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arunav

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arunav last won the day on July 29 2023

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  1. Some of the weapons are bugged in the current Galactic Season, both the tier 1 and 2 versions, which I don't recall ever happening before. Most obvious are the Dualsaber and Assault Cannon. The latter is found inside the back of the player character, and the Dualsaber is placed on the characters back in different places, depending on body type. I personally found this season's rewards to be worse than in the past (though perhaps the emphasis is intended to be the Copero Stronghold), but the weapons both look and sound nice. Please fix the bugged stowing positions.
  2. All I want is the skill tree revamp to have a thorough revision. Give back some skills/passives, front load abilities while leveling (if the number of usable skills remains approximately the same, perhaps finish gaining skills by level 50-60), finish the art for icons in the skills trees (this should be done regardless of if the trees are looked at again or not), perhaps give back 2 of 3 skills at the top of trees, instead of 1 of 3. I would prefer 3 of 3, of course, but that's another matter. Most combat styles are less fun to play after so much was taken away or made an option in 7.0. To make matters worse, some classes seem to have more time put into their trees, i.e. done better, and aren't as affected by the changes as others. For updates that affect the game instead of bring in revenue (though the basic combat system I would argue is related to revenue), this should be a priority, in my view. SWTOR's combat was fun from launch through 6.x. It's been different since 7.0 in a bad way, even if players have gotten used to the difference after more than 2 years. ESO's adding Spellcrafting into their game, which would be like letting our characters alter how some of our abilites work, customize animation colors/effects, and expand their use to multiple combat styles. SWTOR's combat, even if an older tab-targetting approach, was still better than ESO's, probably its main competitor in the MMO market, in my opinion. The devs shoudl lean into their game's strengths and give players back the options they used to have. Leveling especially, the part of SWTOR almost everyone agrees is the best experience in it, is much, much less appealing since 7.0. I honestly feel bad for new players who have no idea what the game's combat used to be, when they are finding their way through the starter and capital planets, and questing during the Prologue and Act I or even II. The Dicipline system used to give an important spec ability at level 10. On a new assassin, I was still busy twirling around with Lacerate (AOE spam) well past that. It's just not the same game with combat this way. And obviously difficult PVE and PVP content has also been affected for the worse at endgame. I'd like to hear some developer input on this topic more than anything, tbh.
  3. I think you mean why is every week a PVE week? Which, by the way, you don't ever see folks that enjoy PVP complain about here. There are more than enough objectives to complete 7 without PVP.
  4. Frankly, I barely notice a difference in GSF during Seasons. I've played thousands of matches and still enjoy the game mode. What matters for wins is how many pilots are good on a given team. If there are a few farming points for Seasons, it doesn't generally matter. There are always new players or pilots who don't know how to play the maps or fly well yet on your team. Seasons don't make a difference, in my experience, aside from queue times being slightly shorter on weeks with a Seasons objective.
  5. My experience is, if 1 character per faction is at the most recent point in the story (Kessen's Landing) and has finished it, the daily area terminals will work for other characters on that faction. I haven't checked all the daily areas, but it definitely worked for Kessen's Landing, for example. Voss Interpreter's Retreat unfortunately is missing and not unlocked on alts, though that isn't technically labeled as a daily area. Still, it has daily missions and achievements for them as well, and, as one of only a few new areas made in the past couple of years, should probably be included in this 'legacy daily area' change.
  6. On Male Body Type 2, the most common player body type for male characters, the Architect's Assault Cannon clips inside the back of the player character when stowed outside of combat. I haven't tried it on other character types, but believe the same issue likely exists on females. The Architect's Dualsaber varies positions on the player character's back based on Body Type and gender, typically stowing lower than it's intended to. It is too low on female Body Type 2, for example, and even lower on Body Type 1. Please patch these, and check for abnormal stowing positions for the other body type and gender combinations. There aren't that many worthwhile rewards in the Season 6 track aside from the weapons, which are nicely made and have good sounds too, the blasters as well as the lightsabers. As such, fixing the bugs would be very much appreciated. EDIT: the named versions of the same weapons, found later in the Season 6 track, also have the same positioning problem as the Arcitect's variant, described above.
