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rubint

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  1. The Outlander Token can no longer be used to start a level 65 character at the start of Knights of the Eternal Throne. This has been replaced by a new entry point with a level 70 character at the start of the Jedi Under Siege storyline. I wonder what benefit(s) will a Master's Datacron give. Now at the same price Commander's Token will provide a level 70 character AND a Character Slot. While Master's Datacron boosts a character that you already have to 70 and provides a set of outdated gear. Despite keeping the story progression intact, Master's Datacron was about helping you to jump into endgame content right away. Unless you have 100 character slots unlocked on a server, Commander's Token is clearly a better purchase. Will you address that? eg. increasing the levels and/or the gear provided by a Master's Datacron, or maybe lowering its CC price.
  2. Thanks for listening to our concerns. Eagerly waiting how this turns out *fingers crossed*.
  3. - - INCOMING MESSAGE - - - - - - - - - - - - - - - - - - - - - - - - - FROM: UNAR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SUBJECT: RNG - - - - - - - - - - - - - - - - - - - - - - - - - - - - NO. NON. NEIN. NAO. NU. NA. NAH. NI. NE. NEE. NEJ. NEI. NIE. NET. NEM. TLDR: NO. NO! NOOOOO! JUST NO. NOT yours faithfully, UNITED NOES AGAINST RNG - - END OF MESSAGE - - - - - - - - - - - - - - - - - - - - - - - - -
  4. Some of us did, for example me. I explained why the Huttball area is a lackluster design from a level/game design point of view in the official feedback thread - the place where they specifically asked to do so. I even suggested a very simple fix that could at least make it less boring. Maybe I should have opened more threads or should have just written that they should fix that in every thread available - that's on me, true, but in game development we don't really like to receive the same tickets over and over, and I thought they can be the same way with that. Even then, unfortunately, it wouldn't have been a solution. As the huttball area is very far from the original huttball designs. It feels like it was given to a graphical artist as a task: "man, just do a similar thing, some railings and stuff and it will be good", and it resulted in something that lacks the challenges the originals offer. There is a huge difference between graphical and level design. It seems they have the graphical resources though, so they can fulfill requests like expanding the stronghold. And I think that is cool they can add new things on such a short notice in that field. Great job on their part there. Unfortunately, when it comes to level design / fixing game mechanics, polishing can't be fit in their resources anymore. I also reported some issues with the healing dummy that is useful for both PvE and PvP players. Nothing was fixed of those - I'm talking about the issues here, my suggestions are another category. The only other feedback from others was "give us an ops frame". Well, it won't be done for sure - resources for game mechanics again. I added very-very small things - like target cycling not switching to main dummy - that would make the thing at least more usable. I don't expect to see them in the game soon. I'm really happy about that at least something could be done, but I'm sad that some departments of the game can't get enough resources anymore.
  5. Rishi Huttball Suggestions RAMPS ON/OFF: Add a console on both sides that only works when a match is not in progress. Use it to turn the basic ramps that lead up to the goal line on / off. So basically you have a model there with two states and that switch will toggle between them (Ramp or Ledge) - any characters on the ramp at the time of changing will get a forced /stuck, even if they are on a timer. Reason: The vast open field and the few customization options mean that it is way easier to score here than on normal warzone Huttball maps. On those maps you can approach the goal line only through long ramps that are only a few meters wide and those ramps always have some hazards that block the whole width. HAZARDS ON RAMPS: To build a similar experience and challenge level to original Huttballs, we will need them. If unique customization can't be supported in this system then the best way to include them is to make structures that come with different hazard presets. That means you can quickly add content to craft/buy for us. The presets can differ on how densely these hazards are placed, eg. you offer a light, a medium, a hard and an extreme hazard version of the same structure. There can be also different ones based on hazard types. HUTBALL MANIA: Add a new game mode beside the normal one that differs only in scoring. Player kills will be rewarded by 1 point and touchdowns by 6. Maximal counter state should be set to 99.
  6. I really liked the cross-faction queue. We played some really great warzones. I'm not sure if they got faster though. My observations The first 4 matches I played took 70 minutes - from joining the first until leaving the fourth. That is 17.5 mins on average with almost instant pops. Maybe it's just me, but they didn't seem faster. One of the reasons why the warzones didn't seem faster can be the changes to tank sturdiness. Dealing with heal-tank combos became a LOT slower. The 10 goals needed in Huttball seem way too many. In my opinion most games will run until the timer ends. Suggestions Leave the target goals in Huttball at 6. Change how much of the incoming damage to a guarded target gets redirected to the tank. Either make it based on tank stats as others have suggested already OR make it affected by Trauma (PvP) so it won't mess with PvE. It would decrease both heal and guard efficiency in PvP situations. This is something I would gladly test on the PTS. And I'm saying that as a healer main.
  7. Feedback on healing dummy Issues If you apply at least one Training Dummy Secondary Target Generator then you won't be able to cycle target to the Healing Training Dummy, you can only get the Healing Training Secondary Targets selected. Wandering Mend will also hit the vendor nearby (Repair Astromech), not only the targets. If you apply Force Armor to a target at 1hp, it will never get damaged so it won't get the full extra heals of Soothing Protection that comes with popping Force Armor. Suggestions Please consider... ... adding cleansable and uncleansable CCs/debuffs to the Healing Training Monitor, so that it can apply them here and there. ... adding an interrupt ability to the Healing Training Monitor. It would help using/timing the interrupt immunities. Especially if you combine that with the next suggestion. ... changing how the health works for the healing targets. The best would be if they started at full health and could die and leave a wrecked unit on the floor until the healing practice is over. I think it would be a great way to help healers practice prioritizing targets. Combat rez should work on the wrecked units - returns the healing target into its normal state with as much health as the combat rez restores normally. ... adding various types of health modulators to fit the previous idea: 230, 236, 242, 248 with fully geared and augmented hit point rates (240 augments should be applied only to full 248, 236 to 242, and so on). Alternatively use only ONE: the equivalent of full 248 stats. It could also take roles into account (like tank-dps) or even armor types, but that would go way overboard in terms of the necessary development and possibly would overcrowd the options and confuse a lot of players. ... adding DoT and AoE attacks to the Healing Training Monitor (only if the health change above gets implemented). ... adding an ops frame. It should be a fake one of course, as there are a lot of features and options connected to groups/ops - this copy should have everything disabled other than targeting. It would be a new UI element that can appear even if the healer is already in a group and can be set up in the interface.
  8. Or consider adding it as a fix decoration to the Sky Deck in the new stronghold. Same way you added the bolsterizer.
  9. Please add a craftable PvP Mission Terminal.
  10. It would be nice, but they won't do it. Simple: now only subscribers can access these mats, from UC everyone could.
  11. Like others above: PLEASE DOUBLE THE UC WE CURRENTLY HAVE IN 5.6 Otherwise, it will have half the buying power that it has now, effectively cutting our hard work by half. That is a pretty harsh devaluation.
  12. On Darth Malgus I can't seem to find any items I stored in TOFN legacy cargo, only those that were in TRE. Any special place to get them? On TRE my cargo wasn't full, no item appeared from TOFN on the free slots.
  13. Introduce legacy left side items (earpiece, implants, relics).
  14. Solo ranked is a disaster. No pop whatsoever during the day, some in the evening, but mostly dps-only games.
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