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AsheraII

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  1. The effect of the tools is nice, but I think you might want to review Tatooine again if the image http://cdn-www.swtor.com/sites/all/files/en/cb/2013_thumbs/CLUTs/tat_thumb.gif is to be representative. Giving Tatooine "warmer" colors sounds logical, but the word "warm" has several definitions, and making the colors warmer (i.e. a few shades darker and more satured) is following up on the wrong definition. 1) Tatooine is arid, unforgiving, barren. "Warmer" colors are inapropriate. The colors SHOULD be bleak, desolate and even somewhat ashen, not warm to give the place the feeling of a nice beach where you can find a hola girl wearing flowers just around the next tree. So strangely enough, the color range you should be looking for is COLD, not warm. 2) The shadows became darker and more pronounced, giving too much the sense of a haven from the sun. They're a haven alright when you're talking about some place indoors or in a cave. In a place like Tatooine, you'd still want to get off the street and inside a building as fast as you can. The shadows outdoors may reduce the direct heat from the sun, but there's still all the sand around you heating up the air above, so it shouldn't be a retreat, but at best a temporary relief. So again, you wouldn't want warm colors in the sense of "welcoming" or "comforting". They aren't. Indoors you would, outdoors you wouldn't.
  2. I just canceled my sub as well. I don't even see a point to leveling up any more characters anymore. The whole point of an RPG is progress. However, at levelcap, all progress is funneled into the mandatory raiding again. There's a meaningless, boring and very repetitive means of progressing a little for those who prefer the solo path, which still leaves you FAR below the performance of raiders. There's a pointless, repetitive and often hacked means of progress through PvP, which also leaves you FAR below the performance of raiders. Crafting is pointless, especially without raiding. Even with raiding, it's just a more elaborate and expensive method of getting loot. There aren't any sandbox elements at levelcap worth mentioning. Appearance customization, and that's it. Not even any smaller sandbox elements like playerhousing (and no, I'm NOT looking forward to starship customization, that'd be a really limited excuse for housing. I'm talking about the home when we're NOT away from home!)
  3. Auras look silly and totally not star-warsy. Stupid designers keep forgetting that this is supposed to be a Star Wars game, NOT World of Warcraft or some other 12 in a dozen fantasy-themed MMO.
  4. The trick is to hide the foot and a piece of ankle as high as the heel itself, and then rig a high heel boot to the leg instead of rigging it to the foot. So to add the heel, you shorten the leg. If done right, noone will notice the leg being a little shorter (about 7-10 percent), since the boot will hide that bit. The only telling thing is that heels wouldn't make a character visually taller. There are several more tricks to expand further on this one, which, depending on the game engine, may or may not work.
  5. The red bolded piece is what we try to explain. What you write IS very probable, however, it may not be past tense just yet. It is past tense in the Clonewars era. But it may still be far future, near future, present, or at worst recent history during the time we play this game. If it was recent history, then we might have known about it already. Although the Jedi might as well have kept it quiet for public, including our player characters, possibly even including the majority of the Jedi Council. As far as we know, neither Revan nor the Exile encountered it or ever even mentioned it. So it seems like that Box of Pandora hasn't been opened yet. That means it's something that's probably still to come. Could be in the near future, could be during the time we play (and give us an awesome storyline explaining why there is only one during the Clonewars period, no matter if there were hundreds during our times or also only that same single one as well), though it might also still be 500-1000 years in the future before the Darksaber actually sees the light. Me? I'm actually not fond of the Darksaber at all. However, since it's already canon, I totally wouldn't mind if Bioware put a storyline into some expansion or content update in which we not only see the origins of the Darksaber, but also get to destroy the schematics and all means of construction involved. Star Wars canon basically needs such a piece of lore. Otherwise, *any* B-writer (and most SW writers are just B grade or even worse quality) can imagine up some forgotten moon ruin with yet another darksaber, and another, and another. I want to see this thread of lore sealed off permanently. It's currently totally open for abuse by fanfiction. So that's why I said earlier that Bioware would be doing Star Wars a service if they picked up that open start and sealed it off, leaving only the one darksaber around.
  6. 1) The period where the Mando's aquired the Darksaber is about the same period that we're playing: during the Old Republic Era. There are NO records prior to their time of aquisition. 2) Only one is known to exist during the Clone Wars Era, however, absolutely NOTHING is known about the time before that. It is possible, without breaking a shred of lore, that more existed, and it was possibly even in mass production or about to go into mass production. (a storyline ending up with blowing up that productionline along with the schematics would definitely serve the Star Wars universe well, preventing more to ever pop up after this era) 3) As an interesting sidenote, the wielder of the Darksaber in the Clonewars was NOT force sensitive, while he was very capable of wielding it. Ergo, if Darksabers were implemented into TOR, they should be usable by non-Force classes as well: Bounty Hunters, Troopers, Agents and Smugglers.
