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BoushhDC

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    I was in DC, now in So. CA
  1. A way to put a little Strong Hold Biography. Perhaps one of those small signs you can click on that usually adds to lore, but instead a popup window with editable (by the owner) text. Just a way to inject a little personality into them and/or a background on themes.
  2. 1. The ability to adjust loadouts while in que. Since there is no matchmaking for GSF for light years in any direction, there really is zero reason to lock out tweaks while waiting for a match to pop. It would be a good use of the 10-20 (or more) minutes between matches.
  3. Noticed this, although not Imp but same faction match put me on traditionally Imp side. I'm surprised that the first post about this (in this thread) was July 2nd and today is September 25th and someone can't take 10 seconds in their developer's tool kit to fix this? REALLY?
  4. I like your approach. To wax nostalgic for a moment, it reminds me a little of First Fleet, from JTL in SWG, but that was a different time and players were different / had different expectations and levels of commitment in a game. You take more of a long view which is more rare than it used to be.
  5. Near launch... when everyone was starting off on the same foot? Or do you mean the difference between those that had early access vs. those that got regular access? I was there at the very beginning, and EVERYONE who hadn't gotten invited into GSF's closed beta was Koiogran Turning into asteroids or Barrel Rolling into superstructures multiple times each match. Even those that had been in closed beta didn't start off with any better equipment on their ships than anyone else. As things progressed, there was a mix on teams where there were more and less experienced pilots with more and less upgraded equipment. Later on, there were some unbalanced matches but they were not interminable. But the pics I linked... that went on all day. I only took screen shots after about a half dozen or so when I finally got to the point of "Oh, come onnnn!" lol. At no time in Pre-launch, official launch, or until I took a break from the game, was it so unrelentingly disparate all day, for several days. It is undeniable that the idea of matchmaking has been completely abandoned, and if you end up with *a couple* of experienced and geared people on your team, THAT is the fluke, not done by any in-game mechanic. It's simply, whoever's the first to que, goes. I disagree that there is NO solution, or that there is even only one. I do like the idea of cross-server queues but they have told us "no" since the very beginning. They've claimed technical reasons, but I'm going to have to call BS. Rift had cross-server PvP queues since it launched (well before SWTOR) and they combined pvp and non-pvp servers. Now we're in an age where games are either launching with mega-servers (ESO, which also uses the Hero Engine, incidentally) or converting to mega-servers (Wildstar). I don't buy that "can't" be done. They just need to put down the moneybags from CCs long enough to figure out how to make it happen. If they refuse and want the cheap way out, they can either do nothing, and let it die (the path they're on) or bolster. That's all that's left.
  6. Emailed in-game to put this here so... The reason the pops are high on Harbinger is that the devs seem to have removed matchmaking (with which it launched -- btw, when did its removal happen?) so now you get this, if today (a Saturday at Prime Time) is any indication: START: http://i.imgur.com/SpeBM47.jpg and FINISH: http://i.imgur.com/vprPkgc.jpg Aaaaand, that's why GSF is not going to attract and keep new players and therefore ultimately going to die. So if matchmaking was removed because of population/interest in order to keep pops regular, what ideas are there for improvement? Bolster? Not that I'm a fan of bolster per se, but it has been a staple of ground based PvP, both sub-cap and cap level (ugh) since inception, but also in PvE with the introduction of KDY.
  7. I fully expect that matchmaking -- which WAS a thing -- which GSF launched with, was removed in order to keep the pops regular. No doubt. You acknowledge the situation but not that it's a problem and therefore offer no ideas for improvement or solutions. For any game system to have longevity, there must be a steady influx of new players. The way the PvE side has traditionally dealt with it is by having level appropriate content, until the introduction of KDY. With that addition PvE'ers were, in a NON-COMPETITIVE** environment, introduced to a mechanic very familiar to SWTOR's ground-based PvP community. **(I say non-competitive to make the distinction indicating that no one is bothered since the objective is to finish the instance). That mechanic? BOLSTER. If they decline to have matchmaking, that will be the option. Personally, I hate and have always hated bolster in PvP at cap level, but have been forced to suck it up regardless, in all of BW's multitude of iterations. However, the idea that you and your pack of "food eaters" will single-handedly sustain the game system, is short sighted and either BW will address it (with either matchmaking or bolster) or they, and you, will witness it's inevitable decline. Then, your fear of ever slower pops will become a self-fulfilling prophesy. Personally, I don't think GSF is a priority for them, so unfortunately it will probably be the latter which I will truly mourn because having even *remotely* competitive GSF matches is a blast.
