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RedShirtRob

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  1. OK, thanks for all the replies! I'll switch to a different companion (or disable any of her AoE attacks) in the future. A little weird that I hadn't run into this before, but I do tend to avoid companions with AoE attacks because they often mess things up by breaking my stuns...
  2. Once yesterday and once today, I was battling a Champion in the Heroic area of Oricon when another player raced through on his/her speeder, trailed by a mob. When the mobs "gave up" and retreated, they attacked me, rather than returning to their default, "idle" positions (which was fatal, as I already was fighting a Champion solo). Anybody noticing similar? Is this new mob behavior? I don't recall it happening before yesterday.
  3. S-w-e-e-t - I'm almost giddy! Looks like it took a ton of work. Even if not perfect from the start, I'm sure it will get better. Personally, I hope it stays relatively simple and doesn't get into the kind of detail/complexity there is in STO; I don't think there's anything wrong with STO space combat, but I don't want to get bogged down in all that, as I think this should be faster-paced (and more fun)!
  4. I am seeing this today, too - someone in general chat referred to it as "choppy", and I think that is apt. As there seemed to be consensus in chat that this is occurring, I'm surprised that there aren't more people adding to the thread...
  5. ^^^ This! SWTOR's database doesn't support Timestamps with Local Timezones?
  6. +1 Also would love to see purchases automagically appear in my inventory; the running-back-and-forth-to-the-mailbox mechanic is cumbersome and adds no value (IMHO).
  7. I disagree. The player who fights the mob before looting is not doing it "wrong" - people don't know how a queue works? Player A should take additional damage from the mob guarding the loot solely to prevent Player B from taking the loot while Player A battles that mob? The game mechanics encourage tackling the mob first, no? You can select and leap toward a member of the mob, but cannot select and leap directly to the loot. What about the Data Raid mission in Section X, where there is one Elite and two Normals guarding the two tubes - which constitute the "loot", in this case - that each contain one Strong. I'm pretty well geared, but I can't handle one elite + two regulars beating on me while I take the time to scan two tubes that introduce two strongs to the mob. Net: I won't survive one elite + two regulars, + two (staggered) strongs damaging me for several seconds before I've launched a single attack.; I need to defeat the mob, heal up, scan a tube and take out the strong, move on the next tube. (Granted, this is an unusual case.) Tying the "loot" (selectable object) to the area aggro logic seems a cheap, sensible, and elegant solution, to me; i.e., the player who most-recently has drawn aggro from the mob guarding the loot is the only one who can select the loot. (This might force the developers to update the game logic so that the mobs and loot respawn at the the same time/rate, which would be icing on the cake.) Why risk alienating paying customers when a mechanical change that could be tied to existing game logic is available?
  8. This ^^^^ Sometimes people do the same for me, sometimes they don't. Recently, I have been getting stuff ninja'd much more frequently than in the past, but I try to remind myself that it's just a few bad apples....
  9. Regressions occur with just about all large software products - not just MMOs or other games - when they are patched. You can have higher-quality patches by spending more money (for additional testing resources) and/or time between patches, but that (obviously) costs more and extends the time between patches, which might provoke a wee bit of complaining from users; so, Bioware (and all other software companies) must seek a healthy balance. There are limited resources and infinite desires - and that applies to the world outside software, as well. Good, Fast, Cheap - pick two. I know which two my management always chooses (and neither of the choices is "Good")... I think the suggestion of rewarding people for identifying and reporting legitimate bugs is a good one, but only if would-be-testers have access to a database with existing bugs, so it doesn't result in ridiculous quantities of duplicates (which could carry a penalty of some sort in the bug-reporting game).
  10. Bi-monthly = every other month; semi-monthly = twice/month. Apologies to the OP if he already knew that...
  11. If the "All MMOs have bugs at launch" meme is getting a little old, maybe consider the following? All major software products have bugs - not just MMOs, not just games It's hard to overstate the complexity and interconnectedness of large software products All companies have resource limitations The game went production less than five months ago Amazing how many presumably intelligent folks behave as though the guys at Bioware spend most of their time scheming up ways to tick them off and the rest of their time executing the plan...
  12. Overreact much? Couldn't come up with a snottier headline - and less likely to motivate someone to sympathize with your "plight" - than "Well done Bioware, you did it again!"?
  13. Looks much better on my iPhone, now
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