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Iryfindel

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  1. This code still does not work for me. Am I to late? I tried the original code in 2020 but it did not work for me. I did not see this new code until today. When trying to redeem this code the page still simply refreshes for me, even though I miss 1 of the Korrealis mounts. If the code stopped working I would except to see the normal page for this, but with this code it won't accept the code and keep refreshing the same screen.
  2. You make a good point, I hadn't thought of that. I guess the only way to solve this issue would indeed be to create a true hood toggle. Automatically hiding all hoods during such cutscenes wouldn't be the way to go, only further limiting an already limited situation. Then again, personally, I would rather they revert this change and not have the helmets automatically hidden during these cutscenes. Oftentimes you play a character in which non of the smoochy-stuff is happening and for those it makes no sense to hide their helmets. Similarly, I often record my conversations and would like the option to record both with and without helmets so I can have the helmet showing for the portion of the conversation that don't involve the romantic options (e.g. during a public meeting before you step aside with your LI).
  3. There are a lot of chestpieces in the game that you can't use if you don't want a hood to show. We already have pieces of headgear in the game that hide hoods when they are equipped. The "Pragmatic Master's Helmet" is one of the smallest, most inconspicuous helmets to use if you want hoods to disappear. However, even this helmet shows a minimalistic circlet on your character's forehead. While this may work in some occasions, there are occasions where, or classes on which, wearing a circlet makes little sense. It would be much appreciated if, after all this time, we could finally get a piece of covert headgear that a) hides hoods and b) doesn't show a helmet or circlet. This would effectively function as the hood toggle that has been requested since the start of the game.
  4. Same here. Doesn't give me the option to repair the game either. Just fixed the following typo in the launcher.settings file: http://www.swtor.com/community/showpost.php?p=9855921&postcount=4 But this seems to have initiated a complete reinstall of the game...
  5. I am trying it this route right now. While finishing both cooking missions on 1 character I got about 7 different ones in total. Left after every unique one; that is one insulting droid...
  6. The Theory Crafting Discord is a good place to have a look. It has all the information on gearing you could ever want and a lot of healthy discussion about all of it and a lot of other subjects, from gearing tactics to class builds.
  7. Yes, you are correct. After finding this bug I did some more testing and it is not just the crafted armours. Even for the armours that you can buy at the adaptive gear vendor on the fleet half the sets show an imperial appearance on a republic companion. Oddly enough the bug occurs only for companions, and only in companion or class story cutscenes, normal game appearance and other cutscenes is fine. I understand this has little priority as far as bug fixing goes but for someone who is recording the cutscenes and taking care of appropriate outfits for appropriate times, it is a shame that the choices become so limited for - in this case - the trooper companions.
  8. The Terenthium Asylum armour is bugged for republic companions in cutscenes. It displays correctly on republic companions in-game, but during cutscenes it actually displays the imperial appearance. I tested this with both Aric Jorgan and Corso Riggs. With both companions, the Terenthium Asylum armour displays the proper republic appearance in-game, but shows the armour's imperial appearnce in cutscenes. Oddly enough, for player characters, the armour displays correctly, both in-game as well as in cutscenes. Can this please be fixed? I am assuming it is a wrong flag somewhere. I love this outfit for my trooper's Jorgan and would very much like for it to show up in cutscenes as well. Edit: This bug pertains specifically to companion conversations cutscenes. In other cutscenes (e.g. flashpoints), the armour is showing up the way it is supposed to.
  9. Let me add to this discussion by providing the perspective of someone who will sometimes insta-quit. I am an ex-NiM player, founder, and in the current state of the game queue as tank or healer (for fast pop) for random MM flashpoints when I don’t have any guildies/friends to play with. Needless to say I have been playing for a long time and can pretty much dream all these fights. I’d describe myself as a patient, helpful, player. I won’t quit after a single wipe, I will always ask if people know tactics and happily spend 5 minutes explaining them. But even my patience has its limits, and due to MM FPs being the fastest way to gear at the moment, anyone and everyone is running them. This means a large influx of players who are not geared for it, can’t be bothered to read up on strats or, worse, can’t even be bothered to follow tactics that are explained to them. To give an example, this weekend I was running Korriban Incursion with a group where both DPS had almost starting-level iRating on their gear and difficulty playing their class to its potential. We pulled the droid 3 times and all 3 times we wiped to enrage. Even with further instructions the final pull it still enraged at 10% because one of the DPS kept running all the way back to the elevator to avoid the red circles. We had to ask this guy to leave to continue. Harsh, perhaps, but this is not solo or VM, it is MM. And if you queue for random, you better be ready to play all of them and not just the easy low-lvl ones. But a lot of players aren’t. In most MM FPs you can carry these players, and I really don’t even mind doing so. If I did I would refrain from PUGing all together. But especially in the new FPS, that is just not an option. I play to unwind from work and have fun. Wiping for hours on the last boss in Umbara or the 2nd boss of Chiss because people have no clue what to do and refuse to learn is not my idea of fun. So, yes, when these pop and I am not with guildies I quit and switch to an alt to play. Does that make me an arrogant a**hat? I don’t know. Maybe. But what about players queueing for these FPs that are far from ready for it? What are they? You can’t talk about effect without talking about cause. Having said that, I only quit when the 4 newest FPs pop. Those I only run with guildies or friends. The older FPs are more forgiving and I will forever teach players how to do the 2nd boss in LI and we always finish the FP - albeit a tad slower than when I don’t PUG.
