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f13.net General Forums => Star Wars: The Old Republic => Topic started by: Samprimary on January 14, 2012, 08:48:33 AM



Title: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 14, 2012, 08:48:33 AM
- Sprint no longer toggled off on death
- High-res textures re-implemented, because we foolishly tried to do without and that unsurprisingly didn't work
- GM's and CS reps brought out of hibernation
- Your friendly super helpful companions no longer interrupt GCN browsing with a pat on the back and a rousing salutations
- Dual spec implemented, because we foolishly tried to do without and that unsurprisingly didn't work
- You can change your legacy title for, like, credits or whatever
- The thingies that made the green laser light skybeam walls of death have been put away for now
- Orbital stations at planets have been set to satisfyingly self destruct, last words of station tenders was "you may now land your ship on the planet directly, godspeed ace, tell my mother i"
- Resolve bar in PvP now correctly does anything, anything at all
- New class feature for Guardians/Juggernauts: "Non-Uselessness" kicks in at level 10 and scales roughly with other classes
- Combat animations,
- The GTN's interface is now actually quite literally the WoW auctionhouse interface, plagiarized directly, we even installed auctioneer for you
- You no longer lose item endurance if you die to an elevator, because that shit happens. You do, however, get a laughtrack.
- Macros and intense UI customization enabled, dev team gets a paddling for every day this was not in effect
- The macro keybindings are permitted to be frankly fucking permissive because of the sheer quantity of skills you have to rotate through
- Combat responsiveness has been altered to disable 'playing with a giant sponge over your keyboard' feel
- Shadow graphics no longer assassinate video cards, with thousands of their tiny little evil cuts
- You can take the hood that is on your head and put it down or up at user convenience, like that one guy did in those every movies
- Cloaks no longer make your ass look big, honey
- If a companion says they want to talk to you they are not lying anymore
- You can preview weapons, and/or everything at not super-low resolution
- Qyzen Fess has cleaned up his act, is no longer high on opiates for every fight, promises to stay clean and responsive this time
- Game no longer hates your individual preference for font size
- Huttball,
- Companions are done with that silly little in-joke where they would congratulate themselves for failure or prostrate themselves and beg forgiveness for critical success
- NPC's offering heroic quests have a different quest icon over their head so that you have a way to determine they are offering heroic quests
- No like seriously before you have a conversation with them and then look at the thematically identical quest concept and see a [HEROIC 2: FUCK YOU]
- If you force leap through the huttball jets, you no longer end up floating in the negaverse, disconnected from reality, forced to confront a visceral emptiness of the soul
- You can sell something back when you accidentally bought it because you were trying to preview it
- The stuff that we put on people's clothing which is obviously supposed to be a 3-D object, like cloak broaches, are now actually modeled in 3-D, not terribly bump mapped
- Tiny Satele is now a feature, not a bug
- Sprint now available at level Before Fucking Coruscant/Dromund Kaas
- Cantina music replaced with stuff like Ratatat and Squirrel Nut Zippers which still sounds cantina-ey but doesn't make you want to murder the band forever
- We looked deep within ourselves, did some soul-searching, had a drum powwow, and found a way to make crafting trades other than biochem useful
- Operatives and scoundrels downgraded from god-king emperors of pvp to officious prime ministers of pvp


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fabricated on January 14, 2012, 09:01:34 AM
I'd be happy with:

-UI graphics trimmed down, all bars made movable/sticky, UI-Scale added, 2 more action bars added.
-Macros enabled.
-Target of Target frame enabled.
-Threatened HeroEngine with letter bombs until they gave us a couple engineers to unfuck our shaders and texture pipeline. High res textures enabled for people with aspergers, 30% FPS improvements otherwise. Walls of green shimmering light banished.
-All incoming crew-skill quest completions are filed in "pending" section, no popups.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 14, 2012, 09:09:24 AM
-All incoming crew-skill quest completions are filed in "pending" section, no popups.

That'd have to be a user toggle set off on default. The lowest common denominator am not understand the small glowing pending screen, as readily as they miss the Exit Area button. But yeah.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Maledict on January 14, 2012, 09:25:04 AM
- every planet, hallway and corridor has been shrunk by 33%.
- Nar Shadda has been obliterated. We're sorry.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fraeg on January 14, 2012, 10:16:41 AM
- get rid of the fucking plexiglass door that I have to wait behind in warzones while I can see the enemy getting ready to score or plant a bomb on the door. (I get why they did it, but FFS it is like making people wait in traffic as part of the gaming experience, they really need to rethink this)


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: apocrypha on January 14, 2012, 10:43:03 AM
That'd have to be a user toggle set off on default. The lowest common denominator am not understand the small glowing pending screen, as readily as they miss the Exit Area button. But yeah.

- Exit Area button made a lot, lot bigger. And maaaybe highlighted somehow, like a big arrow and a glow and some dancing elves or something.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lantyssa on January 14, 2012, 10:53:34 AM
- Sprint no longer toggled off on death
- Sprint now available at level Before Fucking Coruscant/Dromund Kaas
Passive.  From level 1.  Have a "Woah! Slow Down Bessie!" button if walk isn't good enough.

Otherwise much of my fantasy list matches yours.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: CmdrSlack on January 14, 2012, 10:55:29 AM
- Sprint no longer toggled off on death
- Sprint now available at level Before Fucking Coruscant/Dromund Kaas
Passive.  From level 1.  Have a "Woah! Slow Down Bessie!" button if walk isn't good enough.

Otherwise much of my fantasy list matches yours.

Doesn't yours include "everyone gets a Jawa companion" rather close to the top?


