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Liegence

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  1. Then: Foundry b/c.. well, if you remember how you felt the first time you ran it, yea that's why! Now: BT b/c it takes like 15 minutes and it pops in que super-fast.
  2. Thanks for this thread - I think it is leading to some great discussion! Here's my short list of responses and how they apply to SW:TOR 1. Sharding - While one-world definitely sounds optimal, I feel like at the end of the day this is just a technology issue and while I think it would be a great space for BW to explore for the future of SW:TOR, it sounds impractical to achieve for this MMO. That said, I hope I'm wrong. I think any popular MMO that finds a better solution to Sharding will benefit greatly. I would like to point out one issue of Sharding I find frustrating as it relates to SW:TOR - when I first joined, I had two different circles of friends inviting me to join different servers and I had to chose between the two. That was highly discouraging; even more so when the guild on the server I did join disbanded and the other guild is still going strong. Thankfully by whim of fate we merged to the same server so I was recently able to rejoin. 2. Trinity - as a pen-and-paper storyteller, I find the MMO trilogy appauling. It's reliance deterioriates dynamic conflicts to more static gameplay. It is grand for the purpose of content development and challenge balance, however. The cookie-cutter classes allow the devs to shephard players into easily definable roles which lends towards optimizing the functionality of the playerbase - decreasing frustration, increasing player efficiency and limiting player party min/max abuse (or at least forcing a patterned and controllable min/maxed group). I still find it an abomination tbh, completely unrealistic, and it's the thing that constantly draws me back to another, previously mentioned MMO where I feel I have more flexibility to play what a want with the build I want and succeed in nearly any group I can organize. I digress - in terms of SW:TOR, it's off-the-table at least for the foreseeable future. Through and through, SW:TOR bows to the Trinity in design and execution and I don't see that changing. 3. Factionalism - in short, I feel this one is off-the-table as well, but here I could be wrong moreso than in #2. That you have light-side and dark-side on the same faction offers some glimmer of hope. But let's be real: classes are mirrors between factions, so would it matter if it changed? If the Hutts could team my Sith with a Jedi for a game of Huttball would it matter? Other than the chance of reducing premade groups - not really; not until we see some difference in functionality between our canon factions, I believe nothing is going to change here. 4. Grinding & Leveling - here is where I see SW:TOR chance to modernize the genre. Then again, the up & coming video has already announced "More Levels!" so obviously they're focused on "in-the-box" solutions to the common MMO problems. No offense, but pandering to grinders is like feeding addicts - and maybe that's where they see their dollar signs. SW:TOR, you had me at "story-driven". We've had - correct me if I'm wrong - one community-wide event since launch (Rakghoul Outbreak)? There is so much hope that BW can create something more than a level & gear-grind - that they can fill these planets with unique stories; that they can implement a 3D spaceflight-simulator with custom ships; that they can empower the player-base to wage interstellar RvR... and to be blunt, they are failing miserably. To summarize relative to new announcements, the exciting arrival of "New Levels!" and "New Never-before-seen Planet!" were two of the most disappointing additions to SW:TOR I've seen to date. Why do we need a new planet when we have numerous planets that are SEVERELY under-utilized? Here is my hope for SW:TOR, relative mostly to #4 as my concerns for #1-3 are expressed above: 1) Cooperative-play level-scaling - if I group with someone of higher level, my level adjusts to slightly below theirs in terms of functionality and we are restricted to quests that are not on the classes main storyline. Next, scale content to the party, or party to content allowing quests basically anywhere in your vast universe. Lastly, reward this kind of social play b/c it's a good thing. You already have a scaling formula b/c you use it in PvP so I know the shell is there. Add an incentive like giving bonus rewards for completing quests never achieved by the players and the entire world re-opens - all those planets, all those missed quests... 2) Better utilize the worlds you have created - when I select to land on a planet, it disappoints me everytime because there's only one place to land. How can that be? There's a whole planet there, how can I explore if my option is just to travel to planet? Why not, instead of adding a new planet, just add an extra dot on Tattoine for us to land and quest? Or allow us to scan the planet ala ME-style and find randomly generated quests with unique mats? Frankly I think the inability of SW:TOR to use the assets it has is frustrating to the player-base. 3) Must have better space combat with better starship development and customization. We hear you're working on it, why not work with it on us - or am I missing the dialogue? Frankly I think you could buy the license to X-Wing and Tie-Fighter and just terminal them into the game with rewards being given to the players for participating and I-V and coffee sales would probably skyrocket. TLDR Op - thanks for thread Devs - think outside of the box and give us more than a level grind
  3. Crafted about 45 pieces to get the full set using a fully affectionate Jaesa for her crit bonus... most of those were gloves.... stupid gloves. Btw, anyone want any unaugmented war hero weaponmaster gloves? I have more than a few to give out.