  10. I agree with this. It is however the look of eye animation that kills them for me, they don't even more when their eyebrows move. To me, this makes them hollow and less lively, which is my biggest disappointment.
  11. This is what I wrote in another thread about nautolans needing to be reworked: Beauty is in the eye of the beholder and I personally do not mind the nautolan face models that much. That is to say, while nowhere near what I hoped for I could live with them. They look very alien and I am alright with that. I do agree that they could have been far better, particularly in terms of eyes, facial structure, complexion, lips and tentacles (including but not limited to the overwhelming clipping issues). To date, it is by far the least developed of the post-launch models. Both the cathar and togruta models are superior to the nautolan, even if they themselves have their problems (particularly togruta). What I can not overlook though, is the complete lack of eye animation. I tried a few different starting cutscenes as both a nautolan and any other race. The difference in emotional expression is glaring and a little bit unsettling after close comparison. While nautolans have brow movements, their eyes lay dead in their face. This not only severally undermines the emotional facial expressions the game has put forward since the story animations upgrade that came with KotFE, but makes them appear lifeless and doll-like among their more vivacious and compelling surroundings. Needless to say I won't be playing a nautolan. For me, being able to empathize with my character is one of the most important aspects of my character model. And no, this does not only hold true for story play and cutscenes. The exact same holds true for the countless MM FPs and HM/NiM operations I run. Basic eye animations like blinking, slight changed in direction of gaze and eye expression that moves with the eyebrows make all the difference. I had expected nautolan eyes to be more similar to chiss eyes, only with a different model/aesthetic. Instead, the nautolan models simply don't feel alive at all. Add to that the underwhelming aesthetic of the model itself and I can feel nothing but intense disappointment over a race that I was very excited about playing. In my opinion, a few things have to happen for the nautolan models to bring them up to the standards of, say, the togruta or cathar models: - Rework their eyes and tie them into the existing eye animations. Character models should be spirited and show emotion, not look like lifeless dolls. (Chiss are are a good example of solid eyes that still have basic animations.) - Add more colours to the eye rim and eye itself while at it. The purple eye rim on a green skinned nautolan just looks ridiculous. That is not how skin pigment usually works. - Improve the nautolan complexion (particularly for females) so their faces look less unnaturally puffy and like they were just stung by a hive of bees and lived to tell about it. - Fix clipping issues with their tentacles, making sure that a. they don't clip through each other and b. there are also some options available where the tentacle are either falling to the sides or the front of their faces to use in combination with more heavy gear that has packs. - Create a separate "head" and "tentacle" slider, and a separate "tentacle pattern" and "tentacle color" slider. These things have always been separate, so why combine them now? It makes it needlessly difficult to create your character model. Additional quality changes that would be great but I am not holding my breath for: - Rework facial structures to create more interesting and different face models (including reworking the lips). - Create more interesting and different tentacle patterns and more skintones and pattern colours. - Make both togruta and nautolan models compatible with headgear, same way as twileks can wear helms and hoods. Sadly, with the little resources SWTOR has nowadays, I am not expecting any changes to be made at all. I hope I am wrong though, because in their current "beta" version I won't ever be playing a nautolan, even though I was really looking forward to it. They just aren't up there in quality compared to the other character models.
