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Evel

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    http://www.infernal-empire.com
  1. Her highest level character was 23. She did not really enjoy the game from the beginning. It just never clicked for her and she has played MMOs for years spanning back to EverQuest.
  2. I never imagined that I'd be posting in this type of thread as an unsubscriber - at least this early into the life of the game. However, two weeks ago I pulled the trigger and canceled my subscription (my wife's as well) and I wanted to just share why I did so. The problem lies in that BioWare failed to make the gameplay different from World of Warcraft. So those that quit World of Warcraft due to being bored with it will be bored once they've done the same thing in SW:TOR. The other problem is the features that SW:TOR does has are bug ridden and half of what WoW offers. So you are not going to pull WoW players away with a re-skinned version of WoW with half of the features. My specific reasons for quitting: 1. Operations are uneventful - much like WoW's are. Pre-release all we heard is "We don't want everyone beating on one large boss". What did we get? Everyone beating on one large boss with exception two a few "puzzle" encounters that still some end with beating on my large boss (ala Minesweeper). What did I expect? I expected a story driven Operation with encounters that do not get boring after 2 or 3 times of beating them. An example? Start off on Fleet and you are instructed to make your way to "Space Station X" to help defend off (opposite faction) forces. In route the operation would be attacked and must fight their way to docking with the space station. Now this could even be done "cheaply" by making it a single player experience on the way to "Space Station X", but ideally it would be a multiplayer space battle where two of the ships are setup as "tanks, two are setup as "healers" (i..e shield regen/repair) and the rest are designated as "DPS". The end result could be still a "big boss", that when defeated crashes on to the nearby "Planet Y". Dock with the "Space Station X" and collect loot. After meeting with the "Space Station X" captain at the docking bay you learn the command room has been overrun and you must retake it. This could be a gauntlet run with TONS of mobs and if you do not move fast enough they will come at you from behind. One you reach the command room and face off with two bosses. You split the Operation into two groups where one of the bosses begins to run to escape to the ship and that group(s) must fight back to the docking bay defending off waves of attacks from the bosses orders. Once in the docking bay that group must defeat the boss. The other group is fighting the remaining boss (simultaneously) that is throwing objects through the glass making someone run the computer to shut the emergency panels. Of course they can be other mechanics, but you get the idea. Once defeated, meet in docking bay - collect loot. Now you must take the drop ship down to "Planet X". The drop ship down could have bonus objectives for destroying stuff that if accomplished you get extra badges or chest of loot. Once on the ground members are split up into combat (land and air) vehicles as well as mech-type suits. This time you are fighting you are fighting your way to the ground based command center that has been overrun. Basically the air units have to bombard particular ground based units (maybe shields?) while the ground based units clear objectives. Once all objectives have been cleared - collect loot at command center entrance. Upon entering the command center you are automatically starting in the main room with a final boss. First part of the fight is a standard tank and spank, but then phase 2 he tries to escape to his robot-vehicle where the groups need to split up to do different roles. Basically the area is a power-area with large transformers. As he moves around the room one set of people need to clear out the adds near the transformers and then when he is near you set off a charge and clear the area which electrocutes him bringing down his defenses (similar to Kephess). Add in some other mechanics where people could occupy turrets and such. Once dead - collect loot. The End. What is different about this? With all of the vehicle type mechanics you are not necessarily tied into a role. Who is to say a tank could not hope in a dps based vehicle/ship or a healer in a tank vehicle/ship. Or the split group fight on the ship with the two bosses in different areas doing different things. There are SOO many options that people can go through that it would take numerous runs to really experience them all - that is not even including Hard and Nightmare modes. Also with Operations. Why do developers feature them being able to make decent amounts of money? There are people that ONLY want to raid when they reach 50. Why couldn't there be bounty missions for money instead of badges OR be able to trade in badges for credits. This leads me on too... 2. Same ole grind - that people HATE. Let's see what is there to do at 50.. Operations. Done. Rest of the days? Do your dailies so that you can EVEN afford those idiotic high priced Legacy unlocks that you ALREADY unlocked by spending absorbent amounts of time playing the game in general. Perhaps if dailies were more random in the objectives or hell even cycled through certain ones it would not be so bad, but no.. It is the same missions on the same planets. Every. Single. Time. Do we HAVE to do dailies? No, but why do Flashpoints? Badges for gear you already get in Operations? For Social Points that doesn't buy you anything useful? You would have been MUCH better off BioWare reducing the number of "world quest" and making the story quest line the bulk of the leveling experience with dynamic areas around in game similar to Warhammer's Public Quest, RIFT's or Guild Wars 2 version of the same thing. The class stories are great and perhaps the leveling should have been slowed down some so you did not have people beating all 8 classes within 3 months of release. You could still have the Legacy perks for helping with speeding it up, but with those it is WAY to fast. 3. Crew Skills - FABULOUS concept; poor implementation. Yes, I am a former SWG player as well as EQ, DaoC, WAR, AoC, EVE and several others. Of all of the games I appreciate the ones with crafting in a player based economy. Where nearly EVERYTHING is player made. I believe BioWare really missed out on this genre of gamers from SWG and that even people from non-player driven economy games would have appreciated it more than a copy and paste of what so many other games have already done. This could even be done without the complexity of SWG's resource harvesting AND done with companions - or hired help. I can understand if BioWare did not want to liter the worlds with harvesters, but who says people have to see those? You already have "virtual" planets that are instances that we really don't visit we just visit portions of them. Why not be able to send companions to other planets to collect vast amounts of resources over longer periods of time. Don't want to use up your companions? Well why not have the ability to hire harvesters or companion-like NPC's that we can pay for 12, 24, 48, 72 hours worth of services to gather resources. The cost of these would be the baseline prices for the resources on the auction houses. Then crafted items? It can be the same as the system is currently moving with reverse engineering with the chance of crit, but I do not believe it should always be a random roll, but rather the more you make the more "experience" you gain in making certain items (i.e. weapons, heavy armor, etc.). As you gain more experience the chance of crit greatly increases. End game operations can still drop gear, but like now it should be reverse engineered and be able to be sold. Completely open and player driven market. 