Well, I've been playing for almost 10 months now (not the Beta vet that everyone else seems to be), and I've finally figured out what can be done to correct some major problems i seeinthe game. Not a hard-core PvPer and the PvE is wrecked almost beyond repair, and that seems to be the last topic on everyone's minds. In fact, I'm not even sure whether this is the right thread to post this on either, or whether any devs are even going to read this....but here goes:
Fix PvP: I think more than a few of the above threads has referenced great ways to do this, and it's not a subject I'm very familiar with, but the more enjoyable you make PvP for those that truly enjoy it, the less they'll really bother the rest that don't (j/k)
One addition that I think should be made (2 parts) is there 1)should be bonuses to PCs' for holding dueling tournaments based on attendance. Give a 5% bonus to all vending purchases within city limits on that day for attendance of 50-100 people, 10% for 100-200 people, etc. where everyone charges normal prices but their customers recieve a 5% discount and the merchants maybe earn an extra 5% on their sales- to either xp or creds. And 2)Eliminate the 3 incap death rule regarding duels- cause sometimes you get caught up and forget and thats why duels aren't as fun as they could be: warcry/kd/dizzy/accidental DB anyone? This at least lets people use their specials and DOT's a little bit more, and take DB out of duels entirely, or make it have to be agreed upon by both parties! That ends half the complaint tics to the csr's don't ya think? True GCW PvP, DB's do have their place, but not in duels, just take em out so we wont ever have those 2 fools at the starport argueing in spacial about who DBed who first last time they dueled and what they're gonna do about it ever again.
Fix the farming- instance the dungeons:
This needs to be done immediately, if not sooner, as the farming and camping in this game is so out-of-control it's not even funny. And the worst thing is, you have all the tools in-game to fix it already and you've shown it can be done (ie: the corvette). The first thing you need to do is limit the times in a 24-hour cycle the dungeon/cave can be ran through- I think 3 times a dungeon with maybe an extra one or two times with a group (give 1 bonus run for a group of 5 or more; 2 bonus if you can get 10 or more..) That was the corvettes downfall and what led to the nerfing of it (canANY group of 10 run through that place now)? Most of the better loot-dropping and entertaining dungeons already have 'heralds' which, at this point, are pretty useless with the POI waypoints now available to everyone. So make them mission givers, doesn't have to be hard or long, just make them get a random item from a random place-just like the corvette. From there they go to the dungeon POI and give this item to someone that forwards the storyline along and they are spirited into the dungeon complete with dungeon-specific loading screen. If you die anywhere in the dungeon it counts towards the max number of total runs you can make. Maybe make it so that some of the bosses will only be there one or 2 times a day for any one person regardless. But at least you'd take a step towards making this game fun for the PvEers again. Right now, if a dungeon is worth going through at all, it's camped and likely, farmed. How else do you think people can hawk geo and aakuan items all day, everyday in the middle of Coro and say that they restock daily? And besides, I used to like to group up and go try to storm a dungeon with a lot of people, but it's no fun getting 20 people together to go take out Fort Tusken or the Nightsister Stronghold or Geo Labs (are you getting the picture yet?) and finding a LINE of campers there. Yeah thats sure great for that old role-playing experience
Because, to be honest, there's just not enough meat to the missions for most of us, I don't think- run out, kill a lair, get money, run back to town and get more missions-whoopiee.
Thats where the dungeons come in- especially with the heralds pointing the way. Most of the rest relates to this in one way or another, but this was my big idea for a good adjustment, and I hope you think so too *fingers crossed*
Oh yeah, and maybe a set time limit based on the cave or dungeon involved, i mean 45 minutes for the A'akuan caves might be too much and wouldn't be near enough time for Fort Tusken.
I mean it's pretty bad when I start a new server and run around Coronet lookin for loons and kooks to kill for xtra money- and even all those spawns are camped AFK.Do you people have NO shame?LOL
DONT DE-POWER US PLEASE!!!!
That's what this whole combat rebalance is about I hear- to make us want to play more with our fellow man. Instead of de-powering us, why not give group-based incentives? For instance, why go in a group of 10 to take out Mokks and everyone gets 3k when 1 or 2 people can go and rake in 15-30k and take less time to do it? AND get all the loot for themselves.
