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All Posts by Sasami

All Posts by Sasami

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310 posts found
Originally posted by KrizzModeath

Since you mentioned it, if you recall the episode one movie they had qui gon and obi won use an apparatus on their mouth to breathe underwater to go to jar-jar's home city, so I guess it's feasable.

 I don't want to recall those moments  . Anyway in Kotor there was whole planet with just ocean so it's possible we see some swimming in future. But that also has it own limit because having vast ocean is bit like having vast space, it's boring emptiness mostly and last thing I want is to spend hours just swimming aimlessly.

Originally posted by whilan

Only thing i'm disappointed in,

-Swimming will not be in TOR for ship

Hopefully they will fix that asap. I understand it needs to be worked out but that is kinda a feature you need as well.  Not a core feature mind you but a major one (at least to me) in the game.  Something they should fix within the next month or so.

 Not so huge problem since it really sucked in WoW Catalysm. Path finding sucked everytime there was stuff like ships. The AI aggro was highly annoying since you can't really see distances to mobs. Sure it was great first but in the end I was more frustrated than happy of water maps. Besides swimming with plasma cannons and high energy power packs, yeah try toaster in bathtub first .

I'm gonna recommend watching some tutorial videos made by fans. Then read Slapshot1188 experience, it has some nice details what to do.

You probaply want to find guild soon to avoid boredom and loneliness. In MO forum you find info of guilds.

I would avoid this game if you are casual player. It's very rough, buggy, lacking almost everything that modern MMOs have. You need to be active and use several 3rd party tools and websites to get anything other than boredom out of game. Try trial since the "newness" wears off quickly ones you seen pretty places.

Originally posted by maskedweasel 

Its not quite vindictus,  but its not WoW either... minus, maybe that you will have to use a hotbar and execute skills.   Being mindful of your surroundings, your abilities, and your underlying class mechanic sounds like it will change the flow enough from character to character to not make people "fall asleep in 5 minutes"

 It's evolution of WoW system, majority of skills are channeled(for example basic attack is 3 hits in melee) which means you don't have to smash buttons all time(moving doesn't break all channeled skills) but since there is no auto-attack you have to use some skill all time. Also your next skill is queued so you plan bit ahead. Vindictus system sounds lot like one in AoC. Both have pros and cons. For example in AoC if you were healer or ranged you hardly used those attack buttons. Also isn't Vindictus those pseudo-MMO where everything is instanced? Solves lack problem but brings tons of other.

Originally posted by Jimmy562

There is open world pvp. This is not restricted to PvP servers, this just means there is pvp in the open world but restricted to certain areas. PvP servers will have many more areas open to pvp. There are also battlegrounds that vary in size, max size is currently unknown. There is PvP gear.

Not a whole load of information has been released on PvP. However it is done by Mythic (WAR) which ,while failed, is still one of the best RvR games I've played. So it should be worth it.

 WAR system where map had PvP zones was great. I liked how you could move from PvE to PvP and back if got tired. Problem was that they copied it too much making every new map look same. Ofc there was other problems. Most likely there won't be anything like this in Origin worlds(since there is no other factions there) but I see whole Origin world as tutorial to game.

Probaply said somewhere but these armor sets, how are we getting them? Are they personal quest rewards or drops? I wonder if that last armor is T1 raid set, hmm probaply not.

I would be highly disappointed if there wasn't "gemming and enchanments". Lets face it these been bread and butter of games for long time and major part of crafting. They are only part in WoW crafting that truly creates trade and works. Hopefully modding will have some way to make items "unique", not just upgrades to existing.

It's possible that space combat will have PvP element in future, this should spice it up bit more. They have only showed one Battleground so far. It's likely that it will have maps with PvP zones like in WAR(remember Mythic is part of Bioware nowdays). Hopefully PvP will have some impact to world situation but not too much since not all people like PvP. If you think TOR will be like Darkfall or other PvP oriented games then you shouldn't bother buying TOR.

Originally posted by Kuinn

I dont understand why Bounty Hunter as healer seems so odd or wrong to so many people. They are not Head Hunters, they are Bounty Hunters, they do jobs for the cash, even in SW movies Boba escorts the frozen Han carb block, a job that does not have any specific target to hunt. Healing is the same, if you have the tech, and someone is willing to pay, why not heal?


I mean, in principle there is absolutely nothing wrong with this picture.

