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161  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: February 07, 2012, 03:20:46 PM

Quote from: The Grue on February 07, 2012, 02:41:39 PM

Remember when Blackjack used to post in here?

In fairness, there just isn't that much information coming out anymore.  I'm not really expecting much until they start ramping up the publicity for 1.1's March release.

The SWTOR Dev Tracker doesn't even have posts in it some days.

Probably the most interesting thing I've seen in the past week is Bioware has promised us weekly Q&A sessions.  But at this point they haven't actually done it, just announced that it's coming and asked us to post questions on the forum.
162  Non-Gaming / Off-Topic / Re: Anyone read The Order of the Stick webcomic? on: February 02, 2012, 02:35:02 PM
I'm a big fan.  I own all the books.
163  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: February 02, 2012, 08:52:36 AM
Upcoming changes currently on the test server:

Quote
Biochem
  • Energized and Exotech stims and adrenals no longer require Biochem to use.
  • Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.
  • Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.

and post on thinking behind change:

Quote
First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!
164  Non-Gaming / Off-Topic / Re: This Is Fun Pt 3: This Time It's Personal! (possibly NSFW) on: February 02, 2012, 05:44:09 AM

Quote from: kratz on February 01, 2012, 06:35:44 PM

I didn't realize the thread was only for things that are funny?  It's certainly notable.

Dude, the thread title is "This is Fun" not "This is Notable."  I can imagine things that are fun aren't necessarily funny, but I can't imagine potentially losing one's dog is fun.
165  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: February 02, 2012, 02:10:18 AM
Information on SWTOR business performance from today's EA earnings conference call via DarthHater:

Quote
[EA] sold through two million units of the game since December. We currently have a little over 1.7 million active subscribers. The rest have either not started playing yet or have opted out.

Quote
nearly 40% of the December sell through went through Origin

Quote
Active subscribers means anyone paying or in their trial period. Most of those 1.7m are paying at this point.

Quote
unique log-ins are averaging about one million per day and their average play time is approximately four hours per day.

166  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Rift on: January 29, 2012, 11:54:45 PM

Quote from: Arclight on January 29, 2012, 03:21:23 AM

Thinking of jumping back into Rift. I'll be done with SW:ToR in a week or so. I got so much more out of Rift than I did in ToR. What a let down that was.

I leveled a character up to 50 in Rift, but once I hit endgame I burned out very quickly.  While I had notions of running a character up on the other faction, I never got around to it.

In SWTOR OTOH I feel a lot more attachment to my main character, and I've started leveling up some more characters.  I'm really enjoying the story focus in SWTOR.

We'll have to see what Bioware does or does not add.  If they can give me the equivalent of a top notch DLC storypack every 2-3 months or so, I'll be pretty happy with it.  If all we ever get is new Warzones and Flashpoints, that would make me sad.  But either way I'll still be having fun until I run out of character storylines.  I did play through Mass Effect 1 at least 5 times though (including 3 with the same character on all three difficulty levels).  So I may be overestimating what it takes to keep me happy.
167  Non-Gaming / Off-Topic / Re: This Is Fun Pt 3: This Time It's Personal! (possibly NSFW) on: January 25, 2012, 02:34:04 AM

Quote from: Bullwinkle on January 24, 2012, 04:17:24 PM



And to quote George Takei about this: "I think this Trekkie ended that sentence with a proposition."

Along the same lines, if you haven't already seen it watch this.
168  Gaming / Console / PC Gaming / Re: Fallen Enchantress on: January 25, 2012, 02:30:10 AM

Quote from: Qantaga on January 25, 2012, 01:43:32 AM

I completed an early quest and received a mace as a reward. The mace served me well in battle. When I started the next battle, though, my hero was missing (not causing any damage) on every attack she attempted. When I examined her profile, the mace was gone and she was fighting empty handed.  Then, I finished another quest and received a nice battle axe. I equipped it and won a battle, with her doing some nice damage. Then, a couple turns later, some bears jumped her and, voila, she's fighting empty handed again. No sign of the new axe.

Definitely sounds like a nasty bug.  At this point I've got many hours of play in and have not seen any behavior like this.

Quote from: Qantaga on January 25, 2012, 01:43:32 AM

Also, I can't seem to find a way to examine my equipment in the battle screen. I can open the hero, but not access her inventory. Do I have to make all my equipment choices before battle begins? Or am I missing a button to access inventory mid-fight? For example, I have a sand golem that I can theoretically summon, but I can't find a way to access my inventory to call him during the battle screen. Do I have to summon him before battle?

There does not appear to be, which is kind of sad for changing between bow and melee weapon.  Any items in your inventory that are not equipable, but can be used in battle will show up as buttons along the bottom of the screen just as the spells do.  So for example if you have a healing potion, that will show up alongside your spells.

