*****Official Star Wars: The Old Republic Thread*****

1: No cooldowns on global quest objectives to non teamed members, you open a box? It shouldn't disappear, let the next person us it.

2: Phasing.

= Go away instancing, it's pap for most things.

Make all quests/missions area, so everyone contributes, ala GW2.


Precisely...there are ways to achieve things in an MMO without having to resort to instancing, most of which have already been done in one MMO or another. They work. Its not that devs MUST resort to instancing, its that they do because they are too damned lazy to implement or think about other ways to do things. Such things as quest objects not disappearing when picked up by one person were implemented years and years and years ago in MMOs. Its always been my opinion that MMOs should be evolving towards larger , less fragmented worlds, not smaller, more broken up worlds. (as you can guess, I am not a fan of instancing , having come from a sandbox MMO background)
 
Anyone have a recommendation for a low/mid level levelling guild just for social/heroic/flashpoints on Frostclaw?

Made it to lvl 12 with my IA and seem to be picking up a number of these to do. Also miss having an active chat window from my WoW days. Whilst I like the idea of a lone agent, I do find the galaxy a lonely place and Kaliyo is not the most social of companions!
 
I like the look of those changes, if these come in they would have made a good dent on some of the problems.

Still waiting on a few of the trooper ability fixes (mortar volley activation delay for one - making it useless in pvp).

Complete rubbish.

There is no activation delay.

www.taugrim.com explains very nicely that there is no delay. He plays a 50 Vanguard in PvP.

Its the same as people claiming that death from above fires faster then mortar volley. Complete rubbish.
 
Precisely...there are ways to achieve things in an MMO without having to resort to instancing, most of which have already been done in one MMO or another. They work. Its not that devs MUST resort to instancing, its that they do because they are too damned lazy to implement or think about other ways to do things. Such things as quest objects not disappearing when picked up by one person were implemented years and years and years ago in MMOs. Its always been my opinion that MMOs should be evolving towards larger , less fragmented worlds, not smaller, more broken up worlds. (as you can guess, I am not a fan of instancing , having come from a sandbox MMO background)

I just don't think the technology is there to support large scale, high definition gaming.

You can say EVE, but EVE is instanced too and while they do have large scale battles, a lot of EVE is just like chess. You can even download an app, add your ships items and skills and your enemies and it will tell you with about 75% accuracy the outcome of that fight.

You can't have high definition graphics, huge scale PvP and a sandbox all together. Something has to give.

If you implemented a theme park directed levelling experience like SWTOR into a sandbox, then you'd be heading in the right direction. One of the main complaints about sandboxes is the lack of levelling direction.
 
I am not a fan of instancing , having come from a sandbox MMO background)

I think instancing has its place in a MMO, specifically the Raid side of it. Otherwise you have the problem of the biggest Guild on the server having a lockdown on the encounter until they have finished and moved on (hi pre PoP EQ).

I used to love a proper open world Dungeon crawl on a PvP server though, I miss those aspects :(

You get a questionnaire from Bioware when you cancel your sub asking why you left and would you return.

I did notice that a few of the reasons for leaving revolved around it not being an MMO.

Perhaps they are listening

I still remmber when ToR was announced right up to some point last year when they finally confirmed it would have end game raids etc, there was a lot of question about if it was a MMO or not.

I think that the original intention was for ToR to be Co-Op rather than a 'fully fledged MMO', which is why the end game at the moment is lacking (from what i have gathered through the fourms / RL friends views) purely down to the fact they havn't spent as much time on that aspect as other areas.
 
I've played a trooper to 25, there isnt a delay.

Depends if you mean delay in damage or animation delay... in terms of animation delay there definately is - i was playing my trooper last night and my housemates LEvel 50 Commando has the same!

2.5 Cast Time and the first mortar doesnt come out until ~1.5sec and the 3rd and final appears (animation wise) comes out after the cast is done. Not sure if there is a damage delay i dont pay that much attention - but animation wise there is.

It's the same with the Gunslingers pushback - everyone gets pushed back then you see the animation...
 
Complete rubbish.

There is no activation delay.

www.taugrim.com explains very nicely that there is no delay. He plays a 50 Vanguard in PvP.

Its the same as people claiming that death from above fires faster then mortar volley. Complete rubbish.
I'm sorry but you are totally wrong.

It takes 2 seconds for the first bullet to come out of the gun, once it starts the casting time is indeed the same, but you can move while it's still casting (if you go by the activation timer as opposed to the visual indicator),.

The fact that I can run while shoting my mortal volley & the fact from clicking the icon to the first shot landing is 2 seconds longer than on my bounty hunter I have to disagree.

I was in the general beta for months, have L30+ bounty hunters & 2 level 30'dd Troopers.

You go & PVP & try to land the trooper volly on a player, then do the same with death from above.

Utter rubbish indeed.
 
Depends if you mean delay in damage or animation delay... in terms of animation delay there definately is - i was playing my trooper last night and my housemates LEvel 50 Commando has the same!

2.5 Cast Time and the first mortar doesnt come out until ~1.5sec and the 3rd and final appears (animation wise) comes out after the cast is done. Not sure if there is a damage delay i dont pay that much attention - but animation wise there is.

It's the same with the Gunslingers pushback - everyone gets pushed back then you see the animation...
Exactly, it takes the same amount of time to cast - so technically - it's not slower.

But if you add the 1.5/2 seconds delay until the first round fires - it really does effect PVP (not pve so much as it's usually used to initiate) - I can also confirm there is an damage delay.

I can't believe there are people who can't tell....

Death from above is as easy as pie to land in pvp, mortar volley isn't.

I challenge anybody to put up a youtube vid of a mortar volley & then claim there is no activation delay.
 