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: tmp on January 14, 2012, 11:01:17 AM
- Sprint no longer toggled off on death
- Sprint now available at level Before Fucking Coruscant/Dromund Kaas
- Added "Go to destination" button which moves you straight to quest destination, with cutscene of travel montage.

Notes for Patch 1.1.b

- Made the travel cutscene skippable.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: cironian on January 14, 2012, 11:14:54 AM
- Added "Go to destination" button which moves you straight to quest destination, with cutscene of travel montage.

Now I'm imagining a sped up travel montage with Benny Hill music and hilarious misadventures (sorry mr. emperor, wrong planet) to replace the plain loading screens. :why_so_serious:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: proudft on January 14, 2012, 11:19:39 AM
Right now my one OH GOD PLEASE PATCH THIS is my Next Target button won't remap.  I've used T instead of Tab since City of Heroes and even after a month of this I apparently can't be retrained, so please, please, just make the remapping actually work.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 14, 2012, 11:43:14 AM
Any note listed already that involves the GTN I wholeheartedly approve of. Fucking blight on the galaxy, is the GTN.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 14, 2012, 11:55:06 AM
- the unadjustable mapping of the \ key to "open ticket window with open ticket ready to go have to do a confirmation dialogue to get back out jesus christ" has been taken out back and shot


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 14, 2012, 12:20:14 PM
- the unadjustable mapping of the \ key to "open ticket window with open ticket ready to go have to do a confirmation dialogue to get back out jesus christ" has been taken out back and shot

PLEASE


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fordel on January 14, 2012, 01:04:11 PM
- the unadjustable mapping of the \ key to "open ticket window with open ticket ready to go have to do a confirmation dialogue to get back out jesus christ" has been taken out back and shot

PLEASE

As they say "this".




Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mattemeo on January 14, 2012, 03:53:03 PM
- Jawa Companions for all classes, available via in-game mail order from Jawanet, your friendly galaxy supplier of adorable glowy eyed mystery gunbunnys.

- Sprint available at level 7. Players can now actually use it on the first planet they previously had to traipse through in slow-motion.

- Some sort of Crew Skills tutorial added that doesn't render the whole affair completely incomprehensible bullshit for dinosaurs of a simpler MMO era.

- Orbital Stations nuked from... some slightly higher Orbital Bombardment platforms that can move. Players allowed to land their vehicles in the fucking massive Spaceports that are already on every Planet.

- Companions taught that no matter how many birds suddenly appear, every time you are near, they don't need to have to be so goddamn close to you. 

- A Follow key that is useful. One that lets you follow targetted mobs. Because Follow for any other reason doesn't make any sense.

- A crack team of demolitions experts has been unleashed on Taris and now large holes have been blown through a variety of walls that previously made travelling through the zone a logic nightmare.

- A crack team of interior designers has been unleashed on Coruscant to make everything outside of the Senate Plaza less bloody depressing.

- C2-N2 has been supplied with a 'mute' function.

- Corso has been supplied with a yo-yo to replace Harpoon Gun. We're very sorry, we have no idea what we were thinking with that one.

- The Boom-mic operator with the weak arms has been fired and will no longer plague every outdoors conversation cutscene in Taris with his ineptitude.

- Jedi Knights and Consulars will be given new Dark Side choices to their actions and dialogue chains that do not fall squarely under the remit of 'pants-on-head silly'

- Qyzen's weapon of choice can be both easily found and upgraded.

- Any player attempting to name a character 'Malcolm Reynolds' or any possible variation thereof will be automatically added to a special server where they will find themselves surrounded by like-minded, like-named players.

- Purveyors of HEROIC quests will now wear massive clown-shoes in order for players to tell them apart and make discerning mission choices. This includes Mission Information Kiosks.

- Commendation Modifications have had their prices lowered so that it makes more sense to buy 2 mods instead of one whole item and stripping the mods for half the price.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: eldaec on January 14, 2012, 03:53:32 PM
 - A quick travel terminal has been installed in all starships, as well as within each of the three flashpoint lobbies, and at the GTN. These are accessible from any planet.
 - Quick travel cooldown has been reduced to 5 minutes.
 - When in your spaceship you can now quick travel to unlocked locations on any planet.
 - Speeders are now allowed within spaceports and orbital stations.
 - Companion quests are now triggered at reasonable levels of affection that do not require you to pander to slaves or give them endless gifts.
 - Companion gift cooldown has been reduced to 2 seconds.
 - Light armour pants now exist.
 - All classes can now recruit a tank, healer, and dps companion before they leave Nar Shaddaar.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: sam, an eggplant on January 14, 2012, 04:32:49 PM
These are pretty good lists. If they were implemented, I might decide to start playing again. I haven't played TOR in over 2 weeks now and plan to cancel my sub.

Also, this isn't intended to bait Trippy into a fury or trigger a discussion about pros/cons-- but I'd like to see LFD too.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 14, 2012, 04:43:14 PM
Qyzen isn't the only one with the techblade, by the way, one of the trooper companions uses it too. In fact, it's probably his fault they're in the game at all.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Cadaverine on January 15, 2012, 11:11:36 AM
 - Pazaak is now playable in any cantina.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lantyssa on January 16, 2012, 07:10:05 AM
Doesn't yours include "everyone gets a Jawa companion" rather close to the top?
Well, me at least. ;D

Just a pet though.  They're actually more adorable shooting wildly but not any actual threat.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Paelos on January 16, 2012, 07:26:36 AM
I want an Ortolan!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Miasma on January 16, 2012, 07:40:10 AM
 - Stop making me kill those adorable little rolly droids, it feels like I'm cutting up R2-D2 and it hurts my soul.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: DraconianOne on January 16, 2012, 07:48:03 AM
- Surnames are no longer tied to the Legacy System. Each character can specify their own surname at level 10 character creation.
- Majority of weapons restrictions lifted. Bounty Hunters can use blaster rifles etc.
- C2-N2 will buy any unwanted goods from you.
- You've installed a mail box on your spaceship and sliced into the GTN  to gain full access from your navicomp.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: cironian on January 16, 2012, 08:04:44 AM
 - Quests belonging to the planet quest chain are marked with a prefix of [Planet] in your quest log, so that you will no longer miss half the story content on a planet by accident.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: ajax34i on January 16, 2012, 09:19:02 AM
New:

- All elevator buttons are bigger, and the pop-up description indicates the destination (no more "Elevator").  If there's only one destination, clicking button takes you there, no more choice-box asking you to pick where to go.

