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Chaosataoist

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  1. No, not at all. In that thread people are reporting that the Conquest window is broken for them while they're in the Interpreter's Retreat (various symptoms - entire screen missing, guildship missing, etc.). What I'm trying to figure out is why there is a "Ruhnuk: Weekly Patrol" conquest objective, an "Ossus: Weekly Patrol" objective, a "Black Hole: Weekly Patrol" objective, etc. etc. for every daily area, but no "Interpreter's Retreat: Weekly Patrol" or "Kessan's Landing: Weekly Patrol" objectives. Same goes for the "Mission Complete" objectives that give you conquest points for finishing a smaller number of daily missions in these areas.
  2. Not sure how a thread about Conquest being broken a few months ago relates to what I wrote (I guess maybe because it has the words "Conquest" and "Interpreter's" in it?) Anyway, I'm not exactly looking for "help", just wanted to point out that the devs forgot to include a Weekly Patrol conquest objective for the two newest daily areas, something that yields the most points in other areas and makes them worth doing. Not really expecting them to answer outright, but maybe it'll be addressed one day as to whether this will continue for all new daily areas, and if so, why?
  3. (I guess this is more of a question for the devs) Most of the daily areas up until now have had at least three related conquest objectives - Mission Complete, Weekly Patrol and Defeat Enemies. We even have those for the (relatively) recent Manaan and Ruhnuk daily areas, but not for the Interpeter's Retreat or Kessan's Landing (though I guess it counts Defeat Enemies for Voss and/or Ord Mantell?). Is this intentional? If so, I'm genuinely curious about the reasoning behind that. What's the incentive for people to come back to these areas after doing the story? Kessan's at least has a reputation track, but the story gives plenty of reputation points already and it can be maxed quickly. I wonder if this means that all daily areas from now on (if there will be more) will be omitted from conquest objectives. There's a reason Czerka's always crowded and people keep coming back to Ossus or Yavin. Amid all this talk about a small budget and no resources, I wonder what the point is in spending time creating these new daily areas if there's no lasting incentive for players to do them?
  4. Will Hyde & Zeek be able to turn the highest piece of Rakata Gear (what is it, 344?) into mods? As in, you have to farm the OPs until you can get one gear piece maxed and can then turn that into mods? Last time I did that with purple gear, all I got from them was enhancements, though that was quite a while ago...
  5. Yeah, I feel like this is what Bioware might be going for - we're told Jekiaha is handling things pretty well without Shae and it's mentioned several times that she's really more into hunting than leading (and she might not want to come back). If that is what will happen, I'd still like a choice between Heta and Jekiaha, as the latter has all the personality of a brick...
  6. How is turning against Shea at this point suddenly a declaration that you don't care about "everyone"? I'll assume you haven't played this game much, because you can: But deciding Shae is not fit to be Mandalore anymore would suddenly cause everyone to riot? This is exactly what I'm talking about. The game seems to have forgotten our characters have killed the Emperor twice (thrice for the Jedi Knight), defeated Malgus just as many times, toppled many powerful beings and are really near the top of whatever hierarchy they chose (the Alliance, the Empire or the Republic). Now suddenly we have to run around doing whatever Shae tells us to without question, like we're back in the class story chapters. The fact that Shae let the Mandalorians get out of control and couldn't handle her internal crisis is reason enough to question her leadership (which you can already do back in KOTFE). If it was any other organization, it might be handled differently, but isn't that how Mandalore is chosen in the first place? If Heta Kol beats Shea, it only follows that she should now lead.
  7. The fact that I could gave me a sliver of hope that I could ultimately back Heta Kol in this feud, but I doubt Bioware would ever commit to this. A lot of my characters criticized Shae back in her KOTFE chapter and aren't particularly happy she's become such a big part of the Alliance whether they want her to or not. Now she's dragging us into her problems, barking orders and bossing around Dark Council members, Imperial Intelligence Keepers, criminal underworld bosses... So it'd be nice if a few of them could tell her to piss off and choose to support the other side. I know, Heta's whole thing is her Mandalorians shouldn't submit to anyone. But if it means helping her with her Shae problem and becoming Mandalore, I'm sure a mutually beneficial partnership could be established. Bioware did something similar way back in Mass Effect 2 which I thought was really cool, but this is not the same Bioware...
  8. Like Yarvok’s Gratitude - the gold effect from Dantooine - but uses the effect they put on force ghosts in cutscenes. Would be cool if it lasted longer. Wouldn't have to be Cartel Market item, they could put it in as a credit sink like Yarvok's was probably supposed to be, but I bet it'd generate far more interest (I only ever saw two people with the gold effect since Dantooine first came out).
  9. Ah, that's cool, I'm usually good at picking up who's playing who, but I totally missed that one. One of my favorite voice actors has always been Brian Bloom - the male Trooper - he was Blazkowicz in the new Wolfenstein games (New Order, Old Blood, etc.), "Central" in XCOM 2 and Black Mask in Batman Arkham Origins... where Troy Baker (Theron, Zenith) was the Joker. Speaking of which, Grey Griffin - the female Bounty Hunter - was Catwoman in Arkham City and Arkham Knight. I also have no idea why they went with Nolan North for the Consular, he was Deadpool for chrissakes, he would've been a much better smuggler or some other lighter character.
