I like your points here. Grind only feels like a grind when theres nothing to distract you from it. On that point, SW:Tor did well. The story was good enough to move you through it and level you without an obviously repetitive action. However it failed to deliver you any real reasons to group up either.
Flashpoints we're so passable that often you found very few to do them with. And the Grouping tool was lackluster and in some ways would force you to sit in a station to even find the group. Theres no community if not ones around to do things with. But Grouping tools and the community breaking "Discussion" can be saved for another thread.
The second point being Loot pools as they stand in so many games now are filled by Top end items then strait to crap. Look at primals. Theres the weapons you want, then DM that saps your soul. One could easily ease such situations with a higher drop rate, but a better array of mid grade items. Maybe the same as something else but with a different skin. Or +5 and +4 of a similar item, but the stats reversed.
If a loot "pool" is more then a shot glass it really does help keep the highs and lows people feel when they win more baseline.



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