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vaporousmist

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  1. If it "wasn't intended" then it should have nerfed 3 years ago when they release conquests. But what sense does that make? Bioware man: "I have an idea! Let's make a game based on an alt system and then deliberately construct content that excludes the alt system!" Other bioware man: "That's a terrific idea! But let's wait 3 years before we narrow down the system to exclude alts." Bioware man: "I think that is an excellent improvement on my original idea! Go forth and nerf!" I get that there are solo players. cool. bully for them. they like swtor and don't wanna bother w/ people. peachy. that's their choice. they pay their money, they are entitled to play the game the way the find the most enjoyable. same goes for small, medium and big guilds and the players that choose to be a part of those. Their are perks and drawbacks at each level of community interaction. The problem with what they've done to conquest or GC originally (the 2 biggest fubar moments the game has seen in the last year or so) is that the devs have "fixed" the game in a way that specifically and grotesquely contradicts the basic foundation of the game. Not to mention the fact that with the conquest changes, they said they were making changes they though would help smaller guilds. the end of that sentence should have been "to help smaller guilds merge with bigger guilds cuz that's the only way they'll ever get titles ever again." They encourage players to spend their hard earned RL cash on a master datacron or outlander token to quick level an ALT, for nearly 2 years now, and then they nerf conquest (which includes all aspects of both PvP and PvE) to a single achievable toon concept? THEY DON'T MAKE SENSE. "keep spending money on master datacrons and outlander tokens in the cartel market but we're gonna go ahead and remove one of 2 core reasons for having those alts. that'd be greaaaaat. thanks." and while conquest is just a way to encourage people to regurgitate and recycle old content while we wait for the tiniest drip of something new, it was at least something semi-rewarding to get solos and guilds alike moving through content with some semblance of reward. We are not seeing only in black and white. what the community is upset about it all the grey matter that was removed from the game for absolutely no good reason.
  2. it seems as though you haven't been paying attention either. Remember when the Galactic Command was released and the abysmal lack of points it granted PLUS all gear drops were removed from operations. It was a massive grind to gear 1 toon. and all that just after the DvL event, where if you wanted top tier rewards you had to level all 8 classes (these are called ALTS). The outcry from the community was massive because of alt nerfing. tons of unsubs during that period. So yeah. Not to mention the game itself is alt-based. 2 factions, 8 classes each, plus differing storylines for male/female romance options. The very foundation of this game is based on running alts to experience all the stories. So for the devs to consistently produce content or nerf the content we've already had that worked for alts, is both an insult to their player base and shows what a profound lack of insight they have into their own product.
  3. Agreed on the step child they no longer want. But a direct and honest cut would be preferable to the poison we're now experiencing. Disagree on less drama. 100 pages and counting, of anger, frustration all leading to unsubbing. But it won't stop there. Poison is pervasive. It goes everywhere. I'm never spending money on another Biofail/biohazard/EAware game ever again. If this is how they treat a game and a player base who has been forking over their hard earned cash and paying their salaries for the past 7 years, i'm not going to be party to a company that treats their community like this. They would have been much better off with an axe than with poison. my opinion anyways.
  4. You must not have been around when the guild alt cap was only 500 not 1000. This is one of the many things the devs did to encourage alts and allow guilds the ability to keep their many alts in the same guild. of course this, like oh so many other, "help" did not do anything but allow the bigger guilds to further dominate over the smaller ones, except on crafting weeks (which are now dead just like the ability to get alts through conquest) To the devs, please stop asking for input that you don't have any intention of listening to. Actions speak louder than words and right now your actions are screaming at your entire player base that you want everyone lumped into one huge guild, on one single server so that you can flip the switch on swtor and walk away to spend time with your new shiny toy anthem. we know you're not being straight with us. we know you're not listening. and even knowing that you still have 100 pages of people pleading with you to fix the system so they can stay with a game they love(d). Your company has seems to have forgotten that you're supposed to work FOR your players, not against them. i'd ask you to communicate and call a square a square, but you haven't and you won't. you will placate and milk your remaining players until you're ready to surprise them with just turning off the servers one day in the not too distant future (i'm not a gambler and i would bet big on this). it's really sad to think about what you could have made this game and to see what you've done with it. such a squandered opportunity.