The sand golem should be summoned before battle, you can do that using the standard "Equip" window while in Strategic Map mode.  Once you summon him he will join your group and will stay with you and join all your battles until he dies.  One thing about sand golems, they hit pretty hard but they don't hold up very well and will die in one or two hits (I suppose that makes sense given that they are made of sand!)
169  Gaming / Console / PC Gaming / Re: Fallen Enchantress on: January 24, 2012, 10:08:05 AM

Quote from: Caine on January 24, 2012, 06:15:39 AM

did they ever patch elemental up to a decent state?

My impression from people who kept up with it is that the game was patched to a state where it was okay, but not great.  It got to the point where it would have been one of the many "also-ran" titles that come out, enjoyable for some, but not really something that really puts a gleam in most gamer's eye. 

Of course the type of people still following Elemental a year or so after release were probably the gamers who liked it most in the first place.
170  Gaming / Console / PC Gaming / Re: Fallen Enchantress on: January 24, 2012, 09:02:31 AM

Quote from: Crusis on January 24, 2012, 01:46:09 AM

I put a few hours into the game over the weekend and came away pretty happy. I never really bitched that much about Elemental, I liked the game and played it quite a bit. I really got into it after they released the 'final' patch.

That said, this game is still Elemental but the mechanics are so much more ... epic. I'm not sure what other word to use. The game just feels like you are in charge of a fantasy kingdom where things can go bad very quickly. I love all the huge creatures that roam the land and keep you from exploring certain sections.

One of the downsides are the crashes. I have been deep into a few games when it crashed to the desktop. This is a beta so I understand there are bugs.

Overall I am really impressed with the game. In fact - off to play some right now.

I think that's a good description of it.  It's like Kael sat down and thought "What would make the player feel more heroic?" and then added that all into the game.
171  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 24, 2012, 04:38:35 AM

Quote from: Kevin Grey on January 24, 2012, 03:51:48 AM

Quote from: Gratch on January 24, 2012, 03:17:01 AM

Quote from: Crawley on January 24, 2012, 03:14:03 AM

At the very least there should be some type of warning message about the choice being final.

I remember the trainer saying very specifically that the choice was final.  There was a pop-up message stating it as well, iirc.

I find it amusing that I can go 12 hours without having a single conversation option with my companion, then all of a sudden they'll cram her entire backstory + romance options into four back-to-back conversations that take about 5 minutes.  Guess it's back to ignoring her for the next 10 levels...

That's an unfortunate side effect of the game not allowing any conversations until the key bit of back story is revealed following that certain story mission.   All of your Affection Points are back logged until that time.  After you open the floodgates things should get back down to a more normal pace on availability provided you continue to get good affection games. 

Sometimes it needs to be that way for story though.  For example, Kira the JK companion has some things she needs to talk about, but it doesn't make sense to reveal it via her conversations.  It's way better getting revealed via storyline quests first.
172  Gaming / Console / PC Gaming / Re: Fallen Enchantress on: January 23, 2012, 04:06:50 PM

Quote from: Enigma on January 23, 2012, 03:36:56 PM

I am trying not to get excited about this one.  I really was disappointed with EWOM and lost interest in it after they tried in vain to fix it.  But from feedback like this, it's hard not to think this one might be great.

It did take me a while to get into it.  My first thought on playing it was "this is just like Elemental."  But the more I've played it the more I like it.  It's got a lot more character and it makes everything much more personalized.

There are still decisions I'm not thrilled with.  Having to place city improvements is IMO a needless annoyance.  I also wish they'd stuck with traditional fantasy races.  The factions don't feel very different from each other -- especially now that the two tech trees seem like they are exactly the same.  The Fallen do feel a bit different in that none of their heroes have Life magic and vice-versa for the Kingdom player.  But mostly the factions play out like different Civ nations, rather than different MoM races.  Playing as China is not that different from playing as Rome and that's the way FE feels, whereas playing as Dwarves is quite a bit different from playing as Halfings or Elves or whatever that Bug race was Klakkons (or was that MOO).
173  Gaming / Console / PC Gaming / Fallen Enchantress on: January 23, 2012, 12:44:00 PM
So the new Fallen Enchantress Beta is out, designed by Derek Paxton (aka Kael).  Derek designed the Fall From Heaven Civ4 mod and is a long time Octopus Overlords community member.

Someone out on Qt3 asked for early impressions.  After spending a fair amount of time writing them up, I thought I'd post them up here too.

I'm actually enjoying Fallen Enchantress quite a bit.  It took me a while to get in to it, but the more time I've spent with it and the more I've gotten to know the game mechanics the more I'm liking it.  I'd really love to start another game tonight and do an up all night playing move but I have to remind myself I've got a meeting tomorrow morning.