- Flashpoint elevators work, even if the other members of your group are in combat.

- Combat text log (don't think it's been mentioned - sorry if it has and I missed it).

- Datacrons clickable from anywhere in the zone - if you can see it, that's good enough, you can click and get its bonus.

Already mentioned, strongly agree:

- Ships landing on every planet, and one transition from the closest flightpoint on the planet to your ship.  You walk through the green, you get on the ship, you're in space ready to fly.  Cutscene optional.  Going along with that, if re-using the same spaceport map for multiple planets, each class hangar is in the same place within the spaceport for all planets.

- Customizable UI (every element can be moved, at the very least).

- Every class should get a tank, a healer, and a DPS companion by level 20.  Every class should get the romance interest (both male and female) as early as possible.  Droids, also.  More companions, in general, are good, even if their function is duplicated - there's plenty of space on the ship for them.



Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Soln on January 16, 2012, 12:36:23 PM
- added LFD

or

- added teleport for people into Flashpoints or Heroic instances.  <No need to navigate through the Works and down the trail to the Jedi Temple we go... just to take an elevator and turn left (Enemies of the Rep instance).  Instead, you instazone into the group event.  Done.>


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 16, 2012, 01:07:46 PM
- C2-N2 will buy any unwanted goods from you.
- You've installed a mail box on your spaceship and sliced into the GTN  to gain full access from your navicomp.

Haha, I put stuff like this in "We want a community, we just don't want to have to deal with people" territory. Cutting up the world into instant-zone-to-instances-or-sit-on-instanced-ship-for-everything kinda turns the world massively singleplayer, though it be convenient.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Koyasha on January 16, 2012, 02:34:40 PM
Eh.  When I go to the GTN, I don't pay attention to chat or anything around me anyway, I'm looking at the auction window and making comparisons with my gear and my companions' gear.  Putting that on my ship wouldn't hurt at all because doing that doesn't cause me to interact with people at all, other than through the GTN interface itself.  Same really applies to mail and vendoring.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 16, 2012, 02:36:51 PM
I want an Ortolan!

Yes please! They're adorable.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fabricated on January 16, 2012, 08:49:15 PM
Oh wait, one more after my experience on Hoth today.

-Elite enemies now cannot have a stun, a knockback, AND a pull ability. They are limited to one of the three.

One of the area quests had me doing pulls where I would literally spend the first half of the fight either being pulled, knocked away, or stunned. Sometimes all three at once.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Zetor on January 16, 2012, 09:33:16 PM
Have you tanked the first boss of Maelstrom yet?  :awesome_for_real:

As a tank I call that encounter "facedown tanking". I get maybe two GCDs worth of 'doing stuff' after I charge the boss before I'm knocked down for ~4 sec, knocked back (ending with another knockdown, ~2sec this time) and have to run ~10y to get in charge range again.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 16, 2012, 09:45:24 PM
The more I play, the more I want this patch note:

-added a /hood command


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: DraconianOne on January 17, 2012, 12:04:46 AM
- C2-N2 will buy any unwanted goods from you.
- You've installed a mail box on your spaceship and sliced into the GTN  to gain full access from your navicomp.

Haha, I put stuff like this in "We want a community, we just don't want to have to deal with people" territory. Cutting up the world into instant-zone-to-instances-or-sit-on-instanced-ship-for-everything kinda turns the world massively singleplayer, though it be convenient.

I don't see it as any different to player housing/cities in SWG. No-one complained that the lack of mailboxes (instant mail iirc) or player shop vendors etc made the world massively singleplayer even though people would spend all their time in their own shops or houses (which could be locked - essentially turning them into private instances). If I'm on my ship doing Space Combat or travelling between story missions, then it's just convenient. GTN isn't essential but if you already have a cargo hold, why not mail and someone to sell your junk too (an extension of "hey minion, go sell my crap!")

Another one:

- The customs desk at planetary spaceports are now helpful enough to offer directions to the local cantina and other amenities.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Merusk on January 17, 2012, 04:37:53 AM
- The customs desk at planetary spaceports are now helpful enough to offer directions to the local cantina and other amenities.

Cantinas are all labeled on the map quite clearly; the problem is there's only one per planet.  I'd rather see

- All Quest Hubs now have an area designated as a cantina.  Quick travel binds have all been located inside of cantinas.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: DraconianOne on January 17, 2012, 06:10:01 AM
- The customs desk at planetary spaceports are now helpful enough to offer directions to the local cantina and other amenities.

Cantinas are all labeled on the map quite clearly; the problem is there's only one per planet.  I'd rather see

- All Quest Hubs now have an area designated as a cantina.  Quick travel binds have all been located inside of cantinas.

They're not marked on the map from the off though are they? Pretty sure you have to find them first.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Merusk on January 17, 2012, 06:35:29 AM
I'll check next planet for me, which is Alderaan. 

