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odonoghuet

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  • Location
    Sydney Australia
  • Interests
    Writing, RPGs, Socialising, Conversation,
  • Occupation
    IT
  1. While I like the idea of this as the risk of PVP interruption while fighting a strong champion is fun, I think that without them having drops of any kind, even cash, from these really makes nailing 25 of them the most bland grind to date.
  2. If another battlefront is on the EA horizon, then I doubt we would see it happen here in that form. It would be interesting to have a PVP guild challenge where three simultaneous fights, in GSF, on the ground, and on the ships, could occur with holding key points on the battle maps would cause benefits to allies in the other battlefields. At least we know the engine could handle several separate battles. A PVP GS deck where the decoration system allowed the creation of unique battlefield obstacles would be something creative. A GSF or straight pvp raid on an enemy guild ship that 'stole' conquest points might work. While not actually stealing, the raiders earn points based off the points the target guild has earned to date, the high earning guilds on the top ten standings drawing the raiders and adding a new earning route late in the week.
  3. Even if they did speak basic, the small size would be play havoc on combat animations of the class selections, camera angles in cut scenes and probably a dozen other areas. There is a reason we all have four basic body sizes.
  4. Just because I'd like to see the tree do something and to speed up logging out of one character to another, any chance we could see an option on the character legacy relationship tree to select an alt, and trigger a log out and into the selected character, without going through the character selection screen?
  5. I'm lightly confounded that the cost is 50M for the Guild Ship while releasing at the same time other housing to players, which based on the cost 'value' of the Nar Shaddaa Skypalace giveaway will be millions more to fully unlock all of. Then the cost on decorations/schematics. Maybe there are a lot of more wealthy players and guilds with 20 plus active players than I have seen around. Or maybe they are bluffing and will drop it down to aid good feelings on formal release.
  6. I don't agree that it needs to feel epic but it would need to feel like an action taken by someone living in the Star Wars universe. A mini-Game where by you aid in repairing/scrapping droids (starting fights, explosions, clues to quests, or pet drops), a mini-game of diplomacy in a cantina stopping, terrorizing, or inciting bar fights, a mini-game where a transport drops off a bunch of travellers from distant stars and you have to pick out those with warrants on them before they pass customs, a mini-game examining exobiological transfers through a customs station, picking out dangerous animals or plants a mini-game playing the music in a cantina. a mini-game moving cargo and munitions safely on and off your ship a mini-game selling death-sticks. How else did people make a living in Star Wars?
  7. On hearing rumours of the upcoming water world, before it was labled for a FP, I had anticipated it to be a series of water domes connected by submarines so as to be exactly like an underwater version of Makeb.
  8. As the title says, I'm looking for a large Republic Guild. I've been playing since Beta and have gone through many guilds but I'd really like a Republic guild to join that regularly has double digit members online at nearly any hour of the gay (and not just bumped overe ten when the progression team showing up for raid night only). I'm an Australian shift worker who is on at odd hours, with a bunch of guildless republic toons, who recently shifted several from Beregan Colony.
  9. Anyone else expecting a let down when after seeing the Dev's show off with 50x [item] in placement a LOT of what we can get will be getting will be earned/made/bought one at a time?
  10. I am already cringing at the reverse. One of the elements I hate about NS is that it has a disproportionate number of heroics that the chat is often spammed with people asking if others are ready to do the ones they are. Just the thing to crap on the ambiance of my luxury sky palace, spamming people who are less likely to be the right level and will need to cross instances to reach the world to participate in it.
  11. On Stealth, I see exactly your point but from a game designer, rendering a major ability null and void like this is an awkward solution at best. A solution like having the hunted on your radar at all times would resolve this in a much more balanced result. On level 55 or higher, you cut down on the potential player base to what has become the most awkward level for player v player because gear is such a massive variable. I can't say for sure that it couldn't be programmed, but adding tracking of who is near who on every instance of every world where the hunt can go with some kind of block or removal of PVP flagging, does not sound like a light bit of extra processing for what it stops. I was going to ask how you intend to stop pvp flagged players who are not criminals or bounty hunters from interfering, but really is a PVP event that is only solo a design goal? Especially with the apparent goal of half of the participants actively hiding doing nothing but wait for guys to stumble on them?
  12. I think a way to make Armormech and Synthweaving a little more on point might be to select a few key armour sets and weapons, Iconic ones such as class specific drops from FPs, or the legacy exalted set designs, and allow reverse engineering. However the reverse engineering crits for new schematics, random from a list of appropriate stat blocks much like any of the tiered non modifiable armors and weapons, but include the opportunity to re purple to a green higher level, and repeat all the way to a 180 rating version. This would be then something to keep building up to finally get these schematics that compete with the craftable ops gears, without it being cybertech plates and mods, and artifice enhancements as the only real ones. The mats requirement would of course scale appropriately. I also love the idea of methods of manufacturing ops mats from lesser mats (not at an easy rate though such as no more than 1 MMG per week per crafter)
  13. I'd be all for another method for pvp centric players to get some cash, but I don't see this working well. You've detailed a public pvp incentive scheme which doesn't really encourage pvp, it encourages hiding, punishes guys with stealth (who should have weaker combat because of the advantages of stealth) and gives a little cash back and forth on otherwise normal OWPVP kills. I won't claim to be an expert, but even for a pvp bounty hunt, it should feel like a hunt. This feels like half the players should be paid to hide while the rest are paid to randomly come across them for a pvp fight. Even if the engine supported OW PVP better, to me you can claim story in your head that any other pvp flagged player you see is a bounty and just have fun. It doesn't need a complex system added on to give credits to justify that story. An actual hunt, to me it needs a more constrained area like you have tracked them down to this world and now you hunt. Perhaps if they retasked an operation or daily area map for PVP Bounty Hunt OP, an instanced area where on a tight clock pairs of bountyhunters hunt down pairs of bounties. 'Story' wise the bounties committed a crime (accused of a crime) and must hack terminals to earn more of the stolen credits to the game purse (and evidence of innocence if that is what they want). The hunters must search the area scanning for traces, asking npcs if they saw the bounties, and follow pings from hacked nodes to find the bounties. Each pair can attack any other pair, and only one winning pair gets the full payout, the rest portions. Respawns allow the game to continue to a time limit. Victory points at the end tally bounties killing hunters and vice versa, Hunters finding clues, bounties hacking nodes, carbonized bounties brought back to respawn (doesn't stop player respawn) etc.
  14. I'd like to see something in housing which can be unlocked which would allow you to build a super matrix cube out of the shards earned over multiple characters, which ultimately counts as the same benefits as the cubes for later legacy characters who reach the stronghold.
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