Things I like about it:

  • It does a good job highlighting the role of heroes.  Leveling them up, the perks you choose for them each level, the equipment they earn from questing (or purchase at exorbitant cost from the shopkeeper if you've managed to research the appropriate technologies) all make a huge difference in how the heroes turn out.  They also all start out quite differently, with a wide range of different abilities and specialties.  Plus they all have cute little stories you can read about if you're in to that -- I usually am not, but some of them are actually pretty neat and really make the heroes feel more personal.
  • It does a good job making questing in the world meaningful.  Sending out your heroes to explore the world early on is of key importance.  Partly to scout out the land, partly to find heroes to join your cause, partly to destroy heroes of the opposing alignment before they get recruited and leveled up by your enemies.  The experience points you earn and the equipment you find while exploring and questing makes a big difference in your heroes effectiveness long term.
  • Magic makes a huge difference in the game, yet there is only a limited supply of it.  You'll need to decide how and when to use your limited supply.  Do you use it to enchant your cities, enchant your units, or store it up for direct use in combat.  Even within these categories there are lots of options -- do you buff your cities for research, casts spells on them to improve the units they build, or use it to defend your cities (surrounding them with a wall of fire, for example).
  • In contrast with the original Elemental game where the spells all felt very similar to each other, all the spells are quite different.  Fire magic is used for direct strikes, Water magic can be used to slow opponents or speed up friends, Death magic curses and blinds opponents, Earth magic toughens your units.  There's a small bit of overlap, for example Fireball and Earth Shockwave both do area damage, but Shockwave is centered around the caster whereas Fireball is ranged.  To make up for Shockwave's limitations it does more damage, but it also costs more mana. 

    There are all sorts of interesting magic spells out there.  Obscure fog makes your units harder to hit.  Shrink makes your enemies smaller, which halves their attack value, but makes it much easier for them to dodge your attacks.  Growth makes your unit big, which means they hit hard, but can't dodge.  One neat one I ran into last game (on an opponent ...) was Mana Shield, instead of taking hits to health the enemy's mana pool is depleted.  Because the global mana pool is usually pretty big, that one is crazy good, because it makes whoever it is cast on nigh un-killable, but the downside is that if your mana supply gets chewed up, you're going to be hurting long term.  Another neat one is Crusade which is super-expensive (340 mana) but gives all trained units +1 level.  Unfortunately I think it's currently bugged, or they decided it was overpowering and it just gives all units XP but not a full level.
  • The game changes a lot depending on your starting location.  If you don't have a lot of mana, you'll have to figure out another way to play.  If you don't have metal, you won't be able to equip troops with chainmail or plate armor.  If you don't have horses, you won't be able to build cavalry.  Sometimes the heroes in your starting area will seem to make better casters, whereas other times they're more suited to act as warriors.  Sometimes they'll even act best as administrators reducing the building costs and training costs of units in cities in which they are stationed.  The game also changes up depending on what types of magic your heroes have (Fire, Water, Life, Death, etc.).
  • As your heroes level up you'll make meaningful choices.  Do you level up this hero's ability to go toe-to-toe with monsters by increasing their strength, do you take that perk which lets them stun an enemy for a turn, or do you take a perk that gives a slight bonus to your entire army's defense, or do you want to do something entirely different like take a perk that increases your faction's prestige (generating more fame and bringing more people to your cause)?  Each time they level up they can choose one of 5 perks, all of which are good.  The perks are rated as common, uncommon, and rare, and some of the rare ones are really great!  But sometimes you'll have to choose between two rare ones, or maybe there's a common one that matches what you're trying to do with that hero, but oh boy that rare one sure does look nice, maybe I should make this guy more of a caster/warrior instead of a straight warrior -- hmm choices, choices.
  • I really love what they've done with the perks in the unit designer.  You can create scout troops which improve your army's speed and visibility on the strategic map.  You can create troops that are specially trained to fight larger monsters.  You can create troops that provide a defensive bonus to others in the army.  There are traits to fight harder when your strength is below 50%, there are traits where your unit gets all bloodthirsty when the enemy is damaged.  For evil players there's even a trait that gives you mana each time someone in the unit gets killed.  Each unit gets up to three perks, most of them do increase the cost of the unit, but two actually decrease the unit cost.

    To provide you with an example of how a unit design might work out, I designed a fast Light Lancer cavalry unit.  I wanted them to move as quickly as possible to get across the map, so I gave them fast (+1 movement, +1 initiative), scout (+1 movement, -20 carrying), and charge (+3 movement, +3 initiative on first turn of combat).  Not only can these units move quickly across the strategic map, they can also charge across the tactical battlefield in a single turn to take out enemy casters and archers.  On the other hand, I wanted to create some heavy duty knights, these guys I gave Ironskin (+3 defense), Constitution (+2 constitution), Potential (+25% xp).  These guys act entirely differently than the Light Lancers.  Even though they're on horseback, they can't cross the battlefield in a single turn.  They have a lot more staying power though.