Well, to improve on this, I'd like to see mission quality determined by the number of people in range of the mission term (no more solo groups) and payout would be based on group size with added bonuses for level. That way group of 3 friends that want to hunt together can pull 30th lvl missions with 30k payouts (10k apiece, reasonable if not stellar), while a group of 19-20 people could pull the same mokk missions but at the 240th level and literally have 15-20 Mokks spawn when they get there and each person gets paid 30k-40k.Also have some sort of group loot drop dynamicso the more people that are in a group, the more stuff drops and add multiple loot drops per NPC just make it so everyone can only loot it once. That way the ninja-looters aren't the only ones' getting the loot. Maybe make the drops less frequent for soloists and duos grouped and make it perhaps 2 possible loots from 3-5 people (NPC's are not included iin these counts), 3 drops from 6-9 people, 5 for 10-14 people, 6 for 15-18 people, and maybe 8 or 10 for a group of 19-20 player-chars. Because whether you like it or not, loot and creds make the galaxy spin-or something like that and maybe with these last two ideas you could keep from nerfin the loot drops entirely (cause the the loot is what keeps us comin back for more). And the problem with forcing 98% of us into groups by depowering our avatars that most of us have worked SO long and hard on, is that those same exploiters, power-gaming ninja-looters, and afk farmers and campers and such will still be able to find a way to solo the elders and krayts and djms' you don't want soloed and the rest of us will be screwed right out of the game. Cause who wants to take someonein PvP that has two accounts rollin and can arm his main TKM,Fencer, Swordsman with uber weapons and armor made by his alt master WS/AS char that never has to join a guild because he and his/her buddy "pwn' in PvE. Or pay 4 or 5 Mil that we don't have and can't really make by ourselves anymore for that uber-scythe. Don't take the casual gamer and hard-core PvEers out of the game our 15 bucks a month counts too, right?
COMBAT/ PROFESSIONFIXES-
Yes, we have become quite the nation of dabblers, but you made it so easy....and here are some ideas to correct that without punishing us.
Stack the skill trees: Make having multiple skill trees in the same profession gives bigger benefits! For instance, all you need in TK, for instance, is the meditate tree, that doesn't cost all that much extra in skill points for the benefits granted (wound heal, Power Boost, FoW) make people have to climb the whole med tree for wound heal so they have something to look forward to, keep Power Boost where it is, but make people have to learn both the meditate tree and the balance tree to get FoW, and of course, make it worth more to be a master of something.....a lot of professions now simply are more useful to dabble in than to master. Another idea to keep dabbling to a minimum would be to give bonuses to people for keeping their profession, maybe not permanent, stacking bonuses- that would get really out of hand, really quick but maybe they could use a little xp- on the stuff that would be giving them xp but that's maxxed-out anyway, to boost their abilities in that prof temporarily- for kind-of a profession "buff" of sorts. These buffs could be used in the various skill mods unique to that profession to improvemedical experimentation, sword speed, food experimentation, harvesting, etc.Hopefully, we could reward those that stay in their chosen profession rather than reward the dabblers and the hologrinders. And maybe to keep the abuses at bay, make it more random with the experimentation mods and such.
On a whole, I don't see a need for combat to be entirely rebalanced, the main complaint seems to boil down to person with rifle drawn faces person with vk's/gafi stick equipped why does person b always seem to win? And it really comes down to...if the person with the range stays where they are most comfortable (at range) then that person wins hands down, but if person b gets too close, it's all over and it should be; a person that carries a ranged weapon would have no chance against someone trained in melee at melee range, and vice versa leave it be!! That's where the choices come into play- I would rather you make ranged better close than fool with melee making it worse to even things out.
The best thing you could do to even it out, but i know would never be done, would be a "jackass" alert- if someone is just going above and beyond in town square harassing everybody let people vote on whether or not he should be turned PvP overt for everyone there to whale on for awhile, because there's just TOO MANY people out there into verbal harassment that go unpunished because you can't touch their char and /addignore just means the rest of the people there have to hear them. But i doubt that'll happen .
I hope this came off as constructive criticism, because that's how it was meant.
But these are just my concerns about where the game is headed, because this is the game I've been waiting my whole life to play...ever since i waited in round-the-block lines for the first movie to play at my local theatre or played the first Star Wars stand-up at the pizza parlor after soccer practice *sigh* And I think, all in all, a wonderful job was made to make this an immersive experience for all gaming types and i would like to see it stay that way. Part of the fun in this game is that there's so much flexibility where else can you chose to craft the armor, wear the armor, entertain, cook, hawk items, heal and just about anything else. So what its' got bugs, something this big and good would have to. Its the people that take such advantage of those bugs,and exploits, farming, camping and the likethat they unbalance the game that brings it down on all of us and ruins the game for the rest of us. And I just don't think the caves and some of the most fun spots with of course, the best loot in the game should be ruined for the rest of us just because some people think that a game should become a monopoly, and I think these ways are fairest to the most people. At least fairest to the rest of us...and doesn't get stuffNERFED!!! (are you listening all you jedi geo campers?!?)
I know i rambled a bit but that's my general idea and i hope it helps- cause not all of us are PvPers and we all shouldn't be. After all, isn't that what CHOICE is all about?
Hoping these ideals will be takin into consideration and im sorry it got so long-winded but it was almost worse.
Thank You for listening 