 I believe you're right for the first few planets, (Drommund Kaas/ Coruscant/ Nar Hutta) now that I think about it, because the main city hub isn't the first place you encounter upon planetfall.  You get there fairly quickly but it's not marked until you get into the city/ promenade itself.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Koyasha on January 17, 2012, 12:25:05 PM
Yeah, like all places on the map, you need to discover it first.  That in itself is a stupid mechanic I wouldn't mind seeing go away.  Only 'hidden' or otherwise special places should need to be physically discovered before appearing on the map.  I mean, hell, I arrived in a starship, I coulda had my ship scan a map of the area on my way down.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Miasma on January 17, 2012, 01:04:33 PM
I'll check next planet for me, which is Alderaan. 
If you are Empire the entire Cantina on Alderaan is stuck behind a story force field for bounty hunters :uhrr:.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 17, 2012, 02:59:44 PM
Yeah, like all places on the map, you need to discover it first.  That in itself is a stupid mechanic I wouldn't mind seeing go away.  Only 'hidden' or otherwise special places should need to be physically discovered before appearing on the map.  I mean, hell, I arrived in a starship, I coulda had my ship scan a map of the area on my way down.

I would love the whole "discover parts of the map" thing die in a fire in this game, yes. I like getting exploration XP, but I do not like having to guess which fork in the road to take to my quest objective because I haven't opened that part of the map yet and for all I know THIS way drops off a cliff eventually and THAT way, even though it looks like the wrong way, loops around a mountain and straight to where I am going.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Tyrnan on January 17, 2012, 05:01:58 PM
I would love the whole "discover parts of the map" thing die in a fire in this game, yes. I like getting exploration XP, but I do not like having to guess which fork in the road to take to my quest objective because I haven't opened that part of the map yet and for all I know THIS way drops off a cliff eventually and THAT way, even though it looks like the wrong way, loops around a mountain and straight to where I am going.

You mean that bit on Dromund Kaas near the Revanites, don't you?  :grin:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 17, 2012, 05:04:30 PM
It does seem like there should be some kind of mapping technology for at least the already-populated planets, yes. At least most of those start with transport hubs already discovered.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: CmdrSlack on January 17, 2012, 05:05:58 PM
I wouldn't mind having the map show all of the roads and terrain features, but I'd still like to get exploration xp for finding locations. The Fallout 3/NV map system is kind of like this, IIRC.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 17, 2012, 05:07:40 PM
I would love the whole "discover parts of the map" thing die in a fire in this game, yes. I like getting exploration XP, but I do not like having to guess which fork in the road to take to my quest objective because I haven't opened that part of the map yet and for all I know THIS way drops off a cliff eventually and THAT way, even though it looks like the wrong way, loops around a mountain and straight to where I am going.

You mean that bit on Dromund Kaas near the Revanites, don't you?  :grin:

That's one of the ones I'm thinking of, there's also a lot of that on Taris and it makes me want to strangle people. Innocent people. Who had nothing to do with it.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Typhon on January 18, 2012, 07:46:02 AM
It does seem like there should be some kind of mapping technology for at least the already-populated planets, yes. At least most of those start with transport hubs already discovered.

For a civ that has mastered space travel and any number of surveillance/monitoring/observing technologies, this is every planet.

Also, why can't I put notes onto the map/why aren't areas of interest auto-noted on the map?  (e.g. was trying to go back to the clickable skull on tatooine to get my ass kicked again, really, really, really hard to find it).

my addition to the patch notes:

* we fixed the cool down displays on the buttons.  We're really, really, really sorry that a game with so many cooldowns had the cooldown displays SO FUCKED UP!
* we fixed the crafting nodes that appear on the minimap, but can't actually be mined bug


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Tyrnan on January 18, 2012, 09:30:08 AM
  • All companions can now switch between any of the combat roles with the click of a button. Finally, adventure with the companion you like, not the companion your spec needs
  • The recent Jedi Consular fad of hitting people over the head with old droids while throwing cat litter in their face has come to an end. They now correctly attack things with the Force instead of any old random shit that happens to be in range. Also Force Slam is back! (Seriously, wtf happened to it anyway?)
  • Khem Val has gone on a diet and is now 33% smaller. Additionally, his hit box is now slightly smaller than Dromund Kaas.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: luckton on January 18, 2012, 11:22:57 AM
  • All companions can now switch between any of the combat roles with the click of a button. Finally, adventure with the companion you like, not the companion your spec needs

If anything, I would accept an increase in group/dungeon difficulty if we were allowed to bring our companions with us, not a player replacement, but to just fight along side us.  Then maybe my DPS companions would see some more action than slaving away at the crafting table.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 18, 2012, 11:23:28 AM
My biggest wishlist item is an endgame use for companions.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Zetor on January 18, 2012, 11:28:33 AM
My biggest wishlist item is an endgame use for companions.
Yeah, this. I just got the last consular companion, and I am sad that there are only two planets left to tear up together.

(and no, solo pve dailies are not endgame. They're not even content. Away with thee!)


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: proudft on January 18, 2012, 11:56:40 AM
Yeah it would be cool to have a 4-person flashpoint with companions, sort of a mini-raid thing.  I would even be for prohibiting multiple people using the same companion (MY IMMERSION, unless Kira has an evil twin or something), since by 50 everyone has a flock to choose from.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: luckton on January 18, 2012, 12:00:12 PM
To expand on the idea, maybe give us some instanced dailies that have us using our entire crew simultaneously.  You'd still have control over your primary, but everyone would be in the instance following your lead and kicking ass  :drill:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Reg on January 18, 2012, 12:02:56 PM
That'd be awesome. I'd really enjoy seeing my companions kibitzing with each other like they do in Mass Effect and Dragon Age.  That's a lot of new voice work though. I'd expect to see it in an expansion rather than just a content patch.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: eldaec on January 18, 2012, 12:17:26 PM
To expand on the idea, maybe give us some instanced dailies that have us using our entire crew simultaneously.  You'd still have control over your primary, but everyone would be in the instance following your lead and kicking ass  :drill:

I'd much rather they find a way to do that in the story quests.