 As OP my problem isn't that Bounty Hunter can heal, quite opposite I want MMO where class can fill all roles. And this is the problem, classes should have consistency on roles. Small quote from James Ohlen:

We made sure that they're all PvP viable because obviously you don't want to pick a class or an Advanced Class and then not be able to engage in PvP or in any of our raids or Flashpoints. You need to be able to play the character you chose in any of the game play situations.

I really don't want end up situation in guild where there is too many tanks/healers and too few healers/tanks, and I would have change to respecc to different role but I can't due class limit. Also there is nice, rather politican answer to AC respecc issue. So is glass half full or half empty?

Originally posted by Tylantia

I'm a healer in every MMO (whether I want to or not in most cases) So Inquisitor 100% healing will be for me via the AC.

I'm just hoping that it doesn't get too boring, too fast. One major complaint I had in WoW was literally standing there, pressing heal and repeating (which they thankfully changed a bit with better, more "free moving" fights) Judging by the PAX gameplay vids though, it seems a bit on the "stand still and range" side of things.

We'll see anyway, I'll still be buying it regardless :)

 In PAX demos even bosses did only about 25% dmg to tank per hit compared to WoWs silly 75% dmg hits. Standard mobs even less. This would mean you have just throw HoT on tank and try do DPS or CC. I think most people who got play in PAX where overwhelmed by skills so we didn't see true nature of combat. Even in developer video healer had slack time that could have used to dmg since you don't need to worry tank to be dead in seconds, I hated that in WoW.

Originally posted by artemisentr4

I believe they said all classes can res other players and heal themselves out of combat. And there are always stem packs for healing during combat for the two warrior classes. So they are not out of luck in PvP.

 Actually this was one of the greatest small points I found in PAX demo, having res on all classes: FINALLY! Aren't stem packs more like healing pots, all can use them? I think all classes have some heal for themself in combat also, but it has high timer. Out of combat healing is also nice, hope people learn to use them also(again pointing WoW where no-one bothers healing themself when healer is drinking mana, seriously people #%&#.)

Originally posted by Isane
The only poor thing here is yourself; No annoyance because everyone has a choice and there is more utility to the classes than you have outlined here as well as companion support.

So for the poor soul who obviously has not read up on SWTOR before posting I suggest you do. Bioware are developing something with a little more depth than the paint by numbers game yoiu use as an example.

{mod edit}

Anyway I have done my research, TOR is top spot of MMO I will play next. Many people have said that ACs are gonna narrow route to 2, which is good decision. However been able to reset AC is gonna be biggest cry point on release and I think Bioware will allow it pretty fast (lets face it casual players are getting more and more crybabies nowdays). I know that alts are gonna be big point of game also, but I usually fell love with the first character that I max and so does many people. Now since I been always either healer or tank and I love both roles. So I'm not thinking I can do all on same time but if I choose Trooper I can fill all roles without rolling yet another character. Giving that change to all classes would make game better, it's the way that MMOs are slowly moving.

Thanks for artemisentr4 by making great table of classes, I'm gonna few modifications to match more common raid role system, basicly you have 4 roles: tank, dps, cc and healer. Most games DPS and CC are same since pure CC or DPS is bit too boring(It's pretty fair to assume Bioware is following this route after seeing PAX demos, especially on developer demo they used CC nicely). I'm also removing ranged vs melee thing since it's poor design if you need to choose which you need for boss(pointing Blizzard):

Jedi Knight

Guardian: Tank

Sentinel: DPS

Jedi Consular:

Shadow: DPS

Sage: Healing/DPS


Gunslinger: DPS

Scoundrel: Healing/DPS

Trooper: (Which AC has Healing is unknow, but they are working on it)

Commando: DPS/(Healing?)

Vanguard: Tank/(Healing?)

Stih Warrior:

Juggernaut: Tank

Marauder: DPS

Sith Inquisitor:

Sorcerer: Healer

Assassin: DPS

Bounty Hunter: (Healing AC unknown, working on it)

Powertech: Tank/(Healing?)

Mercenary: DPS/(Healing?)

Imperial Agent:

Operative: DPS/Healer

Sniper: DPS

Personally I will go to Trooper since it offers all the stuff for HC raiding(and I'm sucker for heavy armor) and if(or should I say when) Bioware allows AC respecc it will be the prettiest cake. I'm still having small hope that classes like Smuggler could be used as tank using cover system. How awesome would it be if you could tank behind cover and you would need to move ones it starts to crumble or ask other tank to take over while you go next spot. Possibilities, possibilities.

