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Pandoras_Jar

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  1. Agreed, you must've missed my edit. Again, no decision has been finalised so no need to panic yet! Lend your voices to the conversation!
  2. Broadly speaking, based on conversations I've had and seen in-game on Shae Vizla and in the Guilds I'm in on Shae Vizla, there are two camps. Players who want to maintain the fresh start experience and those who want to transfer characters from NA. There seems to be consensus in allowing transfers to happen at some point and most are happy with credit/item restrictions. For me personally, I have surprisingly really enjoyed the fresh start experience. I was not expecting that at all. The game for me the past couple of years has felt super stale with minimal focus on endgame content and stale PvP environment so there's been little reason for me to log in. Now I'm logging in everyday PvPing and levelling my various characters on Shae Vizla and only logging into NA occasionally. Plus, as someone who has played the game for almost 12 years with only a couple of breaks, I feel conflicted on transferring my characters (some back) to APAC. I've been playing on NA for so long now that I've made connections there and I want to continue playing on NA. So again for me, even when transfers become available, I probably won't be in a rush to transfer any characters. By extension, I really don't feel the need to have all my items and things on all servers (even ones I earned on Dalborra all those years ago). I do however recognise that not everyone is like me and is eager to get to experience low ping on their long established characters. As for transfer restrictions, I don't think there's a need to go crazy, as Potter said, that would likely cut into development time and I would really like to get some new endgame content soon (not more daily zones and solaoble wb's lmao). Just limiting credits is fine IMO. Players should be able to bring their inventory, gear, achievements and legacy just like a normal server transfer. I would say the credit amount would have to depend on the timing of transfers. So the longer transfers take to happen, the more credits players can bring with them per character (1-10 mill max per is what I'm thinking atm). As for how transfers will look in terms of costs, hopefully APAC residing players will be able to get a few free transfers say 12 max? Or alternatively what DWho or emperorruby suggested. I guess the TLDR for me is even though I'm not particularly interested in transferring my characters over to Shae Vizla (even ones created on Dalborra), I don't want to stop other players from transferring theirs over. A credit cap per character is fine. Since I'm enjoying the fresh start experience at the moment, all I have to do is not transfer characters to keep the fresh start experience going for myself. And finally, as others have mentioned, some costs especially gear repair costs need to be addressed urgently to allow the endgame community to get established ASAP. Edit: Also seeing people making assumptions about the outcome that hasn't been finalised yet. Transfers will very likely happen at some point, this is your opportunity to get a say on what that will look like. Chill out.
  3. Thank you Keith! I am very relieved to hear that you guys are not rushing to open up character transfers. Definitely keen to keep our little server healthy. Please address the issues outlined by Ufion though! I admit I'll probably be more focused on endgame PvP and probably won't be rushing into endgame PvE cause of lack of credits. Honestly, the only thing I'm missing on Shae Vizla are my deco's especially ones I've bought off the CM. Everything else, I'm happy to have stay on the NA servers as I'll still be playing on them anyway.
  4. Thanks everyone who came to the event! Kal and I will chat and organise another open world PvP event soon. Unfortunately, we didn't have many Republic players show up. Kal tried to organise people to come Rep side specifically but they didn't show up. So basically the Imps spent the whole time attacking the rep base which kinda got boring after a while for everyone. We'll definitely do this again though and hopefully we can get more rep players so we can switch things up and have proper skirmishes. The lag wasn't too bad for me anyway.
  5. Whoops! I forgot to mention that Kal and I will be giving out some goodies during the event! 😉
  6. Shae Vizla's first Open World PvP Event! Hosted by Xam Xam and <Heroes of the Empire/Republic> Where: Oricon When: Friday 15th 10am AEDT / Thursday 14th 5pm CST / 11pm GMT Minimum Level: 50 (80 recommended) Start Location: Your Faction's Base Empire - Dread Executioner's Camp Republic - Strike Team Oricon Camp Objective: Raid the opposite faction's base (and defend your own). Come join for a good ol' fashioned PvP brawl (no kill trading!) and work towards your Scare Bear and Judged Dread Legacy Titles! Everyone is welcome to join! Imperial players can whisper Xam Xam for an invite. Republic players Kal (toon name TBA). I'll post updates and stuff here closer to the day. Also, depending on how this event goes and if there is interest, I will run more Open World PvP Events in the future. Edit: I forgot to mention that Kal and I will be giving out some goodies during the event (I'll probably stream too)!
  7. FYI everyone the launch times are in the article Subscriber Launch: November 16th at 1pm CT / 7pm GMT/ November 17th at 6am AEDT All players Launch: November 17th at 1pm CT / 7pm GMT / November 18th at 6am AEDT So in other APAC timezones the launch times are... New Zealand - 8am UTC +13 Sydney & Melbourne - 6am AEDT UTC +11 Brisbane - 5am AEST UTC +10 Japan & South Korea - 4am JST/UTC +9 Perth, Philippines & Singapore - 3am AWST/UTC +8 I'm actually kinda glad there's no transfers. The game has been stale for me lately and I kinda like the idea of a fresh start & economy. Also this might be weird to some people but I'm actually really excited to have to get all the datacrons again haha.