  5. ^^ agree! when i read the post on the cartel market announcement the following translation immediately popped into my head "hey guys! our subscription rates have taken a hideous nose-dive and we need the few ppl still gullible enough to spend real money on this game (after we screwed you on conquest) to buy all the things on the cartel market so we actually make money next month. that'd be greaaaat." not to mention the fact that if i buy a cartel pack, i expect to get at least 2 dedicated slots to what is ACTUALLY IN THE PACK I AM PURCHASING. if i wanted something in one of those other packs i'd buy ONE OF THE OTHER PACKS. Eric, your business model is messed up 6 ways to sunday. Revamp your revamp, fast. This game has so much potential and it's frustrating and disappointing to see how badly you've squandered it.
  6. So after the "revamp" and the accompanying rage i felt at ALL THE THINGS said revamp entailed, i took the rest of my week to chill and have instead been reading what others had experienced/felt with said changes. Many i agree with, several that i don't. Let's discuss CRAFTING One thing i have found (or found a lack of) is a true understanding of what it is to craft for conquest. The devs obviously don't get it and i would wager it's because they don't participate in it. Misconceptions about conquest crafting: It's easy Crafters don't have to work as hard as me on a weekly basis (mostly heard from PvPers) Crafting awards too many points and it's pay to win "crafting was contributing too much to the overall competition of Conquests" ~the devs Let's talk about why each excuse/reason is wrong. 1: it is NOT easy to compete in a crafting conquest. The smaller the number of true/hardcore crafters you have in your guild, the more prep and lead time it takes. i come from a smaller guild and to prep for conquest against the major guilds takes months full of countless hours of farming not to mention crafting those mats into components. 2: crafters work just as hard as you folks do AND we do it WITHOUT the advantage of consistent rewards for our efforts. for every 15 minutes you spend in a PVP match, you get a reward when you're done with it. for every 15 minutes of crafting i do, i get to SPEND credits on buying/companion missions for white mats to match what i've farmed. Additionally to that, in order to have the credits to buy those white mats, we have to go out and do additional content to farm credits so we can afford the white mats. So in order to participate in a crafting conquest, crafters have to actually work twice as hard as the PVP/Eers in order to be able to craft, which leads directly into item 3. 3: now, i'm biased because i'm obviously a crafter and i think my time spent working in the game should be better rewarded, but crafting should definitely not be considered as overly compensated for points. let's discuss the math involved in crafting. it costs you nothing, save repair costs or gear upgrades, to participate in PvP/E (and as previously mentioned, crafters must also do to earn credits to pay for their mats). SO here's a little crafting math for you. to craft a stack of 100 ea grade 8 and 9 components it costs me, IN WHITE MATS ONLY, 400,000 credits (if i am buying from the vendor and not doing companion missions). and out of those 100 components i get a base return of 25 war supplies. IF i can craft 1000 components in an hour, i am SPENDING 4 million credits to compete in conquest with 250 war supplies. those war supplies will take (at max comp lvl 50 on a single toon) approximately 7 1/2 hours to craft during conquest. so time spend gathering, crafting components and transforming in to war supplies is 10-11 hours with a total return of a BASE of 625000 points. any conquest crafter worth their salt will have sunk millions upon millions of credits into their strongholds to get a point boost of 150%. so let's total this up, 3 hours of lead work (farming and crafting components), 4 million credits, 7 1/2 hrs crafting time DURING crafting week (for a grand total in time of ~11 hours) and a grand total of 937500 points. when was the last time a PVP/Eer spent 11 hours of their time and 4 million credits to participate in conquest. now plug aaaaaalllll that lovely information into an equation that allows you to see how much time and effort your players put into this game to net 70 MILLION points in a single crafting conquest week especially when those are small guilds with 5-10 crafters tops. we as crafters work D**N hard and pay through the nose to participate in conquest. we deserve every. single. point. garnered in this manner. 