It's too cool to use on side quests.

Also in a repeatable context, you'd probably find it would get less interesting when replayed.

  • All companions can now switch between any of the combat roles with the click of a button. Finally, adventure with the companion you like, not the companion your spec needs


This used to be in the design, you'd give a companion a 'kit' so they would get whichever of the 5 companion specs you wanted.

EA removed it for reasons that were never clear, but I suspect because it drew too much attention to the fact that the differences between companions are entirely cosmetic (all healers have exactly the same stats and abilities, same for all tanks, all ranged dps, all melee dps).


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 18, 2012, 12:22:29 PM
There are actually some differences - you'd expect Kira and Nadia to be the same, for example, but they're not, Nadia has some horribly annoying area knockback thing that Kira does not.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fordel on January 18, 2012, 12:24:39 PM
It would also be kinda weird if M1-4X was a healing droid.  :why_so_serious:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Zetor on January 18, 2012, 12:26:25 PM
There are actually some differences - you'd expect Kira and Nadia to be the same, for example, but they're not, Nadia has some horribly annoying area knockback thing that Kira does not.
You mean the COMPLETELY AWESOME knockback, right?  :awesome_for_real:

(I play a heal-spec sage, so anything that knocks lots of mobs out of commission and mitigate incoming damage is cool with me!)

ed: full disclosure - my warshade in COH is part of Team Knockback, a static guild group. I'll let you guess how we deal with enemy zergs...


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 18, 2012, 12:28:09 PM
It isn't so thrilling when you're the JK tank in a duo and everyone flies in different directions. And she turns it back on all the time too since it is in one of the buggy slots.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: eldaec on January 18, 2012, 12:40:56 PM
This is the first game since CoX that has enough knockback. And the first game ever with enough 300ft drops to make proper use of it.

Knockback over cliffs should really grant double xp or something because it is the death of champions.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Tyrnan on January 18, 2012, 12:45:00 PM
This is the first game since CoX that has enough knockback.

Argh! *runs away screaming about fucking Nrg/Nrg Blasters and Storm Defenders*


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Zetor on January 18, 2012, 12:51:30 PM
This is the first game since CoX that has enough knockback.

Argh! *runs away screaming about fucking Nrg/Nrg Blasters and Storm Defenders*
I have this sudden urge to get Team Knockback together again.  :awesome_for_real:
(energy blaster, warshade, storm defender, forcefield defender. YOU SHALL NOT PASS)


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: cironian on January 18, 2012, 02:09:09 PM
This is the first game since CoX that has enough knockback. And the first game ever with enough 300ft drops to make proper use of it.

Knockback over cliffs should really grant double xp or something because it is the death of champions.

Screw double XP. This! Is! Star Wars!

- Killing an enemy by throwing him over a cliff will now play the wilhelm scream


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Trippy on January 18, 2012, 06:37:50 PM
This is the first game since CoX that has enough knockback.

Argh! *runs away screaming about fucking Nrg/Nrg Blasters and Storm Defenders*
I have this sudden urge to get Team Knockback together again.  :awesome_for_real:
(energy blaster, warshade, storm defender, forcefield defender. YOU SHALL NOT PASS)
Yeah dumpster golf!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Malakili on January 18, 2012, 06:55:45 PM
- Pazaak is now playable in any cantina.

Now I'd have to buy the game.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 18, 2012, 11:48:27 PM
F13's Fantasy 1.1001a patch:

- Ilum PvP no longer designed as though it were expressly and purposefully designed to get people to unsubscribe in a raging shitfit


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: tmp on January 18, 2012, 11:59:56 PM
People who play MMO for the PvP will throw raging shitfits and unsubscribe over that PvP in whatever form.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fordel on January 19, 2012, 12:04:35 AM
No, they post about quitting, but rarely do.  :why_so_serious:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mattemeo on January 19, 2012, 07:28:47 AM
- Those Modification Tables, that we grandfathered back in beta but didn't bother to tell the playerbase were completely unneccesary now? Replaced with sex-droids/Twi'leks that offer guilt-free oral pleasure for every minute a player wasted trying to find the damn tables when they didn't need to.

- Instances that open up into a 300ft elevator shaft 2 steps from entering now have a rudimentary set of safety doors that open only when the elevator is at the top. This way, players may avoid plummeting to their doom for little better reason than Level Design dep's shits and giggles.

- Weapons now display in the Paperdoll viewer. We still can't work out why we didn't do this in the first place.

- You can now zoom in on the Paperdoll viewer. We still can't work out why we didn't do this in the first place.

- Republic players can now find vendors that offer a more distinctive array of Torso items beyond 'Patchwork Bathrobe' and 'Ming's Casual Friday'

- 'General' has been given back to Jedi Knights as a gainable title.

- The BT-7 Thunderclap Trooper transport ship now comes with directions so players don't get lost just trying to find the bridge.

- Nexu mounts obtainable on Taris. Simply because riding a mad space-tiger is no crazier than hanging off the back of a floating segway/lawnmower.

- Upon levelling, the graphic has been replaced with a mob of Jawas bringing the player cake.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: ajax34i on January 19, 2012, 07:36:19 AM
- Those big lizard things obtainable as mounts on Tatooine (they were even featured as a mount in one of the official movies, FFS).