    The equipment on each is different.  My Light Lancers started out with leather armor and a spear and I later upgraded them to chainmail and a spear.  The Knights used all plate armor and shield.  But in addition to the equipment the perks definitely make a big difference in how they're able to operate.
  • There's all sorts of dangerous stuff out in the world.  At the lower levels, you'll definitely want to watch your step.  Even at the higher levels there are some really tough monsters.  I ran into this massive multi-square beast in this special desert area.  He was kind of a giant armadillo named Torax.  I had a heck of a time taking him out, but when I did, I was rewarded with his head, which I could place as a trophy in one of my cities, where it provided slight bonuses to growth and revenue (unfortunately it's currently bugged, IIRC it was supposed to give me a 10% growth and 10% revenue bonus, instead it give me the growth bonus, but actually gives a -100% to revenue -- ouch).
174  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: January 23, 2012, 06:06:37 AM

Quote from: Harkonis on January 23, 2012, 05:11:53 AM

Quote from: Arclight on January 23, 2012, 03:27:47 AM

Concerning AA, when I mouse over it in the options it says AA isn't implemented at this time. The option to use high or low AA, but it's not turned on.

AA is on and working for me

Working fine for me too.  Running an nVidia GTX 285 at 1920x1200.  I can run low AA without any problems, feels a bit sluggish on high.  But I can definitely see a pretty significant difference between no AA, low AA, and high AA.
175  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 21, 2012, 05:54:30 PM

Quote from: Exodor on January 21, 2012, 04:04:09 PM

Has anyone had trouble with the game crashing when you try to exit?  Since the last major patch when I hit exit it just hangs and I have to end-task to kill it.

I haven't had it crash, but it makes my system very unhappy -- it seems to grab all the memory and not give it back up when I quit, so everything acts very, very sluggish even after I've quit SWTOR.   What I have discovered though is if I don't quit directly during a play session, but instead "log out" and go to the character select screen and then quit from there, my computer is much happier.
176  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: January 20, 2012, 03:12:35 AM

Quote from: USMC Kato on January 20, 2012, 01:10:40 AM

I killed this lvl 50 Jedi in open pvp, he was camping an IMP shuttle and ganking newly arrived players on the planet Voss

Way to go Kato!  Good job thumbsup
177  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Trek Online (Cryptic's "other" new MMO) on: January 17, 2012, 11:42:37 PM

Quote from: Doopri on January 17, 2012, 11:40:14 PM

worth checking out?  whats required to sign up?  anyone know and / or interested?

I played quite a bit when it came out.  Ship combat is IMO really great.  Plus I loved the whole bridge officer concept.  Ground combat was so-so, they've updated it since I was last on, so it may or may not be better now.  If you like Star Trek, I definitely think it's worth checking out.
178  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 13, 2012, 10:26:50 PM

Quote from: jersoc on January 03, 2012, 09:20:36 PM

Quote from: hepcat on December 30, 2011, 02:54:35 PM

Wait a minute...jersoc doesn't like a game????

yes, i hate aspects of a game, like everyone else. i never said i hated because I don't buy games that are awful. you got a real problem understanding things i can see.

Quote from: ydejin on December 30, 2011, 10:58:14 AM

Quote from: jersoc on December 30, 2011, 08:07:06 AM

i'm also getting a bit bored of the questing. kill this, collect that. the world just feels so dead too. the server is listed as heavy to full even at 2am and yet i see no one. a pvp server is useless because i've seen a sith 3 times. there's just no sense of danger of having to watch my back. makes questing even more boring. i'm only lvl 34, i assume that's about average for people who play a few hours a day since early access. monday was really the only day i've played for a long stretch since then too. this phasing thing for the world is stupid and needs to go like right now.

I think you're way, way ahead of the curve.  I've been playing since the first 15 minutes of early release and since I'm on Winter Break, I've put in a huge amount of time -- /played says over 7 days! -- and I'm only a few levels over you at 38.  Our 76 person guild shows only 9 players over 30.  

I don't think most of the higher level planets are currently being phased.  Right now, for example, I am in the only Hoth instance and there are only 34 players on.  And that's with a Heavy load on one of the most popular servers out there (The Harbringer) -- it is admittedly early in the morning, but our server load is still Heavy and we are one of the unofficial Oceanic servers.

sure doesn't feel like it. i'm not in a big guild, but there's already 5 people who hit 50. game is pretty easy to level. Still the world feels very dead. Pretty sure republic and imperials have no overlapping quests that bring world pvp to each other. and if they do, guess it doesn't seem like it.

oh, luckily some of the stories are sort of interesting because at times i get pretty bored doing essentially the same quests for the last 37 levels. i can't be bothered to sit and spam for groups all day either. so hopefully bioware gets a real looking for group system and not a 15 year old one that never worked.

A little more data tucked into a developer post on a different topic which came out today:

Quote
At the same time, both player feedback and the data gathered from hundreds of servers made it very clear that this issue needed to be dealt with decisively now with only a small minority of players at endgame level and the vast majority of our characters in their 20s to minimize the number of affected players.
179  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 13, 2012, 03:35:50 PM

Quote from: Teggy on January 12, 2012, 09:50:10 PM

Oh, the one graphic pet peeve I forgot to mention is the magically growing grass. So odd.

