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MMORPG Thoughts and Other things that I can't get out of My Head

As a disciple of the MMORPG system, I offer my humble thoughts in this blog.

Author: fansede

SWTOR Longevity: Short Term and Long Term

Posted by fansede Monday January 30 2012 at 9:10AM
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So just over a month of the launch of SWTOR and many veterans and powergamers alike are critizing the lack of end game content. Some of it is legit , but much of it is not due to game design. Why? Because i feel we, as gamers, yearn to progress in some way/ shape or form. So we spend hours and hours levelling. Why? because it unlocks more skills, or improve the ones we have, or gives us access to better gear and/or gaming content. All MMOs have this. 

The problem is that gamers outpace years of development. I thought I read somewhere that it takes weeks to develop 1 hour worth of playable content. Avid gamers know how to streamline this even more (Skip through dialouge/ spacebar/ know what gives the best experience, etc.  Then if they really love the game, they roll alts. If they don't love it, they gripe on forums. 

No game design company wants their investment to burn in the hellflames of the internet, because that will translate into subscription dropping and into failure. So I have some thoughts that could assist this problem.

1) Unlimited levels - What? If there is not enough content for 50? Why assume there would be for level 100? Hear me out. the Unlimited level idea major purpose is to satisfy the insatiable need to progress. The rewards for over 50 (for now) will simply be 4-5 stat points. Perhaps alternate stat distribution between primary and secondary stats. So level 51 - you get 5 points for your primary and level 52 you get to boost your secondaries and so on.  Make the exp gap higher to slow the pace down.  the stats should have little bearing on charcter performance until the character gets to level 75 or so versus a 50, but by then the design should figure a level 75 should be attained after 1 year of gaming or so (because of exponential exp curve). 

How do you gain exp after 50 without adding more content? Daily Missions, Flashpoints, Space Combat and PvP Warzones. Note: Bioware has already added a Flashpoint in one month of launch. 

Adjustment: Daily heroic missions can remove the minimal exp gain if the player decides to play at recommended level (remember how Cryptic used the mentor system?) or the player can run through the mission and farm commendations. 

2) Adjust Commendations after level 50 - Commendations should be a coveted commodity after 50. Any planet commendations are worth something. I propose an option to trade in commendations for experience points and/or cash 1000 commendations of a planet for 1 skill point.  This keeps players doing things on all worlds because any daily mission on any planet can be repeated for commendations. Provide incentive if the mentoring system is used - more commendations for players who scale their level down with others versus blowing through the easy stuff. 

3) Skill points - these are rare to obtain as they should be, but they can become an option for players to strive for. Perhaps after an epic chain of assisting a planet  of daily missions a mystery box is earned. A small chance in that box is a skill point to be redeemed at the skill vendor. Also put that drop on World Bosses

 

I can't imagine how much work it is necessary to make these adjustments, but this "bandage" should be enough until more content becomes produced. Expansions obviously would have something for level 50 -60 and beyond, but other ideas for content besides the obvious:

Companion missions - you get to play as your companion in the game world. Rewards inlcude exp for your main character (after 50) and chance to obtain rare craftables as well as companion upgrades. As a companion avatar you don't participate in the conversations, but you assist in other player missions as often as you want. What if there was a companion only pvp battleground? Prizes again include experience for main character, credits, rare gear for companions, companion commendations for access to new looks and rare crafting components. This is an opportunity to really make your companion stand point from the other clones.

New neutral battleground - Huttrace 500 - Speeders only please - raceway for credits. Now all your speeders have slots for upgrades like a spaceship. Hull plating, weapons, a Nitro burst of speed, greaser to slow or slick the area, etc. Que up against 10 other players and race through a hostile terrain. Your speeder falls apart and you have to spend time with a mobile droid pit crew before you can get back in. 

Political games - We all expect SWTOR to have PvP objectives in the future, but we hope there will be things a guild can strive for. A guild can align itself with a leader of influence in the political power structure. A Senator, a member of the Dark Council, etc. This figure provides daily missions for the guild members to complete and in return the guild gains influence which can be turned in for rewards like guild wide buffs, access to guild only world boss fights and access to guild vs. guild battlegrounds.

Space PvP 

THIRD FACTION: The Neutral Nar Shadda becomes home for players who have no desire for either side and are geared for self interest and preservation. Smuggler/ Bounty Hunters are an easy transition to be allowed to start here. Melee tank types can wield vibroswords, electostaves and similar for their journeys and/or the versatility of Grey Jedi can be playable here! Throw in a buff breasted beast of a bard type that brings memories of SWG: the Dancer and whatcha get? 

Here is to wishful thinking!

A Troopers Wish

Posted by fansede Wednesday January 25 2012 at 11:27AM
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Well currently im a Commando in Star Wars the Old Republic.  I am a casual gamer with only a few hours a day to spare. I have no alts other than what my kids have rolled. I started with the trooper at head start and hes lvl 47 now with level 30 in valor. I dabble in it all PvE, PvP, Space missions, datacron hunting,  Flashpoints and occasional World Boss ops. 

The utility of a commando is on par with what I am seeing out there. I am assault specced, but I can heal through the flashpoints (im up to Red Reaper) if necessary. only one I fail is Colloid War games - that first part is too much for me and we had to get a Sage. 

I tried all the specs - Gunnery, heal and assault. I like assault because I can move in those warzones. I find myself getting clobbered when i plant myself and try to spam gravity beam. When the imps ignore me, im up there in damage dealt, but usually those imps spot me and interrupt my arse to death. I have seen vids where gunnerys own the match, but i guess I still dont know what im doin.

given Sith sorcerors dominance I think troopers can help the Republic side make things more interesting if:

1) Mortar Shell - make it a stand alone turret.  The Trooper still needs to set up its target, and still needs to channel it, but give it a few seconds delay and let the trooper move. in other words the channel time is the time the trooper uses to set up is mortar and load his bombs. After that - say 3-5 second delay - it automatically fires off. This provides some strategy.  Traps, defensive turrets or even a setting to fire when enemies in range. This also lets the trooper move and not get interrupted unless he is trying to set up his mortar attack.

2) the trooper gets stock strike for a melee swing, then Blitz - sure it does decent damage, but only on incapacitated targets? Please revise this skill. Blitz should be a rush ability - it should be a Vanguard staple initiator - rush in for a short burst of speed to a target and pound hard. Its on the same cooldown as Sotck Strike I believe so why is it so gimped when it can be used?

3) Does the trooper have any interrupts? Vanguards have Riot strike. Concussive bomb has to be channeled and stationary to fire. Cryogrenade is a 6 sec stun.  We Commandos need a real Interrupt skill. I say tweak the skill tree to aid in this. On the healer spec skill called Efficient Conversions, remove the cost reduction and reduce the cooldown times instead. For gunnery reduce the cooldown even more for the knockback. For assault give a skill where there is a 5% chance to knockdown players for explosive round.

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