I'm sorry but you are totally wrong.

It takes 2 seconds for the first bullet to come out of the gun, once it starts the casting time is indeed the same, but you can move while it's still casting (if you go by the activation timer as opposed to the visual indicator),.

The fact that I can run while shoting my mortal volley & the fact from clicking the icon to the first shot landing is 2 seconds longer than on my bounty hunter I have to disagree.

I was in the general beta for months, have L30+ bounty hunters & 2 level 30'dd Troopers.

You go & PVP & try to land the trooper volly on a player, then do the same with death from above.

Utter rubbish indeed.

While i don't know to a full extent about the trooper, watch the videos on that link i provided he explains very nicely that it may "seem" that the bounty hunter fires faster, it is in fact in line with the troopers. The bounty hunter has to fly up before the damage starts where as the trooper has to stand still, so it appear it takes longer because there is no animations.

With regards to the animation delay, if you stand still enough and wait for the animation to end in any game, your slowing down your overall dps and mobility. That is a player issue and not a game issue. WoW had this problem, LOTRO did and so did many other games. Look for the numbers not the animations.
 
The annoying thing with the mortar skill for commando's is that the enemy gets to see the target area and has time to move away rendering it useless on most occassions.

The BH Merc version 'death from above' deals damage (practically) instantly and is therefore much more useful, I have both classes and the difference is substanial.
 
While i don't know to a full extent about the trooper, watch the videos on that link i provided he explains very nicely that it may "seem" that the bounty hunter fires faster, it is in fact in line with the troopers. The bounty hunter has to fly up before the damage starts where as the trooper has to stand still, so it appear it takes longer because there is no animations.

With regards to the animation delay, if you stand still enough and wait for the animation to end in any game, your slowing down your overall dps and mobility. That is a player issue and not a game issue. WoW had this problem, LOTRO did and so did many other games. Look for the numbers not the animations.

I tend to agree with you in a lot of ways Latex, but not in this one mate - there is a clear delay in animation with Mortar Volley - again just to state, not saying there is in damage, but 100% is with the animation of it.

Just like the Gunslingers pushback - i'll try and cap a vid later
 
While i don't know to a full extent about the trooper, watch the videos on that link i provided he explains very nicely that it may "seem" that the bounty hunter fires faster, it is in fact in line with the troopers. The bounty hunter has to fly up before the damage starts where as the trooper has to stand still, so it appear it takes longer because there is no animations.

With regards to the animation delay, if you stand still enough and wait for the animation to end in any game, your slowing down your overall dps and mobility. That is a player issue and not a game issue. WoW had this problem, LOTRO did and so did many other games. Look for the numbers not the animations.
The trooper volley delay is longer than the BH delay is the point.

As soon as I'm home I'll make a fraps youtube vid of both to show the difference, while total casting time is the same, it's a longer delay for the damage to land.

The same applys to project (takes longer to hit than shock) - rocket punch is instant, while stock-strike has a slight delay.

It's not like everything in this game is a perfect mirror, some classes abilities have slight delays while other's do not.

It's nothing to do with a player issue, as I'm talking about standstill, click - wait for damage - delay - nobody can be good at clicking on the ground.
 
The annoying thing with the mortar skill for commando's is that the enemy gets to see the target area and has time to move away rendering it useless on most occassions.

The BH Merc version 'death from above' deals damage (practically) instantly and is therefore much more useful, I have both classes and the difference is substanial.
Exactly my problem with it, in PVP it's useless - death from above is excellent on the other hand.

It's not a player issue that I can land death from above on MOVING players, but can't even land mortar on stationary ones (as they can just walk away from it slowely & avoid all the damage).
 
Anyone have a recommendation for a low/mid level levelling guild just for social/heroic/flashpoints on Frostclaw?

Made it to lvl 12 with my IA and seem to be picking up a number of these to do. Also miss having an active chat window from my WoW days. Whilst I like the idea of a lone agent, I do find the galaxy a lonely place and Kaliyo is not the most social of companions!

You could join TDR on that server. It's made up of people from here, not large at all, but happy to help where I/we can.
 
I'm loving my Mercenary at the mo :D
Initially leveled a Juggernaut, got him to 35.

The Merc is just so much better in PVP!
Yeah, jugger is a hard level - he get's much better at around 40 once you get your end of tree ability.

Merc's are OK - but I'd like more options for damage ability's - feels limited compared to the power-tech.

Juggernauts great for that late game, the amount of binds you need to play - makes it feel very interactive due to the amount of situation skills you possess.
 
I just don't think the technology is there to support large scale, high definition gaming.

You can say EVE, but EVE is instanced too and while they do have large scale battles, a lot of EVE is just like chess. You can even download an app, add your ships items and skills and your enemies and it will tell you with about 75% accuracy the outcome of that fight.

You can't have high definition graphics, huge scale PvP and a sandbox all together. Something has to give.

If you implemented a theme park directed levelling experience like SWTOR into a sandbox, then you'd be heading in the right direction. One of the main complaints about sandboxes is the lack of levelling direction.

I have little time for complaints about levelling direction in sandboxes, I just put that down to the ridiculously poor imagination that so many gamers have, if they arent told what to do and when to do it their brain just shuts down, heaven forbid that they should use their imagination and set their own goals. Good god, its even too much for some of them to explore a land without being told precisely where to go by some radar indicator these days.

On the issue of something to give, thats simple for me, I would easily give up the high definition graphics. I would rather the huge scale PvP of Daoc (the best factional PvP MMO to date imo) and a sandbox world than have shiny bump mapped high res textures, but again I accept that the masses tend to be more impressed by looks than depth.
 
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