Originally posted by Warband
On the converse side without it means movement is totally and utterly useless, all projecticles are homing missiles that can't be dodged. Player interaction is almost nonexistant as the same set of botoms are used in repetition with little to no variety. Essentially the game plays itself and you don't even need to be their. 

 You can dodge them using dodge skill, but atleast at the moment you can't do it that often. You can use enviroment to block LoS. More tank classes have skills to block mobs movement. You need to move if you are weak ranged guy if some strong mob starts to target you. Probaply you would use dodge skill to try get away or behind obstacle so ranged couldn't hit you. We seen mobs doing flames on ground and using huge kickbacks, so you must move alot. I'm just saying that it's not that dramatic change from WoW/EQ style games.

Originally posted by Mad-E-Fact

Well that sounds a lot like AoC. You can dodge or sprint that drains your fatigue bar, you have active blocking, you have shields that you can adjust, weapons have an arc that hits whatever is in it. Most of the stuff is for pvp though, you get through the normal game just fine without it.

 I don't think GW2 has AoC shield system since there is no swing directions. Again atleast I haven't seen those demoed or actively talked. But that's not big problem for me since I find shield system annoying in the end, too much micromanagement while trying to move alot in combat.

Originally posted by Sfaliara


There is no auto target for melee, you just swing your sword and if the enemy is within range then you hit him. Also both melee and ranged can do all their spells at will even with no target (like a ranger shoot an arrow in the air).

Having ability to hit air isn't really positive thing, there is lot of annoyance related to this like lag, lack of player collision and strafe combat syndrome(2 players trying to out circle each other). Besides in demo there was situation where Thief used ability and it said something like "Out of range"(unless I'm mixing again, PAX demo), he did have target on that time so atleast you won't be wasting good attacks. But if thats true why treat melee differently?

Didn't EQ or some other game had ranger class with FPS mode. I would imagine if you can shoot freely it would have different viewmode, which I haven't seen demoed. Anyways the combat isn't FPS style even if it's possible to shoot untarget, which ofc begs question why on earth would you want to do that? It's useless.

If you are one of those few poor things that haven't played WoW, well here is short explanation to my topic.

In WoW Paladin and Druid are true hybrid classes, they can tank, they can heal and they can DPS even in raid. Other classes can do 2 things. And this brings me back to TOR.

Bioware has announced that Bounty Hunter will be able to tank, DPS and heal in flashpoints. For me this should automaticly mean that all classes can fill all roles, but it seems that it won't be like that. Now for me this is huge injustice and makes certain classes more valuable than others. I would hope that all classes can fill all roles, simply for flexibility of grouping. Anyone else see this as possible problem/annoyance?


{mod edit - edited title of thread}

Originally posted by BlahTeeb
Originally posted by Mad-E-Fact

Wait, are you saying GW2 combat is completely reflex based? I haven't looked into the mechanics much, but that would kinda suck. Not looking forward to playing an action game.

Depends on what you mean by reflex. It's not going to require reflexes like an FPS. It's just more interactive.

It's not really. It's just bit different since there is no taunts, aggro isn't typical bar system and there is more "oh shit" skill. Anet never has claimed its interactive.

There is still auto attack. But projectiles must hit a target. So if the target steps out of the way while the projectile is incoming, it will miss. Same with melee.

This is pretty much same as all current games. No you can't dodge arrows, you need to use "dodge" skill. It's not same as FPS has which is true dodging. All ranged is calculated same way as games are doing now. Again people seem to miss dodging with real dodging.

AoEs and such are ground targeted. To block, you must raise your shield in the form of a skill or something similar. Flames impacting a shield will deflect and fluster around the shield. This is due to the Havok engine. You cannot target your ally when using support skills. You have to find them, and cast accordingly.

Haven't seen any videos that would go against this or confirm this.

I wouldn't call it an action game. You won't be clicking to attack. You'll just have to aim the majority of the skills. You will however, have to keep a keen eye ON the battlefield and OFF your skill bar.

No you don't. Don't make it sound like FPS because it's not. You still have auto target for ranged and melee just like any other game. You still need to look skill bars and "mana" bars so you can use best possible skills for situation.

Also, it won't be a dodge-fest. In the current state, dodging drains up a lot of your energy, maybe more than any other skill right now. Dodging leads to exhuastion pretty quickly. I think we have it charted at 10-15 dodges will comsume your energy bar. That along with actually usage of skills... maybe just a handful of dodges before you run dry. Of course there are still skills to help maintain energy.