4: Musco/Keith, you boys have GOT to be kidding. aside from the math i just laid out for you, you have repeatedly nerfed crafting in conquest. we started out with repeatable crafting every week. we were nerfed down to 3 weeks (4 since you've added iokath but that's a joke cuz there's only 1 planet that whole week), nerfed when we had to start crafting components instead of just using base mats. on a non-crafting week we can get 10,000 points MAX PER LEGACY. how is this excessive? you have done your level best to punish crafters and "even the playing field" for the other player styles. This latest nerf is WAY TOO FAR. Crafting weeks are SUPPOSED to cater to the players who enjoy farming and crafting. we don't do it because we HAVE to. we do it because we WANT to. You have obviously made these changes because you don't understand your own content and the effort that this undervalued set of players puts in to your game. Disagree on "exploiting" crafting. as detailed above, it's hard work to participate in crafting and no way to exploit it. Agree that crafting is not the problem here, the problem is the perception that crafting is an "easy win" system. There was nothing fast or easy about conquest, with maybe the exception of NS/Balmorra heroics weeks. There should be equal reward for time spent. work is fine, grind is not. and that's all this revamp is: G-R-I-N-D. THIS!!! you're my new hero! This game is all about personal experience. and by revamping in the way they have, the devs have taken personal choice and experience out of the mix. They have decided what content is enjoyable from their perspective. no one HAS to participate in conquest, but for those that do want to and enjoy the direction it gives for their play style on a week to week basis, these changes have crapped all over the idea of getting rewarded for doing the content you enjoy doing. Every player in this or in any other MMO is a strikingly different individual with their own preferences. In their effort to make conquest more varied, they have done the opposite. Players largely like knowing what objectives are coming so they can plan their play accordingly, as a guild or a solo artist. This new system is pure chaos, with little reward to encourage participation. Aside from completely rolling back (which the devs have already proven they are unwilling to do given the upcoming patch tomorrow), here a some things that definitely need fixing for conquest to be viable again and save subscriptions: planetary bonuses need to come back. Guilds don't pick planets based on the rewards. they pick planets based on objectives, bonuses and where they think they can/need to win. additionally, if bonuses return, you can keep the point targets for tiered planets at their current levels. Crafting: either roll it back or fix it. fixing it would entail requiring fewer of the lower grade mats to make a single war supply (nerf to 4 down from 6/8) and/or fix the farming for all mats from grades 2-7. there is currently no efficient way to gather these mats in the quantities currently required. If you really need some randomness in your life, include some kind of new random daily objective for conquest with a super bonus that relates to the type of week it is. Legacy objectives: ditch these. part of this game is about alts and you've killed them. again. Fix the UI, too much confusion between was is repeatable and was is once per legacy. the single compliment i have for the revamp is the guild point target for rewards. It's always frustrating to have worked so hard all week only to get pushed into 11th place at the 11th hour. if your guild puts in the effort, they should reap the reward. so kudos on that point. Every week of conquest pigeonholes a specific type of play style, whether it be ops, pvp, flashpoints, gsf, heroics, crafting or events. No single play style is better than any other. The MMOs that recognize and foster this mentality are the ones that have a lasting player base. The devs cannot continue to depend on the fact that "it's star wars!" to save them and their game. stop forcing people to play the way YOU THINK they should. provide content and availability for all play types and you will consistently have a happy community. Darkgift nails it on the nose. One of my guildies has been with star wars since beta. has been the most positive, persistent, committed player, even through the many frustrations he's experienced in the game and this latest bout of thoughtlessness was too much even for him. I know an entire guild of crafters and pvpers who saw the changes and walked away the same day. Devs, i urge and implore you to make some drastic changes for the better. for the love, listen to your community for once! or own up to what your intentions for this game really are, make the cuts and stop stringing us along. to join with the myriad of other voices who have all said the same thing: i have 15 days left on my sub. please change my mind. i really really want you to. The reason you see so much anger is because your players love the game and hate to see the mottled mess it's become.