  8. Thank you for changing the Arena Weekly requirement! Now I might actually queue for arenas once this goes live haha
  9. Some initial feedback! 💜 Compared to an existing server, how is the performance? Pretty good. Any specific areas or planets where you feel the performance has lessened? Same as existing servers or improved. What region/country do you reside in? Australia (north of Sydney). Provide a comparison of ping from existing servers to Shae Vizla. I get around 250-300ms on SS and SF. On SV I'm getting 17-25ms with the occasional spike to 30-50ms (I'm on wi-fi so not surprised). On one of the original APAC servers Dalborra (11 years ago), I was getting around 30-35ms (rarely lower). Is grouped content working properly? Seems to be. How quickly can you get into a match or Flashpoint you’ve accepted? Very quick. Is travel to any location (planet, Stronghold, Fleet, etc…) hindered? Doesn't appear to be. Are there any issues with the UI such as missing assets or loss of functionality? None so far. Are there any issues with visuals or sounds with the cinematics? Haven't done anything with cutscenes. I should be able to hop back on during the Easter long weekend! Have fun testing everyone!
  10. From what I've tested, it's less than 24 hours. I inadvertently got to test this one day (post 7.2 launch) when I got rocked out stuck bugged. Roughly 16 hours later, I got rocket out stuck bugged again. Both times I had a 20-minute lockout.
  11. Hey, was just looking over the 7.2.1 patch notes and wanted to confirm that the queue lockout timer changes (as seen in this PTS post) are being implemented in this update. Edit: Another question, have the requirements for the 'Warzones: Medalist' and 'Arena: Medalist' Conquest Objectives been changed to 7 Medals? Thanks
  12. FYI the Devs have made a change to PvP Medals on the PTS. Quote from PTS Changelog (first post in thread) - https://forums.swtor.com/topic/927375-64-bit-on-pts-updates-721-known-issues-thread/ My only issue with this is I don't like odd numbers in this context. 😂 One question I have for the Devs I guess is, will the PvP Seasons Points earned be adjusted to take this change into account? i.e. Will earning 7 medals get you the same points as earning 8 medals does now win or lose?
  13. THIS! ^^^ I don't have the energy to go into all the semantics of earning medals today. Except to say that there is already an easy solution to largely solving the medal problem across all maps. Bring back the role-specific medals you took away. This would help address both stalemate scenarios and losing scenarios (where your team is 'outmatched'). As a healer main it does not feel good to be doing everything you can to keep your team alive and to come away with 2-3 medals. I understand you want to encourage objective play. But role/combat medals prior to 7.2 served the secondary purpose of allowing players to get individually rewarded for their efforts in scenarios where their team was 'outmatched' or even in stalemates + more scenarios I'm too tired to go into. Now you're having to put a lot of work into filling in the hole those medals left.
  14. Just to clarify (since there seems to be some confusion) these changes to ACW are currently only on the 7.2.1 PTS right and will go live once 7.2.1 goes live? These changes are a step in the right direction for ACW + other node maps. I like this change in particular 'Turret Control Zones have been increased' I assume this means the radius for earning objective points around objectives has been increased? Hopefully this change will happen to all the node/door maps. My main concern as I pointed out in my previous feedback is stalemates. Will objectives points still tick if neither team owns the objective but both teams are actively fighting around it? Even if it's smaller ticks, I think that would be helpful. Stalling (especially long stalls) similarly is also problematic for getting medals. Another concern is losing (especially when one team is significantly outperforming the other team). Teams that lose get a lot less medals than they used to. This is again another consequence of removing combat (role) medals. In scenarios where your team was losing badly prior to 7.2, you could still get some additional combat/role medals to help get close to 8 medals. With these gone, losing a match is more punishing than it used to be. Combat medals provided a means for players to individually get rewarded for the effort they were putting in when their team was outmatched by the other team. To summarise, while the proposed changes to ACW look okay on paper, I'm not sure if they will help with earning medals in certain scenarios. I'll hopefully be able to get on the PTS for the dev testing tomorrow at 1:30pm CST (and possibly Stream)!
  15. Some final thoughts... Removing the combat medals, while making seemingly minimal adjustments to objective medals, has led to it being much more difficult for players to get 8 medals for most matches and in most scenarios. In stalemate scenarios or in losing scenarios in particular, the combat medals provided the chance to get some more medals given that objective medals are harder to get in both scenarios. That is the key take away for me at least thinking about the state of Warzone gameplay and earning medals. There's always flow on affects for removing a thing/s from an ecosystem.
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