase unlocks all- for a fixed fee we unlock all the features if the game and one time purchase for expansion packs.

 

It is a bit different, though. In ESO you buy the base game. Access to small DLC (dungeons, smaller quest/daily areas) is free for subscribers, but only as long as the sub lasts, non-subs need to buy them just like full-fledged expansions.

 

As for the Crown Store vs. Cartel Market: ESO's pricing is steeper, but the overall quality much higher. Also, ESO's cash market items are account bound, so if you really want something you can't buy it from other players but need to buy RNG packs until you're lucky.

 

ESO's crafting mats bag and doubled bank space (and max placeable decos in houses) are at least as big an incentive for subbing as Swtor's credits. So the main difference in the subscription model is access to PVP and Ops/Trials.

Edited by Mubrak
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I personally don't like GW2's combat. Overly cartoonish sped up animations, and the ridiculous "spin to win" move that every class seems to have now doesn't really appeal to me. It looks like it's trying to emulate Korean arcade combat style. Edited by Vember
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They didn't take all there ideas from WoW. In fact, WoW used a system called a follower system similar to SWTOR's companion system. Except you can't speak and have conversations with them, nor can you romance any of them. I think SWTOR was pretty original in that area.

 

Also, in Star Wars Galaxy you could have homes and place them anywhere where land was available. You paid for the land and rent//maintenance on the home. If you let the home go without paying rent it would become decayed and unlivable. I think eventually it would get destroyed. At least with SWTOR they used the stronghold and although we can't place them anywhere, they still work really well. Also in SWG you could have player towns, which was cool.

WoW tried having garrisons in their game and it was a flop. Sometimes it works for games and sometimes it doesn't.

 

Also, WoW tends to be a gold sink and massive rep grind to get anything accomplished. At least we don't have to grind rep to unlock races in SWTOR! At least SWTOR makes getting mounts or stronghold decorations fairly simple. Unlike WoW where you have to do achievements to earn good mounts or rep grind and some of these achievements you have to group up with to accomplish. Or if you want a really cool mount (Violet Spellwing), you massively work on gearing yourself up, join a top raid guild and learn to be really good so the elite raid members allow you to have a shot in their raid ranks. Then as their latest expansion came to an end with Battle for Azeroth starting up now, they removed the really cool mount causing these top raid guilds to charge either tokens (which is real life money) or in-game gold, which was extremely high for people to be carried thru to get their mount.

 

So in many ways I rather enjoy SWTOR so much better!

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I don´t agree. ESO and GW2 made healers irrelevant. That´s good for dps lovers. But I love to heal and I know many dedicated tanks. Remove the holy trinity and the game will really be boring and dumbed down.

I left ESO because of that. SWtor is better than ESO because class and roles matter.

 

Agreed. ESO is so bland because everyone is a Leroy Jenkins. You either DPS or you DPS. I'm sorry, DD. That community loves to jump your *** if you say DPS. Over there you're considered a troll if you queue as a tank and you're actually a tank. The elitism there is off the charts. We don't need that bollox here.

Edited by kodrac
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They didn't take all there ideas from WoW. In fact, WoW used a system called a follower system similar to SWTOR's companion system. Except you can't speak and have conversations with them, nor can you romance any of them. I think SWTOR was pretty original in that area.

 

Also, in Star Wars Galaxy you could have homes and place them anywhere where land was available. You paid for the land and rent//maintenance on the home. If you let the home go without paying rent it would become decayed and unlivable. I think eventually it would get destroyed. At least with SWTOR they used the stronghold and although we can't place them anywhere, they still work really well. Also in SWG you could have player towns, which was cool.

WoW tried having garrisons in their game and it was a flop. Sometimes it works for games and sometimes it doesn't.

 

What they could have used from SWG was the free form decorating. You were not restricted to hook size. The only restrictions was (1) your imagination and (2) how much a house/stronghold could hold.

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It would be helpful to not assume everyone has an in-depth knowledge of the games you are talking about. I played GW2 for less than a day before binning it. I can't remember the combat at all, I just remember finding the voice acting awful after being spoiled by SWtOR.

 

GW2 combat- Swtor combat still feels slightly clunky and bland. Combat in GW2 feels impactful and dynamic.

 

GW2 end game loot- End game loot stays end game, you can keep increasing the level cap as much as you like, just make sure the end game loot we worked so hard to grind for scales with it.

 

GW2 raiding- DPS MATTERS! make it so that we only need 1 dedicated tank and/or healer or have self sustaining dps that can heal themselves so we can have less healers or make dps more tanky so we can have less tanks. I think there is a lot of pressure on the healers and especially the tank to preform well in raids and flashpoints.