- Upon leveling, the graphic has been replaced with a mob of Jawas begging the player for cake (I love Jawa speech).


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mattemeo on January 19, 2012, 07:40:55 AM
- Those big lizard things obtainable as mounts on Tatooine (they were even featured as a mount in one of the official movies, FFS).

Dewbacks (http://starwars.wikia.com/wiki/Dewback). And I am down with that!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: 01101010 on January 19, 2012, 07:41:05 AM

- The BT-7 Thunderclap Trooper transport ship now comes with directions so players don't get lost just trying to find the bridge.


Fabulous. I'd even go with lighted floor arrows as seen on airplanes.  :awesome_for_real:

Oh and
- Darkside and Lightside titles have been reinstated from beta. Somehow, two titles for each side went to the Bahamas and forgot to request that time off.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: ajax34i on January 19, 2012, 08:00:24 AM
Dewbacks (http://starwars.wikia.com/wiki/Dewback). And I am down with that!
No, Scyk's (http://www.torhead.com/npc/3Txmhj6/bloodseeker-scyk/detail/view/3490/tab/screenshots#screenshots;view:3490), although now that I think of it, the lizard that Obi-Wan rode in the movie had feathers and was much much larger in size.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mattemeo on January 19, 2012, 08:07:38 AM
No, Scyk's (http://www.torhead.com/npc/3Txmhj6/bloodseeker-scyk/detail/view/3490/tab/screenshots#screenshots;view:3490), although now that I think of it, the lizard that Obi-Wan rode in the movie had feathers and was much much larger in size.

Are you sure? I don't think those things are mount-sized...


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: murdoc on January 19, 2012, 08:42:45 AM
No, they were totally Dewbacks that the Stormtroopers rode in Star Wars.

(http://www.cinemablend.com/images/news/18802/_1275369510.jpg)


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: ajax34i on January 19, 2012, 01:09:03 PM
No, I meant the Varactyl.  Dewbacks are dumb.

(http://images.wikia.com/starwars/images/4/49/Boga.jpg)

The Scyk looks like it, a little bit, but it's much smaller and has no feathers.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: tmp on January 19, 2012, 01:09:57 PM
If they make Varactyl mount the next complaint will be people can't scale vertical walls with it.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mrbloodworth on January 19, 2012, 01:22:35 PM
This is the first game since CoX that has enough knockback. And the first game ever with enough 300ft drops to make proper use of it.

AOC.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 01:36:12 PM
- Those Modification Tables, that we grandfathered back in beta but didn't bother to tell the playerbase were completely unneccesary now? Replaced with sex-droids/Twi'leks that offer guilt-free oral pleasure for every minute a player wasted trying to find the damn tables when they didn't need to.

They do tell you. There is a quest. To click the lore object next to the modification tables. Which merrily tells you exactly how to mod things. The tables are a landmark for the lore object. They could not make HOW U MOD more obvious without having large, scrolling text saying:

HEY DIPSHIT
ALL YOU HAVE TO DO
IS CTRL RIGHT CLICK THE ITEM
THEN SLOT IN YOUR MODS
WE REPEAT
CTRL RIGHT CLICK THE ITEM
IT EVEN SAYS
WHEN YOU HOVER OVER SAID ITEM
ONE MORE TIME
CTRL RIGHT CLICK


Now, I understand being a little "why are they still there," but I'm pretty sure it's so the lore thingy to click on is easier to find (personally I would've just made the tables themselves the lore object). But it's not reeeeeally their fault you didn't bother to actually read what it said.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: taolurker on January 19, 2012, 01:38:57 PM
This is the first game since CoX that has enough knockback. And the first game ever with enough 300ft drops to make proper use of it.

AOC.
Pretty sure it was in Warhammer too.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 19, 2012, 01:39:27 PM
I don't think anyone besides Lantyssa misses WAR knockback.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 01:41:25 PM
Hey, I enjoyed it on my Ironbreaker! But I never played that one particular BG that everyone hated.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: luckton on January 19, 2012, 01:41:29 PM
Mod table rage
Even with all that said, I still see at least one person a night in Fleet or something that argues the merits of the mod table, complains that there isn't one around, and believes there should be one "because it doesn't cost credits to remove mods when I use it!"

 :uhrr:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lucas on January 19, 2012, 01:57:37 PM
- Pazaak and Chess (or the SW equivalent) are now playable in any cantina! You can join games as a spectator. Tournaments are also coming!
- Chat bubbles are here !
- chairs are now working as intended :P
- Starting from this month, expect a lot of server wide events: some random (invasions etc.), and some that will expand or be related to the main game storyline!
- Players are now able to fully customize the interiors of their ships with new furniture and accessories.
- Explore the world of...[insert any planet here), which is fully open to colonization where players can build their own cities, manage them; fully customizable houses, cantinas and more to enhance your town! Expect also World PvP features!
- The Hutt Cartel is now a playable, neutral faction!

Yeah, I know :P

Edit: Addendum:
 - PvP and Space combat now won't contribute to the experience points of the character :P


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 02:05:02 PM
Taking away XP from space combat would piss me right off.  :heartbreak:  I would not object to them adding a way for someone to turn it off if they want, though.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 19, 2012, 02:06:15 PM
Taking experience away from space combat would be a good excuse for never doing space combat again I suppose.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lucas on January 19, 2012, 02:07:57 PM
I understand: it's just that...Between Heroic quests, flashpoints, side quests, PvP, space combat, class quests you gain a ton of experience and you often over-level your area. Yep, it's not a big deal for some, but it would be nice to see a toggle or something (like in EQ2, but I think we already talked about this).

