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DawnAskham

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DawnAskham last won the day on June 3 2023

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  1. Another bone-headed change they made in the last few years (not sure if 6.x or 7.x). Originally, ALL tertiary stats scaled at the combat rating percentages - so 40% crit at 80 would be 40% crit everywhere - while presence (drives companion power) was not scaled at all. But sometime (6.x or 7.x) they changed the formula as well as lowered the level caps for scaling on certain planets as well as nerfed companions via changes to presence based on the planet level. And players wonder why older scaled content feels more grindy at 80 in max gear with a maxed companion than it did originally or even just a few years back. Just more hidden padding out of old content by decreasing player power to make things take longer.
  2. Too much 'can't see the forest for the trees' in this thread. The vast majority of content is old and dated, and the fact the game cannot or will not invest more to produce new content is the problem. Many of us however are willing to accept the status quo regarding content as the base game and the environment can be fun and enjoyable. But the constant recycling of decades old content to re-gear or progress something like seasons gets tiring fast, and hard to put out of one's mind. Add to the above the overwhelmingly negative changes that keep padding in time (CQ raised to 100K, all the cumulative CQ nerfs) or increasing player friction (e.g. a lot of the economic changes) and it is no wonder many of us have unsubscribed. Arguing this or that objective needs to be changed or what the most optimal compromise should be for the value of using rep tokens for conquest points just misses the point. If they want my money ever again, they need to find something else to create at least a sense of progression without making it just another obvious time sink to keep players playing decades old dated content. Maybe new content, maybe alternative progression systems, anything - just no more level cap increases, gear resets, and idiotic systems like seasons that expect me to grind through the same crap over and over, only slower and slower.
  3. The whole fees on player to player trades is infuriating, as is the idiotic 30 day restriction on guild bank access. This game only implemented fees because they drove the economy into the ground for years with their neglect, and because they were so clueless and shortsighted they couldn't come up with and test other ideas instead of jumping to heavy handed solutions that were cheap and easy for themselves. Just like a lot of things these days, the devs and management screw something up - usually over years and usually from neglect, then attempt to 'fix' it with solutions that put the burdens of their solutions onto the players.
  4. QFT As long as end game items (currency / mats) are tied to conquest rewards, either silly 'log on' objectives that make it easier to complete conquest (like rep tokens) must exist as a QOL and / or all the repeatable operations, flashpoint, crafting, and other content objectives that have been removed, reduced in points, and / or restricted to once per day per legacy need to be added back, made repeatable, and buffed. Otherwise they cannot expect me to reinstate my subscription. I'm not about to pay for access to mostly old content.(most operations are like nine to ten years old or older at this point, we've gotten three in like the last seven years) to be treated as a second class citizen to F2P players flying ships into asteroids in GSF.
  5. 15 million credits buys exactly nothing with the in-game costs on SV all pegged to the economies of servers where even new-ish players have billions. It's posts where NA / EU players complained about 'too many credits' and other nonsense like some of the original thoughts about even not allowing transfers or not transferring legacies and achievements and such that helped Broadsword make such a mess of this server. APAC needed a server that was just like every other server, with a limited amount of free transfers for anyone subscribing during a reasonable period of time (not back dated qualifications) with no restrictions on credits or items, marketing to APAC players and possibly some special offer for anyone previously forced off the old APAC server to transfer all their characters. If there was really a huge market for a 'fresh start' restricted server, it was most likely from NA / EU players, and such a server should have been established there instead of mucking up the new APAC server.
  6. The real problem is the game hasn't gotten a legitimate expansion in forever, yet is still trying to use the endless treadmill MMO design principle. Add an expansion akin to anything from ESO to FFXIV to WoW with all new zones (full sized - not some small instanced map), new classes or major systems, updated combat systems, updated crafting, new reputations, new story, new flashpoints, new operations, and most players would not complain about the typical MMO endless treadmill style grinds. But simply increasing the level cap another 5 levels and resetting gear every time an hour's worth of content is added every few years and then dribbling out content at a snails pace WHILE expecting players to grind decades old content WHILE padding out the decades old content such that it takes longer to complete for fewer rewards is a sure fire way to alienate a large portion of the core base.
  7. Adding the ability to access newer daily areas on alts is a plus, repeatable heroics is a plus, but neither address the loss of the reputation conquest point change. Also interesting that repeatable heroics is simply a return to the original format (they were repeatable originally), before all the years of compounded nerfs that reduced the number of objectives and limited most of those remaining to once per day per legacy while also increasing the point required. Now how about adding back all the other lost PVE and crafting objectives, as well as returning any that were originally repeatable to be repeatable. Maybe, just maybe, I'd consider resubbing - for now though, I'm going to catch up on other games (including several with 10 year anniversaries this year that appear to be actually celebrating their anniversaries - I still don't know how you all screwed up the SWTOR 10 year thing so badly).
