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Dandune

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  1. Well, personally I grew up with the original trilogy so that plays an important role in my views. But also the original trilogy was the original idea by George Lucas which he expanded a bit in movies 1-3. The rest is just a product of other authors that was authorized by Lucas company but still not something Lucas would have done himself. So technically, what you like is not real Star Wars but a copy based on original idea. Personally I like many books but when we talk about real Star Wars, here is part of George's quote from 2008:"...And now there have been novels about the events after Episode VI, which isn't at all what I would have done with it. The Star Wars story is really the tragedy of Darth Vader. That is the story. Once Vader dies, he doesn't come back to life, the Emperor doesn't get cloned and Luke doesn't get married..." .
  2. Personally I love NJO series and Yuuzhan Vong. Other books in the Expanded Universe just fabricate more and more stories about Force users that make Darth Vader look like a complete Force noob, while on the other hand Yuuzhan Vong provided a fresh idea that didn't really go against the original Star Wars ideas about Force users. Let's face it, Vader was "Force Jesus", even stated that his amount of midichlorians was unprecedented in history, etc. And then you get tons of Darths in EU prior to Darth Vader who were supposed to be (almost) godlike. It simply went too far and since Yuuzhan Vong are not Force users and a completely new entity, I prefer them instead of a whole squadron of star killers, planet movers or whatever else newfound Darths were supposed to be doing.
  3. Personaly I think this game was primarily made for players that enjoy Star Wars fantasy universe. If someone isn't able to level a character just because he doesn't have a choice to watch animated romance fantasies of his personal choice then that person doesn't really want to play the game itself but instead looks for some virtual emotional and/or sexual satisfaction.
  4. Didn't read through whole thread so in case this migth have been mentioned before, sorry. The trick is, same gender romance is sort of already in the game. You can marry same gender characters in your legacy tree, worked for my female sorc and female sniper.
  5. It isn't, some people just like to use the internet for expresing their negativity.
  6. Well, having cutscene depicting your ship docking with your guild's Imperial Star Destroyer seems very much like Star Wars to me, not to mention Star-Wars-like interior.
  7. Anything below 200 latency is playable, if you have more than that check your ISP since I can easily play on East Coast from EU with 130-140 latency.
  8. Guild ships are just simply cool. But improvements should be obtainable only through group guild activity that would gain "guild points", for example guild-premade PVP, full-guild-group finishing some content at their level (normal FPs before 50, HMs at 50, all OPs, world bosses). Perhaps there could even be group space missions implemented for "guild points" (besides usual rewards) and only available from guild ship. "Guild points" could then be used to purchase guild ship improvements, some just cosmetics while there should also be some useful imporvements. FP/OP shuttles should definitelly be there, also guild perks involving crew skills could be implemented, for example shorter crew skill mission times (but not efficiency/crit). Perhaps an improvement to increase stats of all companions up to a certain degree and/or presence. Mainly guild ships would be a gathering point for guildmates and guild improvements shouldn't affect activities outside the guild-only group enviroment. Another option for guild ships would be to use them as repeatably capturable PvP objectives with preset bonuses for the owner, similar to castle sieges in Lineage2 for example. Or maybe in the case of "siege system" it would be better they were guild space stations perhaps.
  9. You need to ask yourself a simple question: 1. Why did you start playing SWTOR? Some people just start playing almost any possible game that comes along, just for fun or out of boredome, but in reality don't really like any of those. So think about the reasons that "made" you start playing swtor and then reconsider if those reasons are still valid. Because in my opinion, after you get your ship, the real journey for each class is just beginning.
  10. How did you manage to define Rift as a big name game, is beyond me. What is really important in any game is money sinks compared to difficulty to "farm" in-game currency. Compared to some other major MMOs, getting credits in swtor is not hard, unless you are really lazy and/or without imagination for bussiness.
  11. Augment kits are more than 3 days economy thing. Like with any product, people that were smart enough, popped on PTS days (perhaps weeks) before live patch, checked what is going on, made some research then popped back on their servers, prepared mats and items for RE and after patch went live, boom... quick crafts, high prices, big income. After a while, prices started dropping rapidly due to big supply. At the moment prices are slowly stabilizing but after a while I would predict that prices would fluctuate depending on supply-demand. And that is player driven economy, nothing preset, unless crafters make some "cartel desicions" but considering the mentality of MMO community, that ain't going to happen. Another booming bussiness at the moment are augments of course due to higher demand. Smart crafters crafted most popular augments prior to the patch and took advantage of the large amount of new augment slots after the patch. And this is only one situation. Similar was with craftable orange gear, etc. If you miss the opportunity, don't blame the game.
  12. Well I must say you are completely wrong and the latest proof are augment kits and the fluctuation of their prices. While in every economy, basic cost is determined by the cost of materials, workforce, taxes, etc, final price is determined by the supply-demand ratio. Again, craft and sell what people want/need, not something that no one is interested in. Some people simply want to sell sand in Sahara and demand high price for it lol.
  13. yesterday/today I was crafting 2x artifact barrels for my merc alt, lvl23 and lvl25, in both cases second craft critted so I had spare barrels. Put each for 15k on gtn and sold both. What commendations were there? Lvl49 hilts/barrels are great starting point for newly dinged lvl50, top lvl mods crafts are still selling, moddable specific gear still sells, augments are back to bussiness lately, new stuff like augment kits is fresh bussiness. What commendations are there? And these are just some of examples and now if these are not player made and sold, I must be missing something in the game. And this economy is pretty dynamic, considering how prices fluctuate depending on supply and demand, basic economy principles. It seems to me you don't really know how economy works.
  14. In last paragraph you state that you PvP, which means everyday you go to the terminal to pick the daily/weekly... which means you didn't need patch notes to figure you could get credits instead of recruit set since the token description clearly states what it's worth. This is months old information and even if you just joined the game, reading item descriptions is very helpful, for example class-restricted custom items or valor/rank-restricted custom pvp gear. Exageration in my opinion.
  15. The economy is fine, the problem is that most people would like to sell stuff that is not interesting anymore. For example, when WH gear and crafted augments came out, there was a big economic boom with augmented WH pieces (or other moddable and craftable piece)s and various lvl22 artifact augments. While augments are still partially viable bussiness, endlessly crafting moddable pieces with hope to crit is gone now. Currently augment kits are popular, mainly because you can easily augment non-craftable items plus people don't have to rely on luck to get augment slot. So basicly, economy is very player driven since players with the supply and demand decide what is good for making credits at given moment while BW artifically boosts the supply-demand effect with new features. But you need to check the market, see what is popular and/or in high demand. Sell things that people want/need, not what you would like them to have. Not to mention, that mats always sell. Ever since launch I have always been able to sell bio mats within 1 day.
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