Ohlen mentioned they're working on more stuff related to Space. Hopefully, sometime in the future it will become a full "system" (yeah, of course not deep as other "dedicated" space games) more than a combat-only oriented one; so, there will be rewards and other stuff that won't require you getting "general" experience.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 02:11:25 PM
Yeah a toggle is fine, but just taking it away outright would be bad.

Frankly, I want to overlevel areas on some of my characters (GUNSLINGER) because I take such a beating otherwise. I also like that there's so many ways to get XP, because it means I can skip some of them without a care in the world (I have yet to PvP, I don't have to spend time trying to get a fucking flashpoint group together, I can tell shitty heroic quests to fuck off, etc).


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Samprimary on January 19, 2012, 02:13:30 PM
I'm Sentinel main, so I pretty much have to outlevel my class quests in order to do them. It was particularly rough from 30-40. We now offer complimentary guild runs through class quests because there's a lot of points for a lot of quests where you get stuck progression-wise because they can't down the elites until they're green.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Nevermore on January 19, 2012, 02:24:35 PM
- Those Modification Tables, that we grandfathered back in beta but didn't bother to tell the playerbase were completely unneccesary now? Replaced with sex-droids/Twi'leks that offer guilt-free oral pleasure for every minute a player wasted trying to find the damn tables when they didn't need to.

They do tell you. There is a quest. To click the lore object next to the modification tables. Which merrily tells you exactly how to mod things. The tables are a landmark for the lore object. They could not make HOW U MOD more obvious without having large, scrolling text saying:

HEY DIPSHIT
ALL YOU HAVE TO DO
IS CTRL RIGHT CLICK THE ITEM
THEN SLOT IN YOUR MODS
WE REPEAT
CTRL RIGHT CLICK THE ITEM
IT EVEN SAYS
WHEN YOU HOVER OVER SAID ITEM
ONE MORE TIME
CTRL RIGHT CLICK


Now, I understand being a little "why are they still there," but I'm pretty sure it's so the lore thingy to click on is easier to find (personally I would've just made the tables themselves the lore object). But it's not reeeeeally their fault you didn't bother to actually read what it said.

Pretty much every planet still has a table though, not just the starter planets.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 02:29:49 PM
Annnnd if you actually read your text, you'd merrily trot by them, not even noticing them, because who cares?


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Nevermore on January 19, 2012, 02:33:24 PM
I've ignored them since beta, but saying that all those tables are there to highlight the lore object found on the starter planets is kind of silly.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 19, 2012, 02:33:57 PM
We're losing sight of the core issue here, which is HA HA CATAKIN.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: eldaec on January 19, 2012, 02:40:53 PM
This is the first game since CoX that has enough knockback. And the first game ever with enough 300ft drops to make proper use of it.

AOC.
Pretty sure it was in Warhammer too.

It has been in everything, there is just never enough of it. Most games have whole classes without any knockback.

What I really miss from CoX knockback is the ragdolls. SWTOR ragdolls are not very good.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lantyssa on January 19, 2012, 02:55:33 PM
I don't think anyone besides Lantyssa misses WAR knockback.
Gods that rocked...

<twirl>

<burn><burn><burn>


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 03:06:40 PM
I've ignored them since beta, but saying that all those tables are there to highlight the lore object found on the starter planets is kind of silly.

Well, I think they left the newbie ones there, and went "fuck it, we don't feel like bothering taking out SOME but not OTHERS right now" more than anything.

Point is, HA HA CATAKIN.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mattemeo on January 19, 2012, 04:56:58 PM
- Those Modification Tables, that we grandfathered back in beta but didn't bother to tell the playerbase were completely unneccesary now? Replaced with sex-droids/Twi'leks that offer guilt-free oral pleasure for every minute a player wasted trying to find the damn tables when they didn't need to.

They do tell you. There is a quest. To click the lore object next to the modification tables. Which merrily tells you exactly how to mod things. The tables are a landmark for the lore object. They could not make HOW U MOD more obvious without having large, scrolling text saying:

HEY DIPSHIT
ALL YOU HAVE TO DO
IS CTRL RIGHT CLICK THE ITEM
THEN SLOT IN YOUR MODS
WE REPEAT
CTRL RIGHT CLICK THE ITEM
IT EVEN SAYS
WHEN YOU HOVER OVER SAID ITEM
ONE MORE TIME
CTRL RIGHT CLICK


Now, I understand being a little "why are they still there," but I'm pretty sure it's so the lore thingy to click on is easier to find (personally I would've just made the tables themselves the lore object). But it's not reeeeeally their fault you didn't bother to actually read what it said.

What I was saying the other day wasn't that I needed a table to mod an item. I'm well aware you can ctrl-right click to open up the mod window. What I thought you needed a table for was to remove mods that were already installed without destroying them, not realising you could just remove the mod, drop it into your inventory and pay... the fucking ether (where are these credits going? This doesn't make any fucking sense!) 'random ammount of credits X' for the privilege.

So yeah, mod tables. They don't need to exist. The point is HAHA go fuck yourselves  :why_so_serious:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Ingmar on January 19, 2012, 04:58:38 PM
Hey, at least you didn't take til level 25 to figure out that commando heals worked on people besides yourself.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 19, 2012, 05:04:31 PM
Oh God I just cracked up about that all over again. And people think I exaggerate the level of Noob sometimes present in Slap in the Face.  :why_so_serious:


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fordel on January 19, 2012, 05:08:52 PM
Your paying the credits is an abstraction of the effort and cost required to remove the components from your weapon!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: proudft on January 19, 2012, 05:11:46 PM
It's not my fault people kept dying before my heals went off!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Nevermore on January 19, 2012, 05:13:41 PM
Your paying the credits is an abstraction of the effort and cost required to remove the components from your weapon!