  4. I grinded a significant number of tier 2 gear for levels 20 to 30 as a synthweaver for both medium and light (tank) armor and encountered big no issues. All of this was post 1.2. Seriously, i think you just had some bad rolls.
  5. Then why are you still playing? Unsub noww and save some $$$ if you don't enjoy it. For the record, i don't think there are any basic, bare-bones features missing. There are bugs, yes, but that's to be expected.
  6. Of course not. As far as MMO's go this game is still very very young, with alot of room for growth. I still have alot of story to play through, haven't even gotten my first Repub off the starting planet. It is clear the devs are listening and working hard to build content and enhance the game experience; realize, however, this takes time. If you don't enjoy the game, quit. But stop with the ultimatums - they don't help.
  7. Just the RNG. I have a Synthweaver and I have been RE'ing new schems rather normally... sometimes on the first and second try, others after 8 or 9. I would say it's not bugged unless perhaps a certain piece of gear has an issue.
  8. Ha! Lolz... i have been grinding my gears on how the heck am i going to afford purple augments for both my pve and pvp armor sets and didn't even realize until i read your post that i could just use the blue variants until i get the cash to buy the purps. Five star post, good stuff.
  9. Thanks! I swear i tried this for half an hour last night and wasn't getting it to work! Can you preview in the crafting skill window? That'd be nice.
  10. BoP and Crafting should not mix. Why can a biochem make augmented columi implants that sell for 500k+, in addition to the already vast advantage of biochem over other craft skills, and yet i can't make BoE Exotech gear for my guildmates... schems and mats i was rewarded for raiding! Get rid of BoP crafting, get rid of Crew Skill requirements to use any crafted item would be my vote.
  11. I believe this is what most people want. It only makes sense that you be able to customize your appearance with the same effectiveness if you have access to the mods and a capable crafter. If it were to guess, i would bet this is in the pipeline, but it could be a while as it's not as simple of a fix as the player base may perceive...
  12. BW has already commented on this. It's a system limitation and they are working on it. You can RE the item if you put armoring into the pattern, but not sure if this is worth it for a mat or two.
  13. Agree with OP. Here are some things BW could do to make crafting a better experience without creating imbalance: 1) Let us learn 'custom' schematics by RE'ing Tier 2 gear 2) Tie some kind of advantage (legacy, perhaps) to the number of tier 2 schems we know, and/or the total number of orange schems we know Also, some QoL improvements: 1) let us RE all custom gear to at least get our mats back (note, per prior post i believe BW said this was a game limit they were currently investigating a fix) 2) allow players to preview the look of gear being sold on GTN like they can with store and quest gear (if you can already do this, please tell me how!!) 3) same as above, but within the crafting skill menu before we craft I think if players had easier access to previews of their appearance advanced crafters would see an uptick in demand. It would be akin to better advertising. Ideally, crafters wouldsee also have access to a 'tailor' mode from the skill menu or trade window with another player where they could help the player come up with a look and then mark the pieces to be crafted, then when they build them they send the product CoD
  14. Additionally, armormech and synthweaving can craft the best in slot waist and wrist armor if you can crit the rakata versions.
  15. I used to think RE rates were fine, and that learning a new schematic instead of getting the 'you already know this schematic' was the only necessary fix. But I am warming up to the increased RE rates. It could be easier getting artifact schematics while leveling, and tbh, advanced schematics aren't really worth it fo 40+ gear because the materials alone will yield greater profit.
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