  8. Patch cycles 1, 2, and 3 all had the classic progression system, with new content released over the cycle and no reliance on the old content for gearing (old content still dropped cosmetics, as well as was plugged into conquest). Patch 4 cycle was probably the worst, no group content added at all (and developer comment was 'no new group content coming'), everything was upscaled and recycled, gearing was a mix of earlier systems (better stats / higher rating in harder content but also no progression required - e.g. could get the best gear running EV / KP when they were the HM of the week). Patch 5 cycle started badly (still no new group content - unless you consider the failed uprisings as group content), gearing was a weird mix of loot boxes awarded as players ranked up (alternate level cap XP system, IIRC the thing to do them was farm the pigs in KP for the XP) at level cap. Eventually they announced and started adding group content (Iokath FPs, Gods) as well as Ossus and hive queen a bunch of gear available outside the silly grind ranks system, which did make it feel more MMO-ish for a few months at least. Patch 6 cycle was the third recycling of all the game's content (notice a trend) with one new Operation and gear following a similar system as 5, just instead of running old crap for days to rank up to get decent drops from random boxes, players ran old crap for days to rank up to get decent drops. At least it had some interesting things added like tacticals and amplifiers to make it feel a little different, even if the grind was the same old crap. Patch 7 cycle was just more of the same, one new Operation, another new grind - this time with a bunch of different currencies and a bunch of time gates and padding added everywhere and so little new story one has to wonder - why increase the level cap at all other than just to reset the treadmill for players and waste their time some more. Anyways - without stuff like a skip to the current story and a relatively fast and rewarding progression system for gear and other things, there isn't a reason to pay for the game. I'll accept the content as-is and the lack of new content, but I'm not about to pay for the privilege of running decades old crap for the billionth time that is also padded out with more time just so BS can meet some self imposed metric.
  9. It's not a false narrative that reducing the CQ from that one objective WILL reduce the number of players completing Seasons across servers, nor is it a false narrative that the change WAS made to reduce the ease of completing seasons and gain CC in general and across servers. Sure, that objective alone was not enough to complete a season - but that alone was enough to get quite a ways into a season without doing much of anything, even further when adding in things like gifting and ranking up a companion, moving decos, crafting, crew skill missions, etc, as well as picking off weekly objectives like the one this week to visit a stronghold.
  10. It very well could be - it seems clear they pushed out this season half baked and incomplete, but I still have a suspicion they have had someone looking at how players are capping CC across servers for some time, and trying to make adjustments to discourage all but those with a lot of excess time and determination. Whether they just decided last minute to make the specific change made or whether they knew ahead of time they were going to make the change, and just waited until seasons launched to prevent the backlash from occurring before players subbed back up for seasons is uncertain.
  11. They aren't going to come out and admit the change was to reduce CC from seasons in the hope it drives additional revenue to meet their financial targets even though anyone with a clue knows this is why the change was made. If they planned ahead of time (most likely) to make the change and have baked in the changes to revenue from the change and sent that up the line to management, they probably can't just revert without a plan to get that revenue from somewhere else. They probably also are having to explain why some number of us cancelled our subscriptions as it seems to have caught them off guard, and which again negatively affects their revenue plan. Basically, they painted themselves into a corner. If they revert the change, some players will keep farming CC across servers and they may lose some amount of revenue due to lower CC sales, if they keep the change, some players cancel their subscriptions and they lose some amount of revenue. Either way, this is not going to be a win for them. So get ready for even more CM items, FOMO sales, or some new in-game unlocks that cost CC, along with increasing cost to unlock items such as seasons items (from 10 to 80), and even more recolored junk categorized as 'platinum' (versus bronze / silver which cost significantly less in CC to unlock) so they can charge more to unlock. Maybe now would be the time to push for adding more in-game items to collection (and unlock-able with CC) -- more potential revenue from them, more availability and accessibility of items for us.
  12. The lack of polish and consistency around scaling and level sync from expansion to expansion is appallingly bad. Seems like some intern gets a basic scaling coefficient to apply against everything, with no regard to other changes being made such as combat and companion changes.
  13. Everything possible? Also a 4090 is now a low VRAM card and less than the minimum standard? What is this, 2034?
  14. They should have modified the existing items created by crafting (drop the restrictions) and / or added new schematics to craft the 'appearance only' versions. That could have given crafting and the player to player economy a boost without pissing off half the base by flooding the loot tables and everyone's bags full of crap most do not want.
  15. As part of the random group finder - no thanks, I already auto-drop from bad flashpoints (mostly the two intro ones that shouldn't be in the queue), I'd probably never queue if they added uprisings. The problem with uprisings is that they suck, that is why no one plays them even though the developers keep trying to push more to do so by upping the rewards. I'd much prefer they un-nerf flashpoint conquest points and make running all versions repeatable for conquest over trying to push more players into uprisings. As for the topic of blueprints, I have no idea and quite honestly don't know why anyone would care as they are just vendor trash.
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