  7. the Light/Dark datacron decos that used to drop from heroics. their drop rate is nearly non-existant atm. would like to see them come back closer to their drop rates. also the special decos that used to drop from flashpoints. they are ridiculously rare now as well
  8. Rain? Looks more like a light drizzle Keep it coming (preferably until i win something lol )
  9. Regarding the 242 gear requirement: Part 1-I believe I speak for a sizeable portion of the community when I say that gear isn't everything. You can have someone who is incredibly skilled at their class and is able to handle in 228 unbalanced and unaugmented gear when others in their sparkly 246/248 gear fail miserably at. Part 2-master modes have a bolster and are available for all players starting at lvl 50. With the new gear requirement are we going to see a change to the gf where master modes only accept lvl 70s now?
  10. I have been reading a lot about this particular issue and I find it deeply concerning. I already have my revanite titles (thankfully) but there are others I still lack - including the new Iokath title. I find it deeply disturbing that, across multiple servers and multiple guilds, people who have worked hard as a team to snag that ever elusive achievement are being denied their titles despite evidence to the contrary. It's not just a case of one player or one guild, it's everywhere, and is a direct result of buggy programming from the developers. Gf ops go down and aren't back up for more than 5 days and any and all conquest that happens in the meantime means nothing? Time stamps exist for a reason. CS, if your time syamps stop the same night gf ops tanked, maybe you should look someplace other than inbyour corrupted data. 3rd party information ie conquest tracker site, should be taken into consideration in matters such as these. Also many guilds take images for personal and guild use of conquest wins. Again, time stamped data that could be used to get a better answer for your player base. To CS: An answer to your responses 1) "you probably weren't in the guild when conquest started" A: several of the ppl posting have won achievements THE PREVIOUS WEEK in their guilds on the same toon you deny them yavin/rishi titles. In fact I know of several that created guilds on alternate servers for DvL event last year and those toons never left those guilds. Try again. 2) "your guild came in 2nd" A: the guild that ACTUALLY came in 2nd but your corrupted data shows they were first, they didn't get titles either. Try again. To the devs: We all understand bugs to a point. And props to Keith who has been much much more communicative with the community than his predecessor (A trait that has filtered out to others in the dev squad ). That being said, the community deserves attention to this from you guys asap. Revanite week is rare and requires a plot of cohesive effort from players to put up points (especially without gf ops points for half the week). My concern is this: the revanite issue goes unresolved and untreated by the dev squad and it happens again, maybe on a crafting week. Anyone who has watched the boards on a crafting week knows the constant state of flux they are in. Not to mention buzzer beater crafting bombs to snatch a win from the jaws of defeat. Can you see where I'm going with this? Not only does the community deserves a response from you specifically about a rewards glitch this big but they also deserve to know that it had your attention so it won't happen again in the future. Customer service is providing very little in the way of service and is giving bioware an incredibly bad name at the moment. I urge you step in an examine and address this issue before it becomes and infection that is beyond cure within the community.
  11. In the deepwater essentials bundle we get 1 manaan fountain (matches what the item description says before you purchase). However, in the decoration management window there are 2 additional fountains that say they come from the deepwater essentials bundle. I'd really like those 2 other fountains for my sh, so my question is: glitch/bug that they were left out of the bundle OR mislabeled in the deco management window? Since i have your attention... One more query. We got new decos on the Felusio stato vendor when yavin was released that were iconic to yavin. Will we be seeing anything similar for our new manaan digs in the future??
