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Moscardo

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  1. I have not unsubbed. However there is talk about unsubbing on my game group. We usually spend a lot of time (years) on any single game, and then we move on. Decision will probably be taken jointly. The reasons discussed are: 1. gameplay is very linear and static (no major issue here, rather a lack of any "great" or original things). 2. lost of trust with the Devs and Bioware. We feel cheated by promises, communications, and advertisment. It's commont perception (among us) that Bioware is constantly trying to "sell us" something and using "oily" tactics to do that. In a way it's like that each time Bioware talks, it lose affection with us. 3. people gone. Many people we were friends with or had been playing with are gone. There is new people obviously, but the feeling is "it's just a matter of time". 4. setting is not very deep. It's difficult to explain, but for instance, every Cantina seems the same, no matter the planet, the story, the whatever... Once we rated the planets to see what were the one we liked. Votes, on average, were low (Voss won, followed by Alderaan, btw)... almost looking at the less worst, rather then the best. Stories also have good moments in the middle of many boring and banal moments. The drive that made us say "we will play all 8 stories to the end" has long gone. 5. New games incoming. They cost less, they will probably offer an experience as least as good as swtor. To us the game is average. Better then average sometimes (for instance the people in my server, at least before transfer, was super nice). Below average in many little important things. We are upset with Bioware and we don't feel any loyalty to them anymore... We play because - at the moment - we don't have anything better to do. And that notwhistanding, jumping ship is common talk. What could keep us here: an honest attempt to add some kind of spark to the game. Not just content (because useful as it may be, grinding is still grinding), no things like level cap and more grinding please, but something that feels unique and interesting, and special... (and please no more fake promises like "fixing crafting", or "legacy", or "ranked pvp", etc...)
  2. I think one team up and solo depending on many factors. Black Hole... I do usually in about 15 minutes (heroic excluded), and I do Black Hole when I have little time or attention, or when I'm doing something else at the same time. A think a longer chain, like Belsavis incentivates me more to the social aspect of the game Still it's a fact that BH can get cluttered VERY fast. If population is going to be this high for long, it will became frustrating, time or energy consuming for many. Tiring, unpratical... you choose the words you prefer. Doing dailies is a lot like commuting. If traffic goes up, it's a pain, and it's little confort if people tell you: "you should car sharing". Area size, objectives, loot rules, respawn mechanics, are ALL part of a quest zone design. And I think it is kind of obvious that the BH area was designed for a population of 10-20 people. 50 people at the same time, it's a red flag, and stays as a red flag even if we find strategies to work with that
  3. Different things are important to different people. We FAIL when we try to force our priorities into logic or rules. Names are important to some people. It needs respect for the reason only that it's important to them. (honestly I'm attached to the name of one of my toons, a name that has been with me in many games and for many years. Had I lost it, I would have been very saddened and bitter.) That said... I think the OP was about Legacy. Yes, currently legacy and legacy levels and legacy unlocks are a joke. It would not have been so bad, if it weren't for Bioware flaunting the lagacy system the way they did. Some things are useful, though: - unlocking class bonus (by ending chapter 2) - mailbox in starship - companion bonuses Skills are currently - imho - not very useful. First, they require you to have a companion, so they can't be used in any though (heroic, flashpoint or operation) situation Second they are kind of weak (but I read their effectiveness will be increased). Some future bonus (depending on how much they will cost) may be useful: notably repair on-site, and crating critical buffs, and teleport to Black Hole... Honestly I see those bonus (expecially the new ones that will be charachter and not legacy specific) as totally unrelated to Legacy. And imho Legacy will still be a joke. I don't see why the Devs feel the need to add so many Gold sinks to the game. Too much money - with the crafting the way it is - is definitely not a problem. I had wished that Legacy levels could give legacy points, to spend on something. Right now, every time I ding a new legacy level I feel depressed But I would be hard pressed to have stuff that is both useful and does not affect game balance. (well: legacy orange armor, with custom apparance... or customizable colors, could be nice ^^ - legacy minipets - legacy companions...) This is why having powerful equipment linked to Legacy, whatever the way you choose... I don't think it would be wise. Yep, long live the Shiny Carrot
  4. Question... As not Flashpoints and/or Operations are of the same difficulty, or require the same combinations of classes (for instance Directive 7 is MUCH easier with ranged DPS and not melee ones)... Will be any way to change/choose, to avoid going to face Ironfist of Esseles with fresh 50... basically ANY way to control the randomess of the LFG tool? (Please note that I'm asking from the fresh 50 point of view. I HATE when my inexperience or lack of appropriate gear creates difficulty for my team, even if random).
  5. While I'm usually critic about the Devs choice, I found the article interesting. That I agree or not, I think reasoning and motivations add an important layer between what we "players" see and perceive, and what the Devs decide and intend. I welcome the modifications to the Tanks. A Tank can now focus totally on "survivability", without having to juggle his stats for damage, in order to produce enough threat to do his work. Also, the "smart" AoE will allow the use os some key skill even in cc situation, where they were currently impratical (Slow Time, for instance is essential to shadow Tanking, and not being able to use it was actually a problem). On the other side, my concern is that tanking in swtor is already quite easy. It requires less positional awareness and skill savvy/resource management than many other games (imho). I hope Tanking will not turn into a mindless rotation, with threat given as granted and survivability basically depending on gear and healers. As I said this is a concern... but I will gladly see what happens. Regarding the comparison between different Tanks, I find the slight nerf of the Shadow surprising. It may be my perception but in a difficult combat (and a difficult combat is the only combat that matters when talking about survability) the self healing skill of a Shadow/Assassin Tank counts zero to nothing. What makes the difference are usually the emergency cooldown abilities. Still, as I don't think the self healing relevant, I won't probably suffer the little nerf. Only one thing I would like to say... I think that it's a mistake (even if it's easier to balance, necessarely) to force a single rotation as better than any other. Balance should open up different strategies from the same charachters... different skills and rotations that are all effective, roughly to the same extent. Right now, most classes use always one and only rotation. THAT is boring, and that makes gameplay uninspired. One day I would like to compare different Shadow Tanks, and not a Shadow Tank vs a Guardian Tank or a Vanguard Tank. The use of "stances" should help, but if you are Tank (and no, respec does not help, because gear is too specialized) you just use one. It's not a real choice... it's just white noise on the skillbar. Sorry for the long post, Al have fun.
  6. At least one player must survive a final boss encounter in a flashpoint phase in order to avail of loot. It means that if you kill a final boss in a flashpoint, and you all die (or disconnect) in the process, if you revive, you are locked out of the instance, without any chance to pick up the loot. According to support this is an "intended feature". And honestly I don't believe that, because it is not so in the majority of flashpoints. Anyway, I can safely say that such a feature does NOT add anything neither to fun, nor to challange. It would, maybe, if the boss reset after the party wipe, even if already dead. Disappointing, maybe, but you can kill it anew. To look at the dead boss, incapable of doing anything to claim the loot, except restarting the flashpoint from scratch was only frustrating and worse. My suggestion is to: - align all flashpoints (I'm talking specifically about Directive 7) so that the flashpoint is not considered completed until something is done after last fight (click a console, exit a door, open a chest) Thanks for listening,
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