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    1. Developer Tracker   (869,427 visits to this link)

      A tracker for all the game related posts published by SWTOR devs. 

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      A general discussion space for players who partake in the Player vs Player game mode. 

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    10. Crew Skills

      Talk about all things Gathering Skills, Crafting Skills, and Missions Skills here. 

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      Talk about and show off your Strongholds here! 

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      Player vs player combat in space. 

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    14. STAR WARS Discussion

      A place to discuss all things related to STAR WARS whether it be the movies, comics, events, etc... This is a sub-forum for non-SWTOR topics. 

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    15. Public Test Server

      Where we ask for feedback and bug reports on new content that players can test before it goes live! 

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  • Posts

    • While I agree that the "star wars" side of things is kinda bad for the general public at the moment, the mmo side is still kinda thriving. The best examples right now are ESO who's single-handedly supporting Zenimax Online Studios, while having the same "subscription is optionnal and there's a cash shop" as swtor albeit *way, way less scandalous with their pricings*. The team size is huge, and the wonders they do with the *same engine as swtor* are absolutely incredible. The "engine is a limitation" is true, because swtor has some "tweaks" (to be gentle) to its version of HeroEngine, but it still shows that if you properly support your game you can indeed make a lot of money with it. The second which comes to mind is XIV, also responsible for single-handedly putting Square Enix out of the near-bankruptcy they were in prior to their 4.0. With a business model that relies solely on subscriptions and paid expansions. There are a lot of mmos (that aren't the... sh*tshow that is WoW), who are doing very well at the moment, just because they're getting proper financial support from their "overlords", as well as having a team that cares about making a good game. Swtor has neither of those. The updates feels like they're done because they have to (in order to avoid the maintenance mode call), not because they try to make the game better. Part of me would like to actually just play with the devs at some point, talk about various stuff regarding the game, and try to see what they like about their work, because so far it looks like it's just that. Work, pretense, and nothing else. Sad to see that I've worked with indie teams that were both bigger and more passionnate about their -not that good- game than the swtor dev team is about what was *almost* the biggest MMO hit of the past decade.   Story-wise, it was... Okay. As a standalone title I'd have liked it much more. Trying to shove it in swtor's timeline and story was a bad move from the start. The "monthly chapters" style of updates was quite bad too, as none were substantial enough to keep me interested. It was just "the one hour long novelty" for a bit then I never did those again. Uprisings were... Surprisingly okay. Wish they'd have done more of those. Everything else about this expansion was quite bad, apart PvP Balance&Gearing who was surprisingly one of the best we ever had, if not *the best*. Still, you can't hook players and keep them interested with only one hour of story every two months and nothing else. That was a missplay that they're still struggling to overcome now.
    • A few of the older models of lightsabers are rotated in a way that would be non ergonomic, or uncomfortable for the character to hold.  The biggest offender is the model used for Kallig's lightsaber where instead of holding it like a regular curved hilt lightsaber such as the later model Expatriate's lightsaber where the curve of the hilt fits neatly into the palm, the model used for lightsabers like Kallig's turn the pommel inward, abandoning ergonomics and aesthetics, making it look terribly uncomfortable for the character to hold.  To a lesser extent, but one painful for me since I really like the model, is the hilts like the Flamegem lightsaber, a craftable weapon. If you look carefully, you can see that the character model essentially holds it backwards, the yellow metal protrusion from the emitter and the pommel ring should point away from the character, that line of the grip fitting into the fingers instead of the palm.   My suggestion is that you go through some of these older hilt styles and create a reforged version of them with the design, size and especially orientation reworked to either sell from the cosmetic items vendor on the fleet, or even as part of a set on the Cartel Market. A lot of these have fun designs, but for some people they will never be used for reasons such as looking unbearably uncomfortable for the characters' grip. Fellow players, what other models of lightsabers do you notice that look uncomfortable the way they are held? Thanks for reading, and may the force be with you.
    • most CM unlocks go to the inventory of the character claiming them as a token to be used to apply to the account
    • Any plans to re-design companion missions and crafting skills to a more player-friendly system? On all my 32 characters I now work hard to bring each nine companions to max lvl 50, to have the shortest time and highest crit chance. I use crafting / gathering skills on all companions since early lvl, but this system of crafting/missions is so outdated. Clicking the same items/ missions endlessly each few minutes, changing from one to another companion...  Why we can't set companions to work only on certain grade of the mission or item, without manually picking that mission every time. It's extremely dull to use this system year by year in it's original form. If, for example, I would like to send three companions for grade 10 missions only, they should be able to be working only on getting constantly the same Travella Cloth, Protonic Flux and Mediscan Unit of a three Gathering skills my character possess. System should allow to lock certain companion on certain task we want from them. Especially boring is crafting Assembly Components between all eight characters, each few minutes switching to crafting window to renew the items, return to playing game, rinse and repeat hundreds times, the same action on all characters. Should be able to set how many Components I'd like to craft of the same type, on certain companion, providing I have the materials - be able to set it once and forget about this companion, let him work on number I need untill he finishes. Or he should be able to repeat the same mission endlessly untill my funds are depleted, without me paying attention to his repeatable work. Some automation of these tasks would benefit all, saving huge amount of time while letting us to play game without paying attention to idle companions so often.
    • Today I bought Additional Cargo Bay for 1050 Cartel Coins for all characters on account (pic. Cargo 1). Founds was taken from my account for Additional Cargo Bay (pic. Cargo), but it was unlocked only on 1 character on account.   
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