  10. I've been wanting this for years. The data's already there and we kinda already have it in the form of the Companions screen, with a log of what happened to whom. But it'd be nice to have a listing like that for the character, at least the major decisions from the class story (did you capture, join or let Jadus escape?) and onward (who died on Iokath?), your current romance, if you need to remember that you're a saboteur, if the Alliance joined your old faction or remained independent, things like that. Though with the current overhaul of the class sytem planned for the next expansion (and the amount of feedback it's generating) I don't know if things like that are even on their radar.
  11. Is that really a thing? Do people actually play these flashpoints in a group without having done them solo first (at least once) and they're worried about spoilers? I don't know, sounds like a weak argument to me, especially since it really only applies to Umbara and the identity of the spy wasn't exactly a huge shocker. I don't remember any equally shocking reveals in Meridian, SoV or Dantooine. I think it's more the case that the earlier flashpoints changed slightly if you were in a group. The NPCs would mention you're a "strong team" if there was more than one player, etc. So it's easier if we just always assume that the player's alone and cut the dialogue for the group version. But I don't think that's necessary. I don't think anyone would have a problem if the NPCs spoke the same lines and there were just more "allies" standing around "the Commander", whoever it happened to be from the group. Being able to do some of the more laborious (but required) content like Copero or SoV in a group would make things a lot more enjoyable. As it is now, most of our characters stop (story-wise) at the end of Mek-Sha, hoping there'll be something more we can do together down the line.
  12. Ever since KOTFE, there's been a trend of forcing players to play Flashpoints solo to advance the story. I get why that's the case with Nathema as a lot of the dialogue there is very player-specific and the choices affect the player's companions. But I really don't see why that needs to be the case with most of the other Flashpoints, like the Spirit of Vengeance, where the only choice-releated element is whether Torian is alive to show up at the very end to say one line of dialogue. Or the two flashpoints before Nathema where all of the dialogue and choices could be handled like the group-friendly Shadow of Revan Flashpoints - if you go into the FP grouped, you deal with the consequences of someone else making the decision for you. Nothing in those Flashpoints is earth-shattering. My girlfriend and I have been playing all of our characters together, from beginning to end. Solo instances here and there are fine. We even manage to get through KOTFE each time to meet at the other end. But now there's hardly anything we can do together story-wise past Mek-Sha - the Meridian Complex needs to be done solo, Spirit of Vengeance needs to be done solo, Echoes of Oblivion is solo, and Secrets of the Enclave is solo. Please don't tell me we'll now get a short story on Manaan only to have to do the new Flashpoint solo as well. I understand important story beats and decisions, but most of the newer Flashpoints that need to be done solo (Umbara, Copero, Meridian Complex, Spirit of Vengeance, Dantooine) are hardly justified in this. There aren't any important choices there that couldn't be handled by the very convenient and very available method of "roll-winner makes the call". People who still want to play it solo can play it solo. But those who play an MMO with other people and understand the consquences of entering dialogue in a group should be able to do so, without being forced to slog through content they'd rather be doing with others (because, let's be honest, the Spirit of Vengeance is a slog).
  13. Have you tried the "move the ship around with the keyboard" thing? Because if you just fly straight behind them, they'll destroy you quickly. This is also good advice: The barrel roll is one, just do that from time to time if they seem to be wailing on you too much. The other is the swapping of power. You need the Improved Power Conversion Module for that one and you'll have two icons in the bottom left corner. The first one directs power to blasters, the second one to shields. If you're relatively safe and want to kill something quickly, activate the first one. If you're getting hammered, switch to the second one and use your missiles (your blasters will be weak). Speaking of missiles, keep in mind you don't have to wait to lock on a single missile on a target you're aiming at, let it go, lock on the next missile, let it go, etc. You can keep pressing the right mouse button and that'll keep firing missiles at the target. It helps bring things down more quickly.
  14. I've always liked the space missions, maxed out the reputation and even got all of the achievements. The thing that made a big difference for me was this: While using the mouse to target enemy ships, use the keyboard (W, S, A, D, or whatever keys you have set for character movement) to also keep moving your own ship around at the same time. So say you move the mouse to target a ship to the left, your own ship will also move to the left, but at the same time you can also move it up a little or down using the keyboard movement keys. If you keep moving your ship this way (in circles), the enemy ships won't hit you as often. I used to get obliterated pretty quickly during the heroics until I started doing that. The easiest heroic space missions are Lorta Escort (Empire) and Hypori Escort (Republic), so try to get through these first to get the hang of it. But you will need the Proton Torpedoes to complete the main objectives, so you need to grind the non-heroic missions first to get the 50 fleet comms. Other than that, try to have as many Grade 7 ship mods as you can. If you can't, all Grade 6 mods are available on the GTN. It also helps to have the Improved Power Conversion Module (to make your blasters or shields stronger), the Electronic Warfare Pod (for temporary immunity) and the EMP Generator (to destroy everything in range at least once per mission).
  15. Thanks, everyone. I guess we'll just do some Conquest objectives (Rampage, Heroics) on the early planets, maybe some Daily areas. I thought only the bigger enemies dropped them, but if it's anyone then it's all fair game. The percentage to get the new mount has to be minuscule. She's been playing all of the machines for a while now, got some Emperor jackpots, but it's always a speeder or the old companion. That's why we just want to get some more tokens by actually playing the game, instead of wasting time in the casino. We'll see how it goes.
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