LOTRO also has a magical circle of grass that follows you around.  I tried upgrading my video card to get rid of it, but alas no graphic setting or tweaking the draw distance was ever able to get rid of the LOTRO grass circle or put it far enough out that I didn't find it annoying.
180  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 12, 2012, 09:26:35 PM

Quote from: Blackjack on January 12, 2012, 03:43:41 PM

My Smugger>Gunslinger's nearing L45 now. Tatooine probably remains my favorite zone. For my tastes, it had the best mix and volume of both regular content and Heroic 2/4 content. Riding around the dunes on my STAP mount was always fun, and I think because the 1977 SW film starts out on Tatooine, it just tugged on my nostalgia strings to run around there despite being in a different era.

Places like Quesh and even Alderaan (which I only know from the original movie as a place our intrepid heroes were trying to get to that blew up) don't really tug at my movie memories that way.

I'm with Blackjack.  My favorite planets have been Tatooine and Hoth, undoubtably because of there movie connections.
181  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 12, 2012, 03:34:11 PM

Quote from: Teggy on January 12, 2012, 03:28:33 PM

The place I think the game will need work is on the community. Without a capital city that's easy to get to, there's no reason for lvls 10-50 to mingle, and they can't talk to each other easily either. If I'm on Alderaan and I want to get to Carrick station, I need to haul ass back to my hangar and go through all the animations of getting on my ship, picking a destination, traveling, landing, etc. At minimum, I need to find a republic shuttle. In Rift, WoW or any of those other "single world" games, I can just hearth. By having just a single capital city that was easy to get to, Rift did really well with building community. Not that you even have a reason to go to Carrick station anyway - all planets have a full set of trainers and vendors. About the only thing Carrick has is the starship commendations vendor. The primary reason to go back is for flashpoints, which is my other nitpick...

The easiest way to get back to the station for Flashpoints is your 16-hour cooldown "Fleet Pass" ability.  If you've already used that and it's on cooldown, you can also purchase "Quick Passes" to the Fleet for 1k each from a Security Key vendor.

Other than Flashpoints, the main reason I go to Carrick is for the Auction House.  Also Carrick has a full set of Commendation Vendors for every planet except somehow Quesh is missing (there are Quesh Commendation Vendors on Quesh itself).  Also many (most?) planets don't have Crafting Trainers, so sometimes I'll go back for that.
182  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 12, 2012, 12:45:10 PM

Quote from: jersoc on January 12, 2012, 10:57:01 AM

the killing of 3-5 mobs is becoming draining and multiplied by a crazy fast spawn. 5 more levels, but god damn the personal dungeon spawns needs to be halved. most of the time i say fuck it, die and port out. whatever cash is flowing water no loss.

I have not noticed any problems at all with respawning in green personal areas.  AFAICT there is no respawn within personal instances.  Public areas on the other hand, yes, very annoying.  You fight your way in, and then all the bad guys have respawned so you either teleport back out with Quick Travel or you have to fight your way back out of the dungeon.

This is why I'm all for instancing.  There are two sides to spawn rate in public areas.  If you leave the respawn rate low, you can kill all the baddies, get the foozle at the center of the dungeon and then walk out.  But if you're the second person to come to that dungeon you find all the bad guys lying dead on the floor, and it's very unsatisfying walking past all the dead things someone else killed to pickup your foozle.  The clear answer is all dungeon areas should be instanced so each person can kill their own bad guys.

Quote from: jersoc on January 12, 2012, 10:57:01 AM

finally started to run into sith, unfortunately it's usually 2 or 3 at a time. so meh.

There are a fair amount of individual sith that you'll run into.  Although for my Jedi Guardian at least they are much, much easier to handle than multiple Sith.  Three strong Sith are a tougher enemy than one elite Sith.  Heck two strong Sith and a trash standard mob are probably tougher than an elite Sith.  For the elite, you just hammer him with an interrupt everytime he tries to do something fancy, otherwise you and your companion just pound the crap out of him.

Quote from: jersoc on January 12, 2012, 10:57:01 AM

i really hope bioware makes their planets more alive. we need a day/night cycle and some weather. when wow got weather is vastly changed how stale the world felt. i was on hoth with no snow. i guess that's pretty accurate to the weather in real life, but what? how do you have hoth with no snow? might as well make it rain tattooine!

Day night cycle is almost certainly not going to happen.  Bioware says it's an artistic issue.  Their planets are designed for a particular look which is dependent on the lighting.  
183  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: January 10, 2012, 02:45:13 PM
Bioware on Orange Gear and the End Game:

Quote
The current situation with end game gear and item modifications isn’t final and, in fact, many community members like yourself have correctly guessed at what our plans to correct the current design are.

Since this is a fairly important issue to many players, let me disclose more details about what is currently in the work regarding purple items and mods:

- All partially moddable purple items will be made fully moddable again, allowing the removal of the armoring, hilt and barrel.

- The set bonus of end gear purples (PVP and PVE) will be transferable to custom items.

- Some item modifications will be restricted to a certain item type. For example, some item modifications will only fit on helmets, while other will only fit on chests, etc.

