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frennky

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  1. Yep, I've been waiting for years now for this. With current economy we could definitely use more credit/CC sinks like this. I'd pay for 'skip expansion X' etc. I really have no time or desire to go through same story on few dozen toons. Just get me to the end game...
  2. We already have other reputation vendors there, why not make it complete with rest? Also, they did add companion customization vendor that contains items from planetary vendors, so I'm kinda following that idea. Why waste time looking into loading screen just to get to some old vendor?
  3. Can we please get following in Cartel Bazaar area on fleet? Guild and Legacy cargo All other missing reputation vendors (Makeb, Yavin, Dantooine, GSI, Iokath, Ossus, Onderon, Rishi, Section X, Oricon, Voss, Czerka) PvP and PvE mission terminals This place is nice, but it can be even better if those are added. It will become much more alive. By adding this you're not taking away anything from other areas of fleet.
  4. Can we have all 6.0 set bonus armor sets added to collections? I got several Legacy cargo bays filled with that gear I collected over time, surely I'm not the only one. It's useless now, except for cosmetics. In addition, the achievements related to them have been bugged since 6.0 and there are some really nice titles there. Adding them to collections would be another chance to trigger achievements, similar like you did for Remnant crate armor sets.
  5. That's sad. I mean it was a reward not easy to get and now you're taking it away. Can you at least move it to collections? I don't want it using space in my Legacy cargo, but I might need it in future.
  6. The fact that PvP instances are often empty, doesn't mean he's not right. It means that population interested in such a content is small and/or spread out too thin. This is the reason it needs to be organized as events and add additional incentives in order to get more players in those instances.
  7. I'm sure those that are for revitalizing OWPvP can live without 1 achievement. On the other hand, the game has evolved over time, so how about evolving the achievement into something else? Simply put, we don't need companion meta, because there's so many of them and they don't perform the same.
  8. Ganking only occurs if there's no objectives. That's why you introduce PvP focused quests. And nobody is forcing anyone to PvP. We're talking about PvP instances. It's your choice to switch to PvP instance or stay in PvE.
  9. Wait what? Do you have a clip with this bug? As far as I know you can't be flagged in PvE instance, not even if you go to Outlaw's Den (even though red text says it's a PvP area).
  10. I see. Well, that is more like a real world bounty system. Not sure it would work in virtual world. There's no good reason to raise a bounty in such a case. Why would someone do that? Because he's butthurt from some PvP match? That's not a good enough reason. And the system needs to be opt in, meaning all sides must want this. Having less sides, means you need to satisfy less interests. That's why hunter-pray system seems easier to implement. This can only work in such a way if there is constantly a lot of bounties. Never base a system on such assumptions. In current state of server population, if it's 3am 2 players can manipulate such a system easy. Or even a single player on two game clients. I see you're really up for a BH system, and I'd be interested to see something like that, but it's a bit too much to ask at this point, maybe for 8.0. Other suggestions in this thread regarding OWPvP would require far less dev and design time and yet provide new PvP content.
  11. The way you described the system so far, I don't see why would someone want to be hunted. I first wouldn't bother to be a target in this case. Please describe the rewards that target gets. In order for system to work, both sides need to have something at stake. They both need to have an opportunity to get or lose something of value to them. What are those rewards? Credits? In that case there needs to be some fee as a credit sink. If it's not credits then you could essentially, buy the rewards if they have more value to you then credits by putting a bounty on yourself. You can always give credits to a friend to raise a bounty on you. That is if it locks out entire legacy and not just a character, otherwise, players will switch to an alt.
  12. Nice ideas, they definitely have potential. I'd only add that in order to avoid spreading already low population to multiple locations, to organize these as events. For example 1 month of turf war on Nar Shaddaa, then truce, then 1 month of Rep/Imp war on Balmorra, then truce etc... I've seen many similar suggestions and I like the general idea, but every suggestion I've seen lacks some critical details, primarily: Why would someone want to be hunted? And how to prevent exploiting the system? (Two friends hunt each other) My suggestion would be to try something as follows: Target puts in credits in a pot (BH guild system), lets say 1m, hunter puts same amount. They get a 'pop' and play some kind of hide and seek or death match with points game. When timer expires winner takes all credits from pot (minus BH guild fee as credit sink). Another scenario is if there are multiple hunters, they all put money in the pot. If target wins it takes ALL credits, if a hunter wins, he takes his and targets credits, all other hunters lose credits. Then maybe put in free for all PvP so hunters can compete against each other.
  13. Huttball maps are a different kind. They have multiple levels, even the original map has all those platforms. This is why I mentioned that world maps should be optimized for PvP. Remove trees, grass, any platforms/levels, reduce the size etc.
  14. Maybe, we don't know for sure. But I think it would be worth a try. Lets start with one planet and see how it goes. Last time I was there in PvE instance you couldn't be flagged. Same is for Ilum. Only way to get flagged is to go to PvP instance. Don't know if anything changed.
  15. Yeah I know you came here just to say it's not gonna happen, because the game engine is old and can't handle whatever...But, it all depends how you look at it. We do have PvP that is, for the most part, running ok. For me, anything that is more then 8v8 is just unplayable and more importantly not fun. Not because game engine can't handle that, but because it's not a fun gameplay. I've been involved in many OWPvP events, but it always ends up players zerging. Whenever you try to attack someone, usually you only manage to land 1 hit before that player dies from other hits. And in a same way, if you get attacked, before you can do anything useful you die. I prefer 4v4 or smaller engagements, because that's where you can see what's happening. You can track what abilities were used etc. Anything that's more than 8v8 is pure chaos. My brain simply can't process what's happening and I'm sure I'm not the only one. Going back to OWPvP, we already have PvP world instances and my suggestion is to use those. First, to address the game engine issue, those PvP instances could be population capped to much lower number (for example 8 for each faction). In addition to that, those instances could be reduced to a smaller map and optimized for PvP (no companions, less NPCs, less trees, grass and more objects that could be used for LoS play). Second, to incentivize players to go these PvP instances create special PvP daily quests. It can be simple as kill X players, but also something more creative like kill players with orb, or with environment (lava, toxic water etc.) you know similar like we had for Gree event or traps in warzones. In addition, remove all gathering nodes from PvE instances and put them in PvP instances, increase yields to wealthy and increase spawn timers (as a side effect, any bots trying to farm nodes will get farmed by PvP players). You don't like PvP, send companions. You need lots of resources quick, well it'll come with a bit of risk. Also, I'd move all world bosses into PvP instances, but redesign them to be for 8m and have some real mechanics. And while you're at it, make use of these world bosses more in other events (like we have for cooking event). You can also put special NPCs that are needed for whatever farming, but don't aggro easily (like Lurker). Simply put, anything that's in open world that is contested should be moved to PvP instance, while story quests remain in PvE instance. You can start with one world, see how it goes and then add additional in other patches. You'd be actually shipping PvP content once again. Assets are there, instances already exist, just a bit of shuffling of stuff, few tweaks here and there and we've got ourselves new content. Seems much cheaper then adding story content with all the voice-overs and cinematics, but with a lot of replayability.
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