  8. The reason the pops are high on Harbinger is that the devs seem to have removed matchmaking (with which it launched -- btw, when did its removal happen?) so now you get this, if today (A Saturday at Prime Time) is any indication: START: http://i.imgur.com/SpeBM47.jpg and FINISH: http://i.imgur.com/vprPkgc.jpg Aaaaand, that's why GSF is not going to attract and keep new players and therefore ultimately going to die.
  9. 1. Sack the hook system. (See: Wildstar). Unless you're going to go with a system that allows max creativity and thereby individuality, innovation, expression, you're going to have pretty homogeneous (and ultimately boring) layouts. _______________________________________________ My case, and supporting examples: (Can skip over and still get the gist). SWG was the closest to free-form I've seen, although for years it was a labor of love requiring the chatbox to arrange things... "/move furniture forward 100... /move furniture up 30... /rotate furniture right 45" etc. However, the results were creative and could be stunning. (Later, they made it a little more friendly with a radial menu with a few preset options, but still allowing the full text flexibility). A couple examples: my "fish tank" inspired by other's I'd seen. A the base and top are multiple crafted end tables; the vertical supports, or "edges" of the "tank": weaponsmith crafted polearms; crafted plants and caught fish (there was fishing in the game... yep, when WoW was a glimmer in a dev's mind.) The main point being that items could be "lifted above the floor, placed inside each other for a new effect, even inside walls/ceilings/floors etc. http://i.imgur.com/QqkYkj9.jpg The other was a "radio station" that was in a guild city that actually ran a live, DJ'd internet radio station (though I can't remember the name). It's a mixture of crafted items, drops, and some "trash" or gray items, all of which could be placed in houses. The "DJ booth" is a combination of many items, rather than a single item itself from various disciplines (including a shipwright crafted starship engine in the front). http://i.imgur.com/dxIUvHO.png The closest thing I've seen since, in terms of flexibility, is the system in Wildstar although vastly more user friendly in terms of actually having an interface (google some of their community's more impressive and highly imaginative offerings)... and in some ways, exceed it with even the ability to apply atmospherics however I'm not suggesting to that extent. After all, you still want Tatooine to look like Tatooine, not like an underwater aquarium or jungle (though those could be future strong hold settings. ) ________________________________________ **SWTOR did right by us (I feel) with the flexibility of the interface editor for the UI it finally introduced. Something similar would open up the galaxy for design (like W*'s editor, or SWTOR's own adapted editor allowing FAR more positional choices in all axes and ignoring collision and proximity).
  10. Ahh, my apologies. In "crafting decorations" you mean "crafting" as an adjective rather than, as I took it, a verb. I follow you. And yes, some of the harvestable decorations (from conquests, and that are classified under "Utility" in the decorations window, as opposed to "Environmental" which are strictly ornamental plants/trees/etc) are obvious about what they yield, such as the "Rubat Crystal Formation." However, with Bioanalysis, (as is more likely to what the OP refers) often it is less clear or completely different. For example, "Fossilized Tendril" yields "Cosmic Trace Particle" which is a Grade 4 Biochemical compound. I have myself looked for any sites that show that kind of information but have yet to find any. I would find it also extremely useful in terms of purchasing from the GTN. For the cheap ones, I've just experimented, but for the more expensive/rare Bio utility deco, I'd really like to know first.
  11. If you take a large wall space and change the Layout to the medium Column, you can put it on the lower one and slide it down to the floor level. http://i.imgur.com/iFOlvz5.jpg
  12. In case you meant "take" instead of "give" this might help: http://tor-decorating.com/crafting-prefabs-dark-project/
  13. I noticed those also (red and yellow danger signs) as well as a "charging area" sign (with speeder silhouette) and a "Do Not Enter" sign. When I noticed those items were on the walls of CZ-198 I ran around all over and checked every vendor in the place just in case those might be the "vendors," but no dice. :/ I posted on this originally about 1.5-2 weeks ago and hadn't yet seen any reply from a dev. I can't remember if I bug reported it in game also or not. I know all the circular class signs are so far unavailable (supposedly unintentionally), which a BW person did post about I believe, but didn't mention any others that are currently missing in game.
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