4. Servers. Will you people EVER learn. How many MMO's now has launched with ridiculous queues, opened more servers and then when the game dies down they are left with TOO MANY EMPTY SERVERS! If EVE can handle over 60,000 concurrent users with their server setup there MUST be a way for you to work your magic to even make fewer servers that can handle 50,000 concurrent users. You already use instances for overflow on planets you can use this same technology as that is really how EVE gets away with it since they have so many flipping "instances" or areas in space. The one point that I am proud to see you stick to (hopefully it will stay this way) is with cross server grouping. It is a community killer and I witnessed it first hand on the Elune launch server in WoW. Please do not cave to the rants and complaints on this topic. Get the bigger picture resolved of setting up a proper server infrastructure. If you do get close to leaning on that option I have an alternative for you. Take several severs (more the better) and combine them into "battlegroups" similar to what WoW does for their cross server crap, but make them seem more like a single server. So not only flashpoints/instances are cross server, but so is all planet and fleet areas. So I could be running around and see someone from The Fatman server while I am on Tarro Blood. I never understood why game companies wanted to use first names as unique identifiers instead of something similar to what Guild Wars 2 is doing with unique numbers along with player names. However, what you could do to make the unique identifier is tie in the players name with the server they are on. So I would be Xasis.Tarro Blood to send a message to. With this you could open up the possibility of sharing not only instances, but also GTN's, guilds plus groups. 5. Guilds make or break games. You started off like a champion with the pre-registration for guilds. However, even that was not an ideal system since I'd gamble to say 40-60% of the guilds did not stick to the assigned servers. I know we personally moved because we were in the "large" guild category (since you sorted by guild size) and we did not care for the guilds that we would be running around with. Thankfully we did as we've heard horror stories from that particular server. You should have made it more complete and flexible for guilds to be matched up with similar personalities as other guilds to be on the same server. Now on to in-game functionality or rather lack thereof. Yay, you gave us banks 3 or 4 months AFTER the release of the game, but we don't have simple mechanics like guild emailing, calendars or leveling which is pretty fundamental in MMO's these days. The guild ship idea is great and I hope you can make something of it, but unfortunately it won't be in the lifetime of my account. Some other ideas that would be nice (especially given my earlier recommendation of player driven economy) would be vendors guild members as well as work orders that could be placed on the GTN. 6. Space Combat. I will admit I was the first to be excited and then utterly pissed when you announced space combat being like StarFox 64. However, after playing it I did enjoy it. BUT it is still missing a large portion of what space should be. Space should be able free flight and finding hot spots that have encounters like your current space missions. it really needs a mixture of both including multplayer, which I think you are already working on so I will leave it at that. 7. PvE and PvP DON'T MIX!!!! I will say that I am not a big PvP fan. What makes me dislike it even more is when you cannot balance a skill around both PvE and PvP so the end result is ALWAYS nerfing it for both which ultimately hurts the larger part of your audience - PvE. Either make skills that react different when attacking players or NPC's or make different skill sets all together. Combined they simply do not work and it just pisses off the larger audience when you have to nerf it. 8. Gear Artwork. Please fire the people that are responsible for the art of the gear sets. At least the end game stuff. That is all to be said about that. If you want to hire someone with real ideas about MMO's please send me an email.
  3. Must be your first MMO. This is pretty standard across all MMO's unless they have different unique identifier similar to what Guild Wars 2 is doing.
  4. If BioWare had provided a stable and fun game to begin with people would not unsub. It is not the communities responsibility to pay for a game that is unfun and imbalanced. Common sense is common sense.
  5. Absolutely not and server transfers will not solve the problem TOR has either.
  6. Greetings Development Team, While we (guild leaders) appreciate the effort you took to implement the required use of authenticator's for Guild Ranks it was quite frankly implemented poorly. The importance of requiring authenticator's is not important for the ranks themselves, but rather for the Guild Bank which is where the Authenticator requirement should have been implemented. Please move the "Requires Authenticator" to the Guild Management tab of the Guild Bank and allow it to be a checkbox option for each of the tabs. That way we don't have to create additional ranks just to allow people with authenticator's different privileges versus locking down specific Guild Bank tabs. This would have been a good lesson to learn from your "research" of other MMO's such as WoW.
  7. This could work and is a good idea, but not well thought out. Names and Legacies are obviously restricted per server and to be able to communicate with people on these "different" servers there would need to be something unique otherwise you could potentially be sending the same message to 5 different people named the exact same. They could circumvent this by tagging people with their server name (i.e. Xasis.Tarro Blood, Xasis.Space Slug, etc.). However, Legacies would not be so easy. And how could you handle being in the same guild with someone technically on a different server? There would be a significant amount of work to pull off something like this which would likely not make logistical sense.
  8. I applaud this change. Everyone in a fight should die if it is going to be a wipe - not just the tanks holding the bosses. Quit whining.
  9. It is not feasible nor logical for 1.3 to be released in the next 4 weeks. Get real and grow up. To answer your question - no I will not unsub because I am not impractical.
  10. They would lose me as a paid subscriber unless they restricted the free people to specific servers. Free to Play communities are the absolute WORST and I would cancel if my server went F2P.
  11. No. You just have a higher chance at some rare items plus the chest at the end which has a speeder.
  12. The Droid has always been able to leave the ship...
  13. I'd be happy to test it out on our guild Operation runs. Send me a PM with the information.
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