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Aenear

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  1. I have the same issue, wrote a ticket, and the reply was: So I wrote a bug report a week ago, but did not see any reaction from that, yet. SWTOR's strength clearly is in the storyline and the characters. It is what sets it apart from countless other MMORPGs. I would hope that they know this, and care about it, but right now, it does not seem that way, sadly.
  2. Any further development on GSF would be more than welcome! Perhaps I am a minority, but as a casual gamer, I find that I can both meaningfully compete in GSF, in contrast to other PVP content (I humbly admit), and relatively easily set aside the time for a session, something that is almost impossible for me to do for an operation. Also, I rather enjoy speeding around in space. I wish there were a bit more variety, though! Ideally, GSF would offer a meaningful solo mode, tied to a larger quest line, where people can get hooked to free flying space combat, and learn the basics, before entering the PVP content, which also could use some expansion, of course. E.g., there are nice, dynamic ground PVP maps, why are the space maps all so extremely static? GSF may have started as an interesting side project, but right now it seems to have been too readily abandoned. I believe that enough work went into it already to give it a lot of potential, and (speaking as a scientist with a lot of programming work) it might be a fun project for the developers as well.
  3. I don't even play a Sith Assassin (nor a Shadow), but crying for a nerf is low in any event: even if this is not serious in your mind, how do you know how the post will be perceived by the random customer service representative?
  4. It bothers me as well. Not doing anything about it borders on sabotage at this point.
  5. Over all the time I have been playing SWTOR, about 2 years now, I have always avoided robes because of a really annoying clothing bug that makes your characters posterior look enormous when wearing belted robes. More precisely, it occurs on almost any armor where the chest piece is belted together at the hip and extending below it. The Jolee Bindo tunic is one exception, and there might be others which work, but the working models seem to be the rare minority. Believe it or not (likely, you will believe me, because you experienced the bug yourself), it is basically impossible to look like a cliché Jedi Knight in this Star Wars Game, and from what I know this bug has been known since the Beta! Instead, the robes do make a fair imitation of Victorian era dresses: http://4.bp.blogspot.com/-_jTFQGP57lo/T68M4aMxbeI/AAAAAAAAAvs/l90i7YkUMbg/s1600/1883-02%2Bpetersons%2Bdresses%2B3.jpg When will something be done about it? Worse, now we have a cool looking Agile Reconnaissance Armor set available, and since it is not a typical robe I hoped that the model was working here at least, but instead, well, just look at the screenshots (these are male characters, by the way): Screenshot, showing bug on character: http://imgur.com/NtIySct Screenshot of armor preview, which looks fine: http://imgur.com/L6YyJXJ Screenshot, showing bug on companion (large body type): http://imgur.com/g35yb6C Screenshot of armor preview for companion, again looking fine: http://imgur.com/e057KTt For the sake of all those intending to wear traditional Jedi garb, or some of the cooler new cartel market clothes, without looking completely ridiculous, I hope this gets fixed soon.
  6. My subscription runs through Paypal, so although my credit card information is stored on the SWTOR site, when I was asked to pay by credit card on the website once after clicking "Enable" (of in-game cartel coin purchases), I was not too suspicious. I choose the minimum amount of 450cc. But even after paying by credit card 15min ago, the amount appearing in SWTOR as well as being listed on the Cartel Coins webpage, trying to "Enable" in-game cc purchases again results in a pop-up window asking me to pay by credit card at least once. If it was not before, at this point, it really becomes a bait and switch scheme. Another detail: the default payment method for the "confirmation payment" was Paypal even though my credit card information is stored. I did change this to pay by credit card, but using as default a payment method that will not allow players to get what they want (simply to enable the in-game purchase feature) is dubious at best. I would like to have some official comment on that!
  7. On my second attempt to launch the game, after waiting for a little over 6 minutes, it showed the Progenitor character selection and I could log in one of my characters there. Might be a fluke, though.
  8. Same issue here: though I am not certain this is a required condition, my last character played is on Progenitor. Since at least 5 minutes, the program is stuck at the "Rise of the Hutt Cartel" loading screen and neither server selection nor character selection windows open. Since the launcher goes directly to the loading screen, nothing can be done. The loading indicator in the lower right is rotating merrily, but that's all.
  9. After reading the heated responses I decided to log in and it worked, albeit a bit slow. I do not know what happens after longer play. Either way, let me say this: I do appreciate that some people at Bioware are, I am sure, doing the best they can to fix the connection problems! It pains me to imagine an administrator working hard to fix a network issue like this, possibly complex, only to read an angry reply as the one above as thanks for his efforts. It does not hurt to have some respect on both sides! What I would like to see from Bioware, though, are more details about the precise issues they were experiencing. After all, there are probably quite a few tech savvy folks among the community who are curious and communicating more than "we fixed it" might help to alleviate some of the frustration people are feeling.