As usual, the caveats about unfinished work apply, but this should give you and the community a very good idea of our intentions. We are serious about making custom gear an entirely valid alternative to end game gear and we support the players’ ability to customize their appearance all the way to (and including) end game.
Emmanuel Lusinchi
Technical Design Director
Star Wars: The Old Republic
184  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: January 06, 2012, 06:02:36 AM

Quote from: Blackjack on January 06, 2012, 05:14:29 AM

While I haven't had need to use the escape pod, I wonder if maybe it comes into play somewhere near the end of your storyline quests? I kept thinking for many levels that the intercom and holo-com in the XS Freighter was just set dressing, but they did eventually get used for class quests.

According to a news article I read (can't remember where, might have been IGN) at some point during early beta, Escape Pods were used to for getting on and off of some planets.  Apparently like the Item Modification Stations it's something that's no longer needed, but Bioware didn't bother taking out.  I can imagine they might use them for some story-based sequence at some future point.
185  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 05, 2012, 10:11:23 PM

Quote from: Roguetad on January 05, 2012, 05:40:16 PM

Without selling any gathering resources or loot items at the auction house, I easily had enough credits to purchase a speeder at lvl 25 from just questing and selling junk.  48K for speeder training plus a noob speeder, and I had about 75k when I hit 25.  Credits seem to come fairly easy in this game (at least upto lvl 25).  If it's that easy to amass enough credits for the major purchases, hopefully the gold selling companies won't find enough customers in swtor to justify their time/expense.   

Credit really start rolling in at a good clip starting in Alderaan.  I'm sure I would have a huge amount of cash saved up if I hadn't wasted it all crafting.  The training costs go way up too though as do the repair costs.  At level 40 it's not unusual to spend 50-60k at the class trainer on level up (although 30k is more common -- usually about 30k per skill sometimes there's one, sometimes there's two).  I've also spent over 10k on repair costs, although I think that's repairs for more than one player death.
186  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 05, 2012, 09:23:57 AM

Quote from: CeeKay on January 05, 2012, 09:17:55 AM

sometimes I just want to be able to take out my lightsaber and lop off the head of a new quest giver, especially when I think I'm done with a planet and they just keep popping up.  of course I'd probably have to hit them a few dozen times to kill them, because their collar would be lightsaber resistant......

I really love the game.  But I would say the planets are about 30% larger than I would like.  They should have created more smaller planets. 
187  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: January 05, 2012, 12:05:12 AM

Quote from: CeeKay on January 04, 2012, 11:42:39 PM

Quote from: Gratch on January 04, 2012, 11:21:39 PM

Quote from: Blackjack on January 04, 2012, 07:24:57 PM

It's cool to see my ship in its hangar a couple of times and see it fly off from a zone a couple of times. After that, I'm really more about lets skip this stuff and make things concise to keep gamers happy. A small thing really, but I hope maybe they'll change how some of this is handled (at least, giving you some options to skip some of these steps).

You guys know you can skip the fly in/fly out cinematics with the space bar, right?

skipping the taking off sequence that way almost always ends with me back in the spaceport for some reason.

Are you sure you're not hitting the escape key instead of the space bar?  That's something I've had problems with in the past.  The escape key says cancel the current action (in this case, cancel leaving the hanger).  The space key says skip the cut scene.
188  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: January 04, 2012, 11:13:17 PM

Quote from: Kevin Grey on January 04, 2012, 09:49:56 PM

Quote from: ydejin on January 03, 2012, 09:30:38 PM

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.

Are they effective at DPS?  I've been thinking of switching my Guardian to a DPS build because a Tank seems to be a bit more advanced of a role for my first MMO than I thought.  A tank is nice in the sense that it's easy to get in a group since tanks and healers are at a premium but I also feel like I get blamed (occasionally unfairly) if a battle doesn't go well.

I haven't tried it, but my understanding is that Jedi Guardians setup for single saber DPS are actually quite effective.
189  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 04, 2012, 11:02:37 AM
Servers are back up!  I guess they scheduled 8 hours just in case, so they didn't have a repeat of the last maintenance time where it took much longer than expected.
190  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: January 04, 2012, 10:20:19 AM

Quote from: jersoc on January 03, 2012, 09:20:36 PM

Quote from: ydejin on December 30, 2011, 10:58:14 AM

Quote from: jersoc on December 30, 2011, 08:07:06 AM

i'm also getting a bit bored of the questing. kill this, collect that. the world just feels so dead too. the server is listed as heavy to full even at 2am and yet i see no one. a pvp server is useless because i've seen a sith 3 times. there's just no sense of danger of having to watch my back. makes questing even more boring. i'm only lvl 34, i assume that's about average for people who play a few hours a day since early access. monday was really the only day i've played for a long stretch since then too. this phasing thing for the world is stupid and needs to go like right now.

I think you're way, way ahead of the curve.  I've been playing since the first 15 minutes of early release and since I'm on Winter Break, I've put in a huge amount of time -- /played says over 7 days! -- and I'm only a few levels over you at 38.  Our 76 person guild shows only 9 players over 30.  