  7. I have to agree with this. Although Bioware made the only MMORPG which actually deserves the RPG part at the end of the abreviation, the players rarely fit the bill for this RPG component. Kinda like SWG in reverse, where the game itself wasn't really designed around RPG, but the players picked it up with great enthousiasm and repurposed the features they had available to that end. I'd like to see high heels in TOR. And there are some tricks to accomplish that, despite the limitations, and make them work with existing animations. And yes, I know it would generally be used to make companions look like <you know whats>. Especially considering the lousy tasteless designs of equipment in general in SW:TOR (Not just the dancer outfits or the midrif and other "sexy" outfits, all armors in TOR actually look pretty bad, very few really give the "I'm a Jedi" or "I'm a Bounty Hunter" sensation). Nevertheless, there are players who think over their appearance, who will decide not to wear stilettos because it doesn't fit their character, or because the design of the heels doesn't match the design of the gear their character uses. So while one of their characters might use them, or have a companion wearing them, they wouldn't use them on another character. or companion. Some of those people are roleplayers, others just like to play dress up. But these are the people the developers should primarily keep in mind when designing new items.
  8. I think it would be nice if crafters could reverse engineer the companion armors, and have a chance (like, 30%) to learn a blueprint for a moddable version of it. Basically, making these designs available to aquire, while at the same time giving each crafter his or her unique niche in the market. (yes, crafters definitely need some love in the cosmetics segment!) These armours should then NOT be bound to character (so tradable through GTN etc), but still have the <companion> requirement. For level requirements, I think the suggested level of the quest where the original of the design was obtained would suffice. (So your level 19 Kaliyo won't run around with looks that shouldn't be aquired before lvl 43). Now there is a catch! Although 30% chance to learn the blueprint is pretty good, some designs will still be extremely rare or uncommon. Why or how? Well, how many Armormech Sith Inquisitors do you know? Probably none. But you'd need an armormech to RE Andronikus his Cunning based outfits, so yes, these things will be rare. But there's a good side to that as well: it will encourage players to experiment with the less logical class/crew skill combinations. So some combinations might not give a player direct personal benefit, but it will open up some unique companion customization options as well as giving them a very special market position.
  9. I second your sentiment. Hey, sometimes we DO agree!
  10. I agree. However, there are certain limitation it WOULD have to abide to. 1) Designated sandbox areas, ideally instances "owned" by players and maybe guilds (AND, not OR), so they can control access and permissions to "their" area as they please, but also so players CAN'T adjust existing game environments. 2) No uploading of textures, models, etcetera. Only usage of existing game assets (though Bioware could create some for this very purpose, or have some built-in designer, and charge CC for them, one way or another) 3) Anything created within the sandbox areas stays within the sandbox areas. No, we don't want your custom chair on the GTN, even less see it plopped down on the fleet or in the middle of the Tatooine desert! Not even custom designed gear or weapons. They all have to stay within the sandbox. 4) No experience gain within sandboxed areas. 5) No WZ points gained within sandboxed areas. 6) No loot for killing mobs within sandboxed areas. Simply put, you can't leave a sandboxed area with more <whatever> on your character than how you entered, only less.. You can only bring something from Sandbox 1 to Sandbox 2 with the permission of the owners of both sandboxes. (to prevent introducing griefing tools from one sandbox to another).
  11. TOR went too much WoW, which is why a lot of people left or simply never bothered. At the same time, it wasn't WoW enough to really attract the WoW players. Sadly, it seems to be slowly WoW-ifying further. But the problem with that is: people are leaving WoW. So why would those people join another game that's becoming exactly like the game they just left? Been there, done that, not again, thank you. The worst part is, it's heading in the direction of WoW after Blizzard died (Yes, Blizzard is DEAD, deal with it!) and Activision took over. Basically, the turning point where players left by thousands a week. At first, they were quickly replaced by new players, so total amount of players kept rising for a short time, but that influx has died as well. Sure, releasing an expansion can make some old players return for a short while. But the graphs have been pretty clear about that as well: a sharp increase about a month before an expansion, followed by an even more dramatic decline within 3 months after release of an expansion. Gamemechanics are in place to keep things familiar to the WoW player: simplicity, high stat inflation, you name it. People who come from a background like KotOR have to wait a year for a mere reference to Bastilla Shan. People who come from SWG are dismissed with some pathetic "your ship is your home" (even though the ship droid does NOT agree with that, since he calls it "your home away from home". And no, ship customization just won't work, it'd be a really pathetic excuse for proper playerhousing, even if playerhousing was instanced.
  12. One of my inquisitors is completely lightsided, which makes sense for the Inquisitor story. At least, for the strong of mind who didn't get brainwashed by the sith repetitive code blahblah. She dreams of becoming a privateer, or even better, a smuggler. Roaming the galaxy making money, freeing slaves, spend many nights clubbing in different cities on different planets, becoming a normal person, using the force only as a last resort. Oh, and ditching that creep Andronikus on the first planet!
  13. Yes, Bioware placed raiders on a pedestal and basically treats the rest like second hand citizens, I sadly already knew that. This game IS deteriorating eversince they started to emphasize they don't care for the other players, though gladly take their money through the cartel store. The exact same way as how Blizzard started to treat their non raiding players like dirt since halfway TBC, Bioware is copying the failures of WoW to the detail it seems
  14. The customization part of TOR works through the customizable gear (a lot of which comes from the Cartel Market, but it's usually tradable, so you can find it on the GTN as well). Basically, you find something with the looks that suit you, and then add the stats by adding armoring, mod and enhancement. So there is no need for appearance tabs or outfit slots in TOR. It's all integrated into your equipment. The only things you have to keep an eye on, are: 1. the armor-class. So light, medium or heavy armor, or adaptive, which simply adapts to the armor quality for your class. 2. Class restrictions. Some armors are class exclusive, like "Jedi Knight, Smuggler" only. These are generally crafted armors, the adaptive ones from Cartel Market are suitable to everybody.
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