  7. Yavin IV. The primary assets are mostly there, and the daily area or SoR story only gave the player what felt like a small glimpse of the moon, compared to what was the prior standard through 2.x for a 'planet.' Makeb was the last one that followed this model, and I'm under no illusion that the current team could make an area of that size in any reasonable timeframe. But! Revisiting a larger, more explorable Yavin IV area should be possible and would be worth it for Star Wars/SWTOR fans. There's probably some way to fit the Darth Nul story or something related after that's over to it. Someone else mentioned this, but Nadia Grell's home world also sounded interesting, if Kashyyyk isn't possible. Nadia once says in an 'entering area' remark (remember those?) her planet is also full of forests. If it were ever made, Nadia's species could also possibly be added to the game, since it would easily fit the parameters of what's necessary for the base game stories. Another area I'd like to see is an expanded Dantooine. This also benefits from many assets already existing for it, and the links back to the KOTOR games. To be frank, I only expect to see small areas of mostly pre-existing assets put together for 'new' planets/areas in the future. The team simply lacks the budget to do more. I'd prefer Broadsword takes all the profits and makes a lager than typical expansion, but am obviously not expecting anything of the sort. The game's updates will continue to get smaller in scope each year until an inevitable maintenance patch.
  8. Yes - both these sabers look great, but the sheathing position on the hip is so low neither does so well with the overwhelming majority of armor sets. Hopefully a future patch moves them up a bit!
  9. A rather unfortunate use of time and scarce resources.
  10. It was a joke. Clearly it was a joke...
  11. My forum presence indicates I joined pre-launch in 2009. What's with all these players posting via accounts from only 7 years ago?! What could they possibly have to contribute?!
  12. I noticed that the in-game mouse cursor is remaining an arrow at all times. In the past, it looked different when, for example, clicking on a blue quest objective or harvesting node, transforming from the standard arrow to a specific form for those game functions. This has, as far as I remember, never happened in the past 12 years of updates. It affects gameplay for both solo and multiplayer content. In the latter, it can be especially impactful, if an objective must be clicked quickly, and the player is unsure if the mouse cursor is understood by the game as in the correct part of the screen. Please fix this bug. It may seem minor, but it's actually a pretty bad one. Player character death occurs needlessly, and player distress increases. Players become sad and withdraw into the farthest reaches of basements the world over. EDIT: It seems to not be occurring today, but was yesterday evening. A couple other guildies noticed the same thing yesterday, too. Thought I should update this post - perhaps it has something to do with server performance?
  13. Are you retired? Do you work a full time job (typically 40+ hours a week, if in the US)? Because completing Conquest on 30 characters a week would generally mean you barely have time to eat or take care of basic errands, if under the constraints most full time jobs impose. I'm honestly curious, because I think you posted this elsewhere too, in discussing the recent point changes. If you are completing up to 30 characters a week, you are almost surely an outlier in BS's player data, and Conquest shouldn't be designed around that extreme a playstyle, in my opinion.
  14. I also very much appreciate that @JoeStramaglia put these looks back in the game, now with a dye slot and the weapons featuring a tuning slot. While I think most players prefer all the nice armors and weapons from the CM (and I enjoy them as well), it's great to have a few tabs in Outfitter dedicated to the original aesthetics of the 1.0 game. Hopefully finding the pieces or weapons players are looking for becomes easier over time, as they are listed on the GTN. Though, if possible, I'd also prefer they be found on class-specific vendors with filters. Perhaps the filters could include which level range the gear was originally intended for? This way, so many sets and weapons wouldn't be overwhelming to look through, if the vendors are class-specific and then have something like a level range filter included. One legitimate issue is, unlike past launch-era world drop sets, these maintain their appearance on the opposing faction. It would be odd seeing a Jedi Consular vendor on the Imperial fleet, right? Because you'd need that, alongside the other Republic classes, and of course the Imperial classes on Republic fleet. Perhaps there's another reasonable approach to what any potential vendors would be, other than specifically relating to the original 8 base classes that the gear was designed for.
  15. Not with appropriate filters on the vendor. The armor sets and weapons in question were designed from the start for specific classes/advanced classes in 1.0. Especially if split between vendors for each of the 8 base classes, filters can make the drops very much manageable.
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