  12. Musco, looking for some clarification. Patch notes say "New Iokath Storyline: When a superweapon of unimaginable power is discovered on Iokath, you must choose to align your forces with either the Republic or Empire -- and deal with the inevitable consequences. Once you complete the storyline you will gain access to host of repeatable Missions in a brand-new daily area." In the dev stream you guys were very specific that players DIDN'T have to complete the storyline to get access to the new iokath dailies. Just wondering which way that axe is gonna fall.
  13. I so agree with you. the RNG gear was a bad choice to begin with since it's made alt-ing dead in the water. at least if you plan to raid for progression in any way. And even the cxp in hard modes is ridiculously undervalued. It's crazy expensive to craft anything (especially with no grade 10s on jawa vendors and no comms/crystals earned to purchase extra exotics), which means you have to be rich (ie spend a ton of cash in cartel market and sell on GTN) or be CXP dependent for gear. You (the devs) have nerfed CXP in farming in open world - cuz "that's just not fun" , you nerfed ops pack and kills - pre 5.0 we had a shot at 5 pieces of gear during an op now we LUCKY if we get 2 whole packs during a run, all in an effort to "encourage" us to play your shiny new uprisings, which you praised to the heavens in your pre 5.0 dev streams. I like the uprisings, they are fun. Fractured should be fixed because of the suicide bug on the last boss. But to call it an exploit? You force us into playing the game the way YOU want us to (even ben said that in one of your streams). Even without the bug, Fractured would still be the quickest uprising to run and therefore people would still be farming that uprising over any other. All these breadcrumbs are by your design and when people FINALLY give in and play exactly how you've pushed them into playing, you call it an exploit and threaten the nerf and/or ban hammer? I really think you need to check your logic on this one guys. I foresee any remaining trust and goodwill from your endgame player base being eliminated entirely should the "hammer" fall. We stay because we love star wars. We stay because we love SWTOR. We stay because we love our guilds and the connections we've made. But if you continue down this path, the darkside will consume you and drive away all your bright and shiny subscriptions. I would miss SWTOR but should that "wake up call" come, i would trudge, however reluctantly, into that dark night of a world with out SWTOR. Your players can take only so much disappointment.
  14. What I find amazingly ridiculous about this whole situation is the Dev's logic. First you RNG the crap out of gaining any kind of gear. We can't pick up cheap mats for crafting cuz no grade 10 mats have hit the jawa vendors yet. They took away comms/data crystals so we can't buy any extra exotic crafting mats.They nerf farming golds in open world 'cuz that's not very fun". They give ridiculously small cxp packs for running operations - Pre 5.0 we had a chance at 5 pieces of gear should we run an op. now we're LUCKY if we get 2 packs out of a run. They have forced our hand in every way possible to run their bright and shiny new uprisings. THEN when people decide to farm the fastest uprising for max return on cxp (even w/o the glitch where the dude kills himself - which only adds a max of 3 minutes w/ crummy dps to the encounter) it's a 1 boss encounter. They were so proud in their pre 5.0 dev streams about these encounters and they were SO quick and SO much fun. They have done everything in their power to force us to play the game they way THEY want us to, and now because of a glitch in their programming that they can't, won't or just haven't fixed they're calling us all exploiters? It's complete and total BS. By all means, fix the encounter so the first boss doesn't kill himself but proclaiming this an exploit is the very definition of idiocy. And i guarantee if they take action against ppl via removing command ranks, especially given the promise of back pay on command tokens for gearing purposes in 5.1, the devs will lose any goodwill and trust they have left with their endgame player base. Even without the glitch (cuz that's all it is, is a glitch) that you still have to run the full encounter to get any decent rewards from it, Fractured would still be the quickest uprising to gain CXP from and players would still be farming the blazes out of it. Devs need to check their logic before they go on a ban or cxp reset spree.
  15. Have only seen a TBD date for this event this year. Is there any further information about when or if this is event is taking place this summer?
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