  12. Beauty is in the eye of the beholder and I personally do not mind the nautolan face models that much. That is to say, while nowhere near what I hoped for I could live with them. They look very alien and I am alright with that. I do agree that they could have been far better, particularly in terms of eyes, facial structure, complexion, lips and tentacles (including but not limited to the overwhelming clipping issues). To date, it is by far the least developed of the post-launch models. Both the cathar and togruta models are superior to the nautolan, even if they themselves have their problems (particularly togruta). What I can not overlook though, is the complete lack of eye animation. I tried a few different starting cutscenes as both a nautolan and any other race. The difference in emotional expression is glaring and a little bit unsettling after close comparison. While nautolans have brow movements, their eyes lay dead in their face. This not only severally undermines the emotional facial expressions the game has put forward since the story animations upgrade that came with KotFE, but makes them appear lifeless and doll-like among their more vivacious and compelling surroundings. Needless to say I won't be playing a nautolan. For me, being able to empathize with my character is one of the most important aspects of my character model. And no, this does not only hold true for story play and cutscenes. The exact same holds true for the countless MM FPs and HM/NiM operations I run. Basic eye animations like blinking, slight changed in direction of gaze and eye expression that moves with the eyebrows make all the difference. I had expected nautolan eyes to be more similar to chiss eyes, only with a different model/aesthetic. Instead, the nautolan models simply don't feel alive at all. Add to that the underwhelming aesthetic of the model itself and I can feel nothing but intense disappointment over a race that I was very excited about playing. In my opinion, a few things have to happen for the nautolan models to bring them up to the standards of, say, the togruta or cathar models: - Rework their eyes and tie them into the existing eye animations. Character models should be spirited and show emotion, not look like lifeless dolls. (Chiss are are a good example of solid eyes that still have basic animations.) - Add more colours to the eye rim and eye itself while at it. The purple eye rim on a green skinned nautolan just looks ridiculous. That is not how skin pigment usually works. - Improve the nautolan complexion (particularly for females) so their faces look less unnaturally puffy and like they were just stung by a hive of bees and lived to tell about it. - Fix clipping issues with their tentacles, making sure that a. they don't clip through each other and b. there are also some options available where the tentacle are either falling to the sides or the front of their faces to use in combination with more heavy gear that has packs. - Create a separate "head" and "tentacle" slider, and a separate "tentacle pattern" and "tentacle color" slider. These things have always been separate, so why combine them now? It makes it needlessly difficult to create your character model. Additional quality changes that would be great but I am not holding my breath for: - Rework facial structures to create more interesting and different face models (including reworking the lips). - Create more interesting and different tentacle patterns and more skintones and pattern colours. - Make both togruta and nautolan models compatible with headgear, same way as twileks can wear helms and hoods. Sadly, with the little resources SWTOR has nowadays, I am not expecting any changes to be made at all. I hope I am wrong though, because in their current "beta" version I won't ever be playing a nautolan, even though I was really looking forward to it. They just aren't up there in quality compared to the other character models.
  13. Overall I am pretty happy with the changes that are coming with 6.0. The one notable exception is that set bonuses will be on shells instead of armorings. This is an awful idea, IMHO, and I fail to see why this change has to be made. Through the years I have painstakingly organised all my different sets in my legacy bank in specific legacy-bound shells, so I know exactly which armour is for which class and role, and for what purpose (PvE/PvP). With the upcoming "mix-and-match" set bonuses it will be twice as hard, if not harder, to keep track of all the gear that we acquire and the different bonuses/stats for each. This is something I can live with though, since we also get a lot more options to optimize gear for specific purposes and playstyles in return. However, if you take away our ability to put armorings with bonuses in another shell, you basically take away our ability to organize our gear across our characters. It will be an enormous pain in the *** to manage gear across characters in 6.0 already, but imagine having all these different sets with the exact same shells. Most people play multiple roles/specs on a single characters, as do I. Please don't make us run around with an inventory that has 4 sets of armor (st dps, aoe dps, heal, pvp) that look exactly the same, and a legacy bank with 30+ different sets that only has 8 unique shells (if not less). Please, I urge the team to reconsider this change. Let us keep the ability to organise our gear as we see fit, and to our own liking. Moreover, it allows us to use all the BtL shells that we have acquired over the years, amongst which I especially value all my ranked PvP armour and weapon shells.
  14. Like many people in my guild I was very disappointed with the rampage changes. It seems the devs are going out of their way to make 5.10 as grindy as possible. The time investment after doubling the necessary killls feels too high compared to the cxp you get from it. I used to enjoy running some heroics and hitting the rampage targets to wind down after work but after the changes I am not going to bother anymore. You have to go out of your way now to hit the rampage III. The target number is too steep for a daily objective. Some of us have jobs, you know. For a game that barely produces now content I am continuously amazed at how the dev team keeps making choices to make it harder to do content or achieve goals that have been around for a long time. Great way to drive more people away from the game after they ran through the new story content a few times... Please consider reverted the changes.
  15. Go to your SHs with an alt that has not been there yet (or a brand new lvl 1) and do not skip the cutscene. This should give you the achievements. I had the same issue with mine until someone told me about this fix.
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