 

Could you describe what you like about GW2 combat? Personally I am fine with our combat style and I don't like the twitchier combat that BDO and other newish games have. I did rather like DDOs combat where you needed to pay more attention to positioning.

 

Scaling loot sounds interesting. Do they add in a grind for you to catch your gear up? I believe level cap raises are intended to be a form of soft reset so everyone starts off in a similar place and older players don't a steep advantage over newer players.

 

Personally, when I do group content, I like the classic trinity. If you can burn everything down with pure pds, you don't really need a trinity.

 

GW2/Runescape style side questing- Swtor side quest(even main quest objectives, not story) feels boring, they are a copy and paste of WoW side quests (fetch and kill), they will not be missed if they were to be removed from the game and redone. I wouldn't mind if they removed all side quest and only keep planetary and class quests. Make side quest feel unique and worthwhile doing. I will replay the game again if the side quests were good and fun.

 

In every game I've ever played the side quests have been a variation on either fetch, kill or escort. What did GW2 and Runescape do differently? At least in SWtOR the side quests have really good little stories that flesh out the world you are playing on. And I disagree about their importance. They should all be played at least once for the insights they give into each world's socio-political context. Anyone who skips them is missing a lot of good story content and has a shallower understanding of the world they are playing in.

 

FFXIV class system- Get rid of the (Permanent) Advanced Specializations, these just seem to be added for not good reason other then to let us replay the game. Let us be able to have multiple roles on 1 character, if you think about it there is not too much difference between the advanced classes anyways. There is little replay value in doing the whole quest line again for us that are not hardcore into the game.

 

As an altaholic, I have no issue with the way things work now, but I preferred the old point system where I had more flexibility in my builds. But it's quite common for games to have balancing issues when they are more open and DDO was down right punishing if you tried to hybridize.

 

ESO subscription model and One time purchase unlocks all- for a fixed fee we unlock all the features if the game and one time purchase for expansion packs. The cartel market makes a ton of money, f2p games with cosmetics only purchases makes a lot, no need to double charge us. Follow ESO subscription model jsut give cartel coins and a MINOR boost in xp and credits

 

I do think the Cartel Market would benefit from selling more permanent unlocks. Most things are already available outside of credit cap increases and pvp and raid access though. Personally, ESOs model wouldn't likely get me to subscribe, just not enough benefit there.

 

I think they should copy fortnite when it comes to PVP. Scrap the broken unbalanced solo ranked rating system entirely, and base your score on wins or medals. You reach a certain win number, and you get a reward. Rewards are different for different numbre of wins. It'll keep people playing ranked, remove toxicity in game and more people would be tempted to play rather than give up after they find out they will never climb to a gold rating.

 

Interesting! If I understand this correctly, my poor memory and coordination wouldn't stop my teammates from getting win points. I would try ranked if that were the case! I covet many of the ranked rewards...

 

I'd love to see them copy LOTRO's (Lord of the Rings Online) ABC music system.

Players can equip a wide variety of musical instruments with their characters.

 

I would love this! It would breath so much life into the game! If I remember correctly, the developer instrumental in LotRO's music system (and the earlier, simpler AC2 music system) was also instrumental in developing either Rock Band or Guitar Hero.

 

Also, in Star Wars Galaxy you could have homes and place them anywhere where land was available. You paid for the land and rent//maintenance on the home. If you let the home go without paying rent it would become decayed and unlivable. I think eventually it would get destroyed. At least with SWTOR they used the stronghold and although we can't place them anywhere, they still work really well. Also in SWG you could have player towns, which was cool.

 

I hated the open world housing in SWG! While I have seen some great screenshots, I never found a house that was anything more than a storage dump. I never found one with intentional decorating. And the towns that I saw were just collections of these dumps without rhythm or reason. They were ugly and they destroyed some of the best hunting grounds. I think LotRO's compromise of instanced neighborhoods had potential, but as the population dwindled the neighborhoods turned into ghost towns.

 

Now I offer up elements from CoH.

 

I think the way they scaled instances was worlds better than what we have. You could adjust the level of your opponents. You could pick mob density. And you could boss difficulty. Then add to that the way instances scaled to your group size and you get a huge amount of control over the game.

 

I liked their level-scaling much better too. There were two options. You could level up a teammate to one level below yours, or you could downlevel to their level, losing your higher level skills in the process. This allowed players to play content together without changing the whole frigging world!

 

And finally, they had a brilliant way to do world bosses. It evolved over time, but when I quit playing, the newer world bosses could be fought by anyone. No matter what level you were, if you rolled up to the world boss your damage and the damage you took would scale to your level, so lvl 10s could fight the boss largely on equal footing with lvl 50s. And best yet, you didn't have to be grouped up to get credit for your contribution!

