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leonlotus

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  1. NOT OLD ENOUGH! Precisely, I decided to play SWTOR again after 5 years. To see what had been developed. And honestly, the game is full of things to explore, and you don't need to invent anything from scratch or do somersaults. There are many stories with plots that could unfold, in many of the side quests and supporting characters. Malora was one of these characters.
  2. Hello, A discussion I started a few days ago created movement, So I'm replicating here I've played SWTOR since its first year of release, subscribing a few days after testing. And so it was for many years, my favorite game. I returned about 3 months ago, to play everything I missed, and see if the experience would make me happy. And did. Many of my critics to the Expansions were shriveled up, but that's because I played everything at once. And it is very clear that there will be no content produced in the proportion and quality of those early years. Because quality depends not just on a head and some developers, among other things, fundamentally depends on motivated players. Some content requires entire groups, guilds playing together to make sense, and this can't be limited to WZ or OPs. First because they don't support a "mass" (MMO...) then because it gets repetitive and this is the reason why there aren't many guilds like before playing together. -- So, realistically speaking, what to expect yet? A few possible things. One of them - which could have some impact on the broken economy - is removing LVSync and Flag from PvE on planets. Put the focus on the game itself, and make players buy resources, because they will be busy competing. A return to the model that WORKED. - Simply. Coming with an update pack with world PvP rewards. Are there titles that you need to have killed 1k players? This is impossible today, without incentives for people to do this activity on a daily basis, as many did, running planets in Roleplay and common PvP challenges, dueling, or raiding outposts. It would certainly bring some players who feel like orphans back to SWTOR. It would be a good moment, considering that the game has already returned to the old paradigm in the classic script: Republic x Empire. - TIME TO RAGE!! - FOR THE REPUUUUBLIC!
  3. Yup. But then it was already within the process of neglecting the content. I remember that during the focus on "storytelling", it was difficult to even roll WZ because the balance was so depressing. A lot of people left the game for this.
  4. Totally.. Through PvP there were benefits that spilled over into RP. That thing, when they called you to defend an outpost, always there were ppl organizing to respond the threat "for the Republic!!" / "for the Empire" Etc. There were a lot of people who were excited about this side of immersion.
  5. Everything you said could be reduced in this comment, my friend. Plus the fear to be killed in game. And your reasons are understandable. You don't like it, okay. Normal. But understand that it's because you don't like it, that you say things like "PvP was already dying at the time of launch". Completely outside the universe of experiences of those who played both aspects.
  6. 1. Content for OWPVP has stopped in time. Years without developing. 2. The mechanisms that came later did not provide a beneficial effect. On the contrary. The result is obvious: instances hollowed out and many stopped playing at all. > The point of the post: having ideas for incentives, that would bring back ppl for the content and the game.
  7. The thing is: in SWTOR's golden age, there was content balance. Simple fact. It is from there that I start any analysis about what would be possible, or good to do.. Not from decisions that led the game to have 1 server.
  8. If so much faith in this you have, why need to reinforce it? Things do not happen naturally, they are the result of decision-making paths. The very amount of negative reviews of the game and general complaints that generate engagement, show the potential to meet demands. Whether any of them will be met, God knows. But it is possible, as long as there is profit.
  9. Precisely my friend. Ppl call the memory of noob-killers, and forget the much bigger reality back at the time. The truth is that as a PvPer gets better, with training, with sweat, most go look for bigger and bigger challenges. As in every game. Just like Pvers also become profficient in PvP out of necessity, but then they start having fun!!
  10. Yeah, that was included. It's inconvenient. Not fair. Uncertain. insecure: These are characteristics of most MMO's that were successful at one time. And SWTOR, at its best, included. 1) The same reasons that made some players angry and anxious, also forced them to team up for their defense, and to improve in PvP, ending up integrating the community. 2) On the side of the republic, there were constant calls to defend outposts; and on the Empire side, spontaneously formed raids to invade. An immersion system that fed itself back.
  11. Every time I start a conversation about having come back to see the state of the game, and that I was a PvPer from the first year of the game, someone comes up describing how fun those planets were! Ilum, Oricon, Tatooine..planets designed for PvP !
  12. In the early years the game was fabulous because it delivered diversity of content. Complaints aside. IT WORKED (Realism). However, when the balanced aspects of PvP vs. PvE were taken away, and storytelling emerged, of course, pvpers left in droves. The rest is history (bad reviews, accusations to the devs, nostalgia in the chats.... and 1 server).
  13. Of course my friend. Many adjustments to the idea would be necessary, such as reviewing the number of instances. But the two main points remain: A) iit has been implemented before, B) would not be difficult to implement and maintain if done right.
  14. I've played SWTOR since its first year of release, subscribing a few days after testing. And so it was for many years, my favorite game. I returned about 3 months ago, to play everything I missed, and see if the experience would make me happy. And did. Many of my critics to the Expansions were shriveled up, but that's because I played everything at once. And it is very clear that there will be no content produced in the proportion and quality of those early years. Because quality depends not just on a head and some developers, among other things, fundamentally depends on motivated players. Some content requires entire groups, guilds playing together to make sense, and this can't be limited to WZ or OPs. First because they don't support a "mass" (MMO...) then because it gets repetitive and this is the reason why there aren't many guilds like before playing together. -- So, realistically speaking, what to expect yet? A few possible things. One of them - which could have some impact on the broken economy - is removing LVSync and Flag from PvE on planets. Put the focus on the game itself, and make players buy resources, because they will be busy competing. A return to the model that WORKED. Simply. Coming with an update pack with world PvP rewards. Are there titles that you need to have killed 1k players? This is impossible today, without incentives for people to do this activity on a daily basis, as many did, running planets in Roleplay and common PvP challenges, dueling, or raiding outposts. It would certainly bring some players who feel like orphans back to SWTOR. It would be a good moment, considering that the game has already returned to the old paradigm in the classic script: Republic x Empire. - "TIME TO RAGE!!" - FOR THE REPUUUUBLIC!
  15. "only being affected while playing Swtor game" Any cooler issue, or dust, could not be so selective. Another example: I play Lost Ark, and I played Sword of Legends with no problem...but I went back to SWTOR this week, and it just heats up the GPU. This seems to be an old problem that comes and goes with build and gpu updates.
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