Again look videos. Only rogue can do 10 dodges per fight, others are limited to as little as 4. Dodging is more like "oh shit it's attacking me" style skill, most games are full of those nowdays. The point is quickly move away and hope some other player gets aggro.

So GW2 won't be like God of War. But it won't be like WoW. More like... God of WoW.

Closest thing that GW2 combat reminds is AoC. They ditched "aiming" thing to make combat more moving and finger friendly, but other than that it's not FPS MMO like Mortal Online or some others.

 GW2 has lot of good decisions that might have huge impact on next generation games, combat dying, all can res, working together rather than against, more evolved PQ system, etc. Biggest grief I have is fanbois making up stuff or waving some Powerpoint to show how great it's gonna be. Mortal Online had great powerpoint presentation, yet it turned up as pile of vomit.

And on OP. Yes there is some weirdness in foliage drawing, but otherwise it looks pretty damn good. Art work quality reminded FFXIV in many actual gameplay videos I seen. VO system looks pretty horrible but I guess it's part of personal quests only. And teleports do suck and mounts are cool thing but again it makes gameplay easier and less boring, double edged sword situation.

Originally posted by romanator0
Originally posted by Wizardry

What makes gaming fun for me is i like to see the developers ideas for themselves,not what i want.If it was always what i want,then there would be no change from game to game.

What i do want from developers is to see that they take every idea and put a lot of depth and thought into it.So i just want to see what GW2 has to offer,then i'll decide if they made something intuitive or just cheap design to make a quick sale.I want to see a design aspect of the game that tells me ,it was a design the author truly is pleased of and not something that cuts corners to save production costs.

Yes i can spot cheap from effort a mile away,i have seen thousands of design ideas from thousands of games and for the most part,i know how they do it.All i want is EFFORT !.

Looks like they put quite a bit of effort into their Dynamic Event system.

 Actually this is one thing I would like to see in action. Seeing punch a slideshows don't impress much, in fact if that was case Mortal Online would be pretty great game but it's not, it's pile of shit. So show us Dynamic Event from start to end and how it behaves when you lose or win. We saw part of it in PAX but it looked just standard PQ.

Originally posted by Slapshot1188

ROFL.  Listen, I am going to be one of those that buy SW:TOR.  No doubt about it... but using beta applicants to project subs is kind of silly.  It's like the company StarVault that used to brag they had 178,000 forum members and that was a good indicator of future growth for the game.   They have concurrent users in the mid to low 3 digit range.. so yeah, using the Forum members didn't exactly work in that case.  SW:TOR is going to be huge.. there is no doubt.  It comes with an enormous pre-built fanbase, but I wouldn't give any more credance to Beta Applicants than I would to Forum Accts...

 I'm sorry how is it silly? This is practicly industry standard nowdays. I mean I work in software company and we do what we call customer intrest studies where we feed them examples of products we might do. Based on that intrest we calculate would we do it. Besides your logic is totally wrong. Your comparing forum users to beta testers.

Also you guys seriously don't think that they didn't know how many players they are expecting to play BEFORE THEY EVEN STARTED? You think world works so that you get 150million dollar budget with just few papers? This isn't few amateurs from sweden, this is one of the biggest development studios in the world working with one of the biggest distributers in the world.

Originally posted by Robsolf

In terms of the different ways crafting can be done, I'm good with SWToR's direction.

But I hope that crafting makes for a great deal of item customization, as it did with SWG.  You could make weapon barrels, batteries, etc, and they could have many different properties and buff your weapon in many different ways.  Different color clothes, armor, etc.

If they went with an SWG-ish system, I'd be happy with that, too.  But I'm just glad that it sounds like there's not going to be a big material grind where I'm crafting X number of useless, underpowered widgets to get crafting XP.  That just seems like a waste.

 There was wonderfull posting in GW2 forum about crafting.

The learning of crafting should be minigames, a puzzle or something like that. And reward from that puzzle would be some refined materials and skill points. Now learning should be easy and you should get maxed pretty fast, because otherwise it gets boring. After that all mass crafting, the dreary part, is done by NPCes. That way you would be like chef of kitchen, you don't do most stuff anymore you are just quality control. To make sure those puzzles won't be wasted you would lose some skill points after while and had to redo some puzzles. It makes just sense. People didn't like spending hours watching there character crafting but they did like fact that it would take sometime to make stuff.

Time solves one major problem why economy doesn't work in MMOs today. If crafting takes few minutes the market will be spammed. Other and maybe even bigger problem is lack of corrosion. Not just corrosion of weapons and armors but everything else also even crafting materials.

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