  10. At the moment, once you abandon a quest that is part of a planetary quest series, e.g. The Trials on Voss, you are forever locked out of completing any of the quests in the series. The following warning is displayed: "WAIT! Are you sure you want to abandon this mission? You may not be able to re-obtain it in the future." There are a number of problems with this: (1) A planet's storyline is a significant part of the content players pay to experience. (2) From the warning message, it is not clear that all quests in the storyline will be affected. (3) The usage of "may not" in the warning message is non committing and ambiguous, hinting that it is merely difficult to find the correct starting NPC again. (4) As long as reasonable cause exists to abandon quests, it should be able to obtain them again, later. Abandoning a planetary quests is currently used to (a) free up quests slots (b) fix broken quest progression. Rewording the warning message to suggest a quest reset could help with the second cause, though it does not help those that already experienced the issue. (5) The manual at <http://www.swtor.com/gamemanual/how-to-play/mission-log> clearly states that abandoned quests can be obtained again: "Abandon: Lets you abandon the mission. You may pick it up again from the original mission NPC." It would be a good design decision to allow any quests that can be abandoned also to be picked up again. Since I am personally affected, I can tell this: though it might not affect a large number of players, for those that it does, it is not a minor 'frustration', either.
  11. I posted already in another thread, but the unfortunately handicapped speeder velocity has become a real annoyance for me. Not because higher ranks are expensive, but because whatever rank you have, it does not feel like using a Star Wars speeder at all. Whenever I am on a SWTOR mount, I think how exciting it would have been for me to implement speeders in this game and make it an integral part of the Star Wars experience, to make afterburners possible, actual acceleration, damage on crashing, malfunctions when under enemy fire etc.. I do actually develop software professionally, so it becomes even harder for me to imagine how a games developer can *not* be excited about this and want to put things like this in. Even ancient games like City of Heroes (and also more recent superhero MMORPGs) have significantly higher travel speeds, and while players certainly enjoy this, I believe the developers found a way to put this in because otherwise it would not have felt like a superhero game. They could not afford to directly copy the WoW design, and neither can SWTOR. Regarding some earlier posts, neither me nor anyone else here among the users knows the actual technical implementation and its limitations, so posts in this direction appear to be unsubstantial unless there is an official statement in this direction. Of course one would hope that the design actually can manage higher speeder velocities, and is not fundamentally crippled. Above it was also claimed that game balance would be thrown off in case of faster speeders, but the game already makes a distinction between mounted players and players on foot in the form of speeder damage resistance. It therefore does not follow that mobs would have to be faster or more aggressive towards pedestrian players even when speeder velocities should be increased substantially. Player detection could easily happen inside a larger radius for mounted players, if so desired (and it would not defeat in character logic either, given that none of the vehicles appears to be made for stealth).
  12. So this here is my first post, because the blatant slowness of speeders really is an issue that troubled me since I got to level 25. I like Bioware, and I want to like this game, but they clearly have to work on this, still. If this game wants to be more than the most prominent fantasy MMORPG in Star Wars camouflage, if SWTOR is interested in subscribers, it needs to capitalise on its franchise! Swapped art design does not make a new and interesting gaming experience, and nowhere is this as apparent as when you get your first [pregnant pause] mount. This does not handle like a speeder at all. Two of the most exiting scenes in the Star Wars movies are related to racing: the Endor forest speeder bike chase in Return of the Jedi and the Podracer competition in Episode I. Having seen that, receiving your speeder in SWTOR is a disappointment you continuously experience when getting from A to B after level 25. And the 10% increases at level 40 and level 50 do not make a difference. If this game is serious about recreating a Star Wars atmosphere, increasing this variable, to a 200% speed increase or more, should be a small price to pay, and the engine seems to handle it fine if taxis are any indication. It would be interesting to have an "afterburner" feature for higher velocities, but clearly, also the base velocity must be higher than what it is right now. I would beg them to do it, but I guess even if that worked, no game would be worth that. Bioware should do it because it is the right thing to do: (1) There is no point in the world feeling bigger due to the slow 'mount' speed, if you cannot immerse yourself in it. (2) The 'money sink' provided by taxis seems rather irrelevant in my experience so far. Regarding getting knocked off by enemies: this is fine for me, personally. Not only is it consistent with Star Wars canon, but it requires me to pay some attention, which is a good thing in gaming terms. My main point here really is that efforts must be made to increase immersion into the Star Wars universe, and the velocity of speeders would be an excellent, and not too difficult, starting point.
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