I don't think most of the higher level planets are currently being phased.  Right now, for example, I am in the only Hoth instance and there are only 34 players on.  And that's with a Heavy load on one of the most popular servers out there (The Harbringer) -- it is admittedly early in the morning, but our server load is still Heavy and we are one of the unofficial Oceanic servers.

sure doesn't feel like it. i'm not in a big guild, but there's already 5 people who hit 50. game is pretty easy to level. Still the world feels very dead. Pretty sure republic and imperials have no overlapping quests that bring world pvp to each other. and if they do, guess it doesn't seem like it.

oh, luckily some of the stories are sort of interesting because at times i get pretty bored doing essentially the same quests for the last 37 levels. i can't be bothered to sit and spam for groups all day either. so hopefully bioware gets a real looking for group system and not a 15 year old one that never worked.

The worlds definitely aren't setup to encourage much PvP between the factions.  Until I hit Voss at IIRC level 44, I had probably seen exactly two Imperial players.  I saw one while I was hunting around in a cave on Alderaan.   Can't remember where I saw the other one. 

At Voss the two factions share the same vendors, so I did see a bunch there in the Embassy District.

I've tried to pay a bit more attention to the planetary "sharding."  AFAICT from looking at our Guild Member locations, I've only ever seen sharding used on Coruscant.  So I don't think there is much instancing at least at the planetary level.  Obviously there is for some questing, particularly for their ending points.
191  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (GT forum member characters) on: January 03, 2012, 10:46:03 PM

Quote from: hepcat on January 03, 2012, 08:10:53 PM

The only mat I seem to have trouble finding are Fire Nodes.  I have no clue as to how these things are obtained.   icon_confused

As for helping others out, I went with slicing and archeology for gathering skills and artifice for my main craft.  if anyone needs anything from those areas, just shoot Terwin a tell with your needs.  I usually have quite a few green, blue and red gems on hand...albeit lower level ones (i'm only lvl 18).

Fire Nodes come from tier 1 Treasure Hunting Gemstone missions.  You'll need to get them from the Auction House if you don't have Treasure Hunting.

In general for artificing you'll need blue gemstones for blue recipes and purple gemstones for purple recipes all from Treasure Hunting missions.  The blue ones come back from missions pretty frequently, but the purple ones can be rather difficult to get (I estimate about a 1/3 chance of getting them even from a Rich mission) so they're rather expensive out on the Auction House.
192  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: January 03, 2012, 09:30:38 PM

Quote from: Teggy on January 03, 2012, 08:32:42 PM

Well, can't pretty much any class ignore their specialization in favor of dps? For example, as a Commando, instead of going up the combat medic tree I can put all my points into Gunnery and Assault Specialist and never use the Combat Support Cell. I wouldn't be a very good healer then. I certainly haven't done the math to see how good the dps would be.

That's my understanding -- any advanced class can potentially be setup for DPS.
193  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (GT forum member characters) on: January 01, 2012, 08:53:39 PM

Quote from: raydude on January 01, 2012, 05:00:16 PM

Hey Hepcat, I tried doing a 'who' and adding you as a friend but the game said your character names don't exist

ginvite only works with people currently online.  It wouldn't surprise me if the other commands worked the same way.
194  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: December 31, 2011, 06:41:20 AM

Quote from: Blackjack on December 31, 2011, 06:36:10 AM

Quote from: ydejin on December 30, 2011, 09:43:51 PM

Quote from: Blackjack on December 30, 2011, 09:20:36 PM

You do eventually get to interact with your companions as a group aboard your ship. I kinda wish we could also selectively disable helmet visuals on companions -- if we could, I'd probably disable Corso's and Risha's (Wookies don't seem to change visually except maybe with belts). "Blackjack Blackjack" seems silly (Legacy surname choice), but I figured I'd want that in my nameplate and folks that know me by that ID would see it's me. I've run into a couple other players doing the same.

There's an option to change it so that it says "Captain Blackjack" as the character name and then right below it, it will say on a different line "The Blackjack Legacy".  Bioware says this is a per-character option.  So your other characters can have Blackjack as their last name (if desired), whereas Captain Blackjack can just have "The Blackjack Legacy" listed (or I believe there's an option to turn off legacy display altogether).

Completely agree on disabling companion helmets.
Thanks, I'll look through the Preferences more closely to see if I can find a setting like that.

It's under the Social Tab, listed as Legacy Display.
195  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: December 30, 2011, 11:49:55 PM

Quote from: Destructor on December 30, 2011, 10:29:15 PM

Quote from: Toe on December 30, 2011, 04:57:59 AM

I screwed up at the beginning and had some light-side points where I wish I hadn't. But now I always pick dark side option if there is one. But really the only benefit I am seeing is the two relic slot items you can purchase from the dark side vendor. I do like how your character's look changes with each level of dark side, but thats just a cosmetic change.