Edited by Damask_Rose
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And finally, they had a brilliant way to do world bosses. It evolved over time, but when I quit playing, the newer world bosses could be fought by anyone. No matter what level you were, if you rolled up to the world boss your damage and the damage you took would scale to your level, so lvl 10s could fight the boss largely on equal footing with lvl 50s. And best yet, you didn't have to be grouped up to get credit for your contribution!

This sounds really interesting. It's a good idea IMO if Bioware even wants to revamp world-bosses.

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GW2 end game loot- End game loot stays end game, you can keep increasing the level cap as much as you like, just make sure the end game loot we worked so hard to grind for scales with it.

This statement is aggressively deceptive. GW2 end game loot stays end game because the level cap doesn't change. The maximum character level in GW2 began as 80, is 80 today (the six year anniversary of Head Start is about a week away), and will be 80 until the game finally shuts down.

 

They added one extra tier of gear ("Ascended") a few months after the game opened, and nothing since. Legendary gear is not *stronger* than Ascended gear, but instead offers advantages in QoL for build management, and a clear-cut advantage in Fashion Wars. (Ascended gear is often surprisingly ordinary-looking, while Legendary gear can be, and usually is, quite spectacular.)

 

SWTOR, by contrast, is a gear-ladder game like so many others. A game with a rising level cap and no gear ladder is a pretty strange idea.

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I'd love to see them copy LOTRO's (Lord of the Rings Online) ABC music system.

Players can equip a wide variety of musical instruments with their characters.

The game syncs up everyone in a group so that lag doesn't make them play at different times.

Everyone in the group queues up their part of the song, then someone hits a start button.

Voila! The group plays amazing music together!

 

You don't have to be a musician, since the game loads the music you're going to play from a flat text file. The text of the document uses something called ABC notation. There are useful programs out there that convert MIDI files to ABC notation and there are vast libraries of converted songs.

 

We could have our own cantina bands!

 

Once a year, the players of LOTRO get together for a battle of the bands. Literally thousands of people log in at once to attend. The event has been featured in gaming magazines in several countries. IIRC, the record was close to 6,000 players at once. (Some years, so many people log in, they make a game out of jumping in the air all at once and freezing due to server lag.)

 

I know exactly what you're talking about (I'm a Weatherstock Wayfarer myself) and I've mentioned this many times! It's such a great feature and offers so much potential for player creativity and interaction.

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Bioware, You can copy from more games other than World of Warcraft

 

Here you have the direct result of what happens when the crowd which cries loudest gets what it wants.

 

And finally, they had a brilliant way to do world bosses. It evolved over time, but when I quit playing, the newer world bosses could be fought by anyone. No matter what level you were, if you rolled up to the world boss your damage and the damage you took would scale to your level, so lvl 10s could fight the boss largely on equal footing with lvl 50s. And best yet, you didn't have to be grouped up to get credit for your contribution!

 

 

A few years ago, I had already suggested something similar here : A boss which could be fpought by ANYONE, did almost no (zero) damage, but had LOTS (read : MASSIVE) of health points ... nobody wanted that.

Edited by AlrikFassbauer
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Here you have the direct result of what happens when the crowd which cries loudest gets what it wants.

 

When people "cried" for SWTOR to be like World of Warcraft, I don't think many people meant "I want World of Warcraft but with lightsabers". I think it's a lot more likely that people wanted the developers to observe Warcraft's most helpful, innovative and popular features, and try to take notes.

And honestly, SWTOR isn't even close to being a WoW clone. It lacks or drags its feet in a lot of what WoW excels in. Fully explorable maps, cross-server features, minigames, unique/interesting items/armour earnable via gameplay alone, fluff items/dialogue, engaging personal crafting, and mob diversity.. To name a few.

 

SWTOR excels in some things WoW hasn't even touched upon (or has done so only very tentatively), such as story interactivity, story-based class diversity, player housing, cutscenes, and story based player choice.

 

But I think we're finding that story alone isn't something that can make a game succeed in the long term. Not if the gameplay and overall diversity of options on how one wants to play (and to that effect, what they can earn by doing so) is left lacking.

Edited by SourOrange
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  • 3 weeks later...

You have all the hipster WoW players who hate on WoW just to be cool to thank for how this game turned out to be WoW in space.

 

When Bioware asked these people how they could create a unique MMO experience in the Star Wars universe...

 

All the "former" WoW players started screaming at the top of theirs lungs, drowning out all the true Star Wars fans...

 

Make it exactly like WoW!!!

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