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Agemnon

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  1. "The Sith Warrior story is pretty cool, and that’s it basically. Given that the they advertised that the game is story driven with epic plots, having most of the class stories ranging from decent (trooper) to outright terrible (counselor) is not a good sign." Yeah I don't like how Nadia's dad was killed either =( He is one of my favorite characters in the entire game and Nadia feels like a sister.
  2. I agree, but that should come much, much sooner than 3.1. Also, I forgot about Chewie (first boss in the Luke and Leia dungeon) and Han (third boss, after Leia, and before Luke), and the Millennium Falcon would play a part in the second from last boss fight as Han would ride it at times.
  3. He wouldn't canonically be dead but merely defeated.
  4. Guild Wars 2 is a good game and I've beta tested it, but it isn't as good as the hype. Then again I played a charr warrior (which is fun) so I wouldn't spoil the human thief and asura (not yet available even in next beta =( ) necromancer storylines and gameplay before release. To be fair GW2 was fully CPU dependent and DirectX9 only, but despite that loading screens were still much faster than SWTOR.
  5. My big brother who played Theme Park in the 90s on Genesis says that it was a fun game and that was EA =( I wonder where EA went wrong?
  6. I'm not unsubbed, but quietly stopped playing. It seems like the game tries to please everyone but I'll give The Secret World a try (I know, EA publishes it), and they are very explicit about it being a niche game. In other words, they know that trying to please everyone would please no one and that their game isn't for everyone.
  7. Because these are too epic to be in the next one and should be saved. If time travel is permissible in the Star Wars Universe then having 3,000+ years in the future environments from just after the time of the movies and the Legacy era (maybe introduce Legacy in 3.3?). For the Empire here's a list of raid bosses (all in the same dungeon and needed strategies). These would be after the introduction of 40 man raids. Leia Organa: Can do massive healing (including AoE for adds), so abilities that reduce a target's healing percentage wouldn't be optional here. She would telegraph force quake (two hits of which would take out fully geared non-tanks), but fast, so you'll need at least two healers with lightning reflexes to put down the AoE heals in the same spot (she snares everyone in the circle and it cannot be cleansed or countered) to mitigate the damage. Tanks would need all available force shield buffs. Luke Skywalker: Tougher than Leia, and he can strike down any non-buffed tank at will. His force leap has unlimited range and is so fast you'd think he has teleportation powers! He has a powerful force shield that he throws up every now and then, which is a time to stay away! Force and energy should be saved for healing the tanks while other healers reserve their force for reviving, while the third group of healers focus on buffing tanks' defense. Cade Skywalker (final boss of a later raid): Hits harder than Luke (though gear upgrades offset it), but is more difficult because of extra attacks with unlimited range. He also has some smuggler and sage powers, making him far more deadly, versatile, and unpredictable. Slightly undergeared tanks die in one hit, while fully geared tanks are brought down to triple or low 1,000s HP, and would need to be healed during Cade's attacking animation, not after or (obviously) before, and wrong timing of the heal means a dead tank. If you needed lightspeed reflexes for Luke, then you'll need warp 10 reflexes for Cade. If a healer blinks then bye bye tank, and all tanks would need to be alive at all times. He also wouldn't have any adds, being difficult enough on his own.
  8. A next generation mmo will look like real life on highest settings
  9. "I'm really more of a Fantasy genre player." Star Wars is science fantasy. I think you mean medieval fantasy
  10. D3 is the game to play before GW2 comes out. Engineer = win
  11. "Almost anybody can be hardcore in [b]her[/b] hobby" Stopped reading right there. Who the heck is this "she"?!
  12. In that other game (the 2D turn based one that's pay to be a pro, not WoW) customer service was awful and devs never communicated to the community, ever. Heck, overpriced events such as the spend $500 on item mall points and get a unicorn/stat gem/etc. ones.(and no, the $500 is unfortunately not hyperbole) didn't even stop the game from being fun (though I didn't participate in such events). "Huge success is really based on luck, the only thing you can do is to try to make a good product for one targeted audience. Really that's all, choose a specific population, completely understand what they want and expect and deliver even more. Those people, even if they are only a few at start, will be so glad and happy to have your product they will sell if for you to their friends and then your customer base grows." This, applied to everything. Games and movies used to be so good until they started trying to please everyone, then they ended up pleasing no one.
  13. What I'm trying to say is that good people that makeup a good community can even overcome 16-bit 2D and free to play, pay to be a pro models.
  14. I remember years ago playing a game from the company Chinesegamer. It was a free to play, pay (a lot) to be a pro kind of a game, forced your computer to be set to 16-bit color (thus not only didn't fully utilize a 560Ti, but came nowhere close even with 4-5 clients open for all of your alts to train together and another one to manufacture HP and SP syrup for your training characters while they're on the game's in-game grinding bot). Its graphics, while only in 2D and looked like it could be done in the 90s were still cute and it had cute anime cutscenes (I know some say it isn't anime unless it's from Japan, but the style is the same), no real plot and translation errors were everywhere. It also had the best smileys (either on a forum or in game) by far. Not only was leveling up grindy, but leveling up alchemy was too. You had to gather wood, make small wooden gears (because they are rank 1 and to make alchemy progress you need to get the combined results to a higher level. Also, one piece of wood which was easily obtained via grinding even in large quantities could be made into so many of these small gears), and the higher level your alchemy the better chance you have of getting good gear. You could either buy sewing tools from the item mall or pay with in-game gold to someone who has purchased them in the mall to meld a gear you like the looks of (this before WoW's transmogrification) with armor of other stats. The game was also very unbalanced, with wind knights being necessary to being a top PvPer (max out strength, rest to agility) while only fire, earth, and water (and even then water only for tanking and reviving. Just sink into the bare minimum for skills, rest to constitution which increases HP and defense) were good for PvE. Despite its pay a lot to be a pro model, bad class and element balance, and low graphics the game was fun. What made it fun? Some quest are challenging, especially the ones that were level appropriate, but also the community. It had very good and nice people who were actually social and people weren't carbon copies of each other (personality wise. Character wise they had the same limited character models but you could decide skin color, eye color, and hair color via sliders) People would communicate, and if you thought someone was selling something at their stall or in their tent you could haggle with them to obtain a better price. Haggling annoyed some people but then you either agree not to buy or purchase at selling price and be happy, though their being annoyed was very rare. There was no auctionhouse, because each of our individual houses or stalls were our personal selling spaces, and we could craft shelves and vending machines for selling space. Another thing: Our houses were in our inventory and we just had to click on them while in an outdoor area to set them in the spot we're standing, and other players could visit if they want unless you craft a welcome mat and set it to "close". You could manufacture furniture, wallpaper, decorations, machines to craft fuel and vehicles, and so much more! I mention this here because as bad as a game may seem on paper the community is what makes staying worth it.
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