You don't have to worry about that - just run any repeatable that grants Light/Dark side points (like say, any Flashpoint), and you can earn the points a second (or third, fourth, etc) time.

Re-run Esseless if you want the double bonus of getting social points along with light/dark points.  Esseless seems to give literally 8-10x more Social Points than any of the other Flashpoints.  Our Guild ran through it twice yesterday and we were averaging around 125 Social Points per run.  I think it's also around 250 L/S points.
196  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic Screenshot thread on: December 30, 2011, 09:43:51 PM

Quote from: Blackjack on December 30, 2011, 09:20:36 PM

You do eventually get to interact with your companions as a group aboard your ship. I kinda wish we could also selectively disable helmet visuals on companions -- if we could, I'd probably disable Corso's and Risha's (Wookies don't seem to change visually except maybe with belts). "Blackjack Blackjack" seems silly (Legacy surname choice), but I figured I'd want that in my nameplate and folks that know me by that ID would see it's me. I've run into a couple other players doing the same.

There's an option to change it so that it says "Captain Blackjack" as the character name and then right below it, it will say on a different line "The Blackjack Legacy".  Bioware says this is a per-character option.  So your other characters can have Blackjack as their last name (if desired), whereas Captain Blackjack can just have "The Blackjack Legacy" listed (or I believe there's an option to turn off legacy display altogether).

Completely agree on disabling companion helmets.
197  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: December 30, 2011, 10:58:14 AM

Quote from: jersoc on December 30, 2011, 08:07:06 AM

i'm also getting a bit bored of the questing. kill this, collect that. the world just feels so dead too. the server is listed as heavy to full even at 2am and yet i see no one. a pvp server is useless because i've seen a sith 3 times. there's just no sense of danger of having to watch my back. makes questing even more boring. i'm only lvl 34, i assume that's about average for people who play a few hours a day since early access. monday was really the only day i've played for a long stretch since then too. this phasing thing for the world is stupid and needs to go like right now.

I think you're way, way ahead of the curve.  I've been playing since the first 15 minutes of early release and since I'm on Winter Break, I've put in a huge amount of time -- /played says over 7 days! -- and I'm only a few levels over you at 38.  Our 76 person guild shows only 9 players over 30. 

I don't think most of the higher level planets are currently being phased.  Right now, for example, I am in the only Hoth instance and there are only 34 players on.  And that's with a Heavy load on one of the most popular servers out there (The Harbringer) -- it is admittedly early in the morning, but our server load is still Heavy and we are one of the unofficial Oceanic servers.
198  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: December 30, 2011, 05:47:03 AM

Quote from: Blackjack on December 30, 2011, 04:18:37 AM

We just got word in game they're bringing servers down for maintenance in a few minutes.

I suspect it might be related to this "emergency patch" mentioned at forums:

Loading Stopping At 50%. Won't Move.
http://www.swtor.com/community/showthread.php?p=912451#edit912451
Quote
I wanted to give you folks an update on this. We currently have something in the works that should alleviate this issue in the next Emergency Patch, which will be going out soon.
I'm not certain though. "Soon" may mean a few days, not a few hours.
*This is about an issue where the initial loading goes a certain % and then stops.

Lot of people still having Error Code 9000 disconnects (I get one or two of those a day), and they're supposedly trying to figure out a fix:
http://www.swtor.com/community/showthread.php?p=911491#edit911491

And Guild/Party chat is still messed up for some (worked for us in the GT Heroes guild tonight), with "log out/log back in" as the workaround for now.

Apparently the server going down message was a false alarm.
199  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic (dev posts, news items, fan sites etc.) on: December 29, 2011, 08:09:36 PM

Quote from: Blackjack on December 29, 2011, 07:25:46 PM

-The mostly useless medical droid on the smuggler's ship (or does every class get him?) isn't considered a companion per se, so he's (it's?) not listed here, even though you can bring him along on missions and he can do all the crew skills stuff that regular companions do.
C2-N2, the obsequious C3P0-like droid?  Yeah, all Republic characters get him.
200  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: December 29, 2011, 05:52:22 AM

Quote from: Gratch on December 29, 2011, 05:40:07 AM

How does one go about learning new crafting recipes?  I heard it had something to do with reverse engineering items, but I have yet to find anything that I can reverse engineer, except for the mods that I pull from my orange items when upgrading them.

My Jedi Guardian should hit level 20 tomorrow, which will mark the longest I've ever stuck with an MMO.  smile

The crafting master either on the fleet or at Coruscant has a lot for you to buy, with the number increasing as your skill level goes up.  Slicers also find the and put them on the market, although this seems to vary by vocation -- I've seen lots of armor recipes, but only one artifice recipe ever.

Also the main way to improve your skills is to reverse engineer the stuff that you yourself make.  This will unlock a blue version and then ultimately a purple version -- odds of an unlock are estimated to be about 1 in 10.  Depending on the specific item you are reverse engineering, there may be multiple possible blue and purple recipes.
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