Time is money, friend!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Speedbrusher on January 26, 2012, 03:58:27 AM
 - Space battles are no longer on rails but instead feature gameplay much like the old Freelancer and Wing Commander games.
 - Space battles can also be joined as a group with difficulty ramped up to match the size of the group.
 - New PvP content: 9 contested planets have been added. Players fight for control over these by capturing their military outposts. Capturing a planet, opens it up for high level raid content.
 - Each of these planets feature a PvP space battle (see first point on the list) where people can fight each-other in space!
 - New Battleground Game Mode: MOBA-style gameplay battleground; A war zone with a republic and imperial bases sending out waves of squads to try to destroy the opposing base. Players must join to try to tip the scale in favor of their own faction. See: DOTA/League of Legends.
 - Much like in the Star Wars and EU lore, players can through a series of quests convert to the opposing faction. Time to convert your do-gooder Jedi to the ways of the Sith!



Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Merusk on January 26, 2012, 04:21:22 AM
It continues to amuse me how many hardcore gamers bitch about the space combat when I've heard many light and casual gamers I speak with IRL say they prefer it that way.

Hell, one buddy's friend actually complained it was too hard at first.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Sjofn on January 26, 2012, 04:30:10 AM
My manquisitor would defect to the Republic with nary a backwards glance, I tell you what.


I do like the space combat as it is, but I wouldn't mind them adding a way to group in that as well, it could be fun!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Fabricated on January 26, 2012, 05:04:03 AM
I'd like to see a psychological study in to MMO playing habits to explain the tendency of MMO-burnouts to always play as the "badguy" faction in every game.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: ajax34i on January 26, 2012, 05:14:51 AM
The reverse direction of that may be the actual truth:  people who always play the bad guy tend to burn-out faster.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: DraconianOne on January 26, 2012, 05:55:38 AM
It continues to amuse me how many hardcore gamers bitch about the space combat when I've heard many light and casual gamers I speak with IRL say they prefer it that way.

Why pejoratively describe the bitchers as "hardcore"? Several of the casual players in my guild who can't stand it. I think there's just me and one other person in my guild who still regularly do the dailies and even I'm losing interest in them.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lantyssa on January 26, 2012, 07:44:53 AM
Once you know the pattern, they're not nearly as interesting.  If ships showing up or flight paths were randomized a bit it would have a lot more staying power.

We can only hope open space as an alternative is the secret project they are working on.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Nebu on January 26, 2012, 07:50:36 AM
Space combat is AWESOME a) when you're in your teens/20's and b) have some rested xp.  I ran 3 dailies in 15 mins and got over half a level last night.  It's a great way to level an alt that you've already seen the storyline for.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Miasma on January 26, 2012, 08:02:23 AM
I was thinking of getting all my alts to the point where they get their ship just so that I could run the space missions.  I like them (pre forty missions anyways) and that way once I overleveled everything I could just stroll through their class plotlines while ignoring all other planet missions.

What I really need someone to do is string together all the cutscenes and dialogue into a little youtube app where you can pick the speech options and see what happens for each choice.  Then I wouldn't have to play at all!


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: DraconianOne on January 26, 2012, 08:19:38 AM
Once you know the pattern, they're not nearly as interesting.  If ships showing up or flight paths were randomized a bit it would have a lot more staying power.

We can only hope open space as an alternative is the secret project they are working on.

I'd probably be happy if they introduced a couple of new ones every level or even every other level if the first is too much to ask for.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mrbloodworth on January 26, 2012, 08:22:34 AM
Id like to be able to turn off all XP.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Nebu on January 26, 2012, 09:23:15 AM
Id like to be able to turn off all XP.

I'd be fine with turning off xp as long as the people that do can not participate in pvp.  I don't want level 49's in crazy good gear dominating the lower bracket. 


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Lucas on January 26, 2012, 10:35:44 AM
Yep, already talked about this, but I'm pretty much with Miasma, and also the possibility of introduce a "XP on/off" toggle like in EQ2.

Problem is creating well thought out sub-systems both for Space Combat (Ohlen hinted that they may significally expand it...But he's probably referring to group missions and PvP) and PvP that doesn't "necessarily" need you to gain general XP, but offer alternate forms of advancement/rewards (maybe like the Vanguard "spheres"?).


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Merusk on January 26, 2012, 10:55:49 AM
It continues to amuse me how many hardcore gamers bitch about the space combat when I've heard many light and casual gamers I speak with IRL say they prefer it that way.

Why pejoratively describe the bitchers as "hardcore"? Several of the casual players in my guild who can't stand it. I think there's just me and one other person in my guild who still regularly do the dailies and even I'm losing interest in them.

The only pejorative in the term "hardcore" is the one you put there.  Usage of it to describe time-spent is stupid.

Like "Liberal"

Do you play more than one game type regularly? Do you play games more than an hour or two every few days?  Do you own more than one platform?

Guess what.  You're hardcore, baby.

Usage of "Hardcore" to define someone who spends multiple hours is playing is stupid in the day and age where even average schlubs dick around with Angry Birds while waiting in lines and grannies who play Bejweled and Farmville for 3-4 hours a night.   If gaming is your hobby and you lifestyle, you're hardcore.   Doesn't matter how many hours you put in to it.


Title: Re: F13's 1.1 Fantasy Patch Notes
Post by: Mrbloodworth on January 26, 2012, 11:35:58 AM
Unless, you know, you are using the word to describe people who put a lot of time into one title, the title of topic.