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Kacynski

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  1. I can't help but think the new interface is that "in your face" by design. There is no way that whoever designed it wasn't aware that most users would not like it. To me this clearly says that the design intent behind it was to literally shove amplifiers into our faces, because their internal metrics show them that almost nobody is spending credits on it. So they had an internal discussion on how to make the amplifiers better, came to the conclusion that all discussed ideas would require more resources than they would be able to commit. Then someone up the command chain said: we need to make amplifiers work as intended (i.e. as a credit sink) anyway, we will shove it down their throats if necessary .... and here we are. Most probably the designers responsible for it knew that it would be hated by the players and were annoyed that they had to do it anyway. So a minimum of effort was spent and not more than minimum thought was put into it. This is not a design / gameplay philosophy problem. It is a problem of a team not getting the resources required to provide good solutions for the goals they are tasked to achieve. It feels like they have to make amplifiers drain credits from the economy without also getting the green light to change anything about how they currently work as that would cost a lot more dev time than just shoving an UI element in our faces.
  2. I have seen the feedback from PTS and expected something bad, but this is even worse. The amplifier list takes up way too much screen real estate and to have it not being collapsible is egregious. The filter option also seems to be useless, I don't want to filter by current amplifier mods I'd want to filter by slot (i.e. show me armorings, modifications and enhancements seperately). Please revert this back until you can implement a better UI solution. To be completely honest, this doesn't inspire me to interact with the amplifier systems it just makes me not want to play the game.
  3. I was also tricked into subscribing for the early access by what was apparently a "typo". Can't say I'm pleased and the way BW just shrugs this off is what really grates my nerves. The way they are treating their customers with this game lets me completely lose any faith I had left in BW and makes me consider to never buy a game from them again. It's not for the 2 days of waiting longer, it's all about making a false promise and not owning up to that mistake.
  4. I have the exact same issue and I'm pretty pissed. They extended the early access cutoff date when Chapter XVI was pushed back and I'm 100% certain that I subscribed within that period. Yet I can't access the last chapter as of now. I don't think they are going to address this, though :-(
  5. Wow, that does sound like a complete waste of time now. As far as I can see there is a companion to be had, some mount and armor? For doing all the freaking stuff again I have already done on my legacy? I don't think so ....
  6. I have a question in respect to LvD: do all the achievements have to be done on new characters? The levelling is obviously only for new characters, but how about reaching lvl50 on 8 different chars or defeating all flashpoints? If it all has to be done on new characters - will it be possible to do the FP's, worldbosses and so on on different chars? I'm a returning player and will have a look at the final chapter of KotFE next week and I'm trying to find out whether this LvD stuff is worth my time, when I have a fully fledged legacy already that just has been dormant for a couple of months.
  7. Don't you give them ideas .... but it may be too late and now that you said this, it wouldn't surprise me as well.
  8. The summary at Dulfy certainly reads very, very threatening and I hope my imagination is not becoming true. What I read out of it is: - New Skill level of Crafting is 550 and 550 is needed to make the best augments as also augments and kits will be upped one step (mk-8 to to mk-9 and XX augment 40 to xx augment 44 or something)- So, this does read like our existing augments and augment kits will suddenly become second - tier. Even when I agree with everybody that for the current content first tier augments will not be necessary, if this actually happens it will feel like taking away something from me. We are all used to the MMO (and other games) level increase formula that has our old gear devaluated by introducing new character and gear levels. But to devaluate existing gear by an upgrade to crafting I have never ever experienced somewhere else. If this happens I will be royally pissed off even though I have the ressources to get all my toons into new augments the first day (assuming java scrap may be used to get the needed mats)
  9. The story content as it is right now is very, very easy. But I think it is so by design, so no point raging about it, imho. And to say there is NO difficulty left in this game (as some seem to be claiming in this and various other threads) is a ridiculous statement. You want some challenge during levelling? Ok, do it via doing tacticals just by yourself and a companion. I'm sure it can be done, I just tried Hammerstation as a lvl 32 Sorcerer with Andronikus at 6. There are quite a few groups that are tricky and I had to use most of my arsenal as well as LoS'ing to get past a few of them, and I died about 6 or 7 times. The endboss I didn't really try because it is a pain to get your companion to move out of ground effects. I also did a tactical Czerka Labs on my Commando (lvl60) earlier with a lvl20 Elara and made it through just fine. The Chief is really interesting as his rockets will one-shot you when the fight takes too long and you cannot make a single misstep there :-) So, without exhausistive testing I dare say that there are surely quite a few tactical FP's that can be solo'ed with low level characters sporting low level companions (I do have full presence bonus, though, which cannot be turned off obviously). And these FP's are no cakewalk if solo'd. And in respect to people saying: "we need harder levelling content, because this teaches noobs how to play". I don't think so. All that hard levelling content does to inexperiences players is frustrate them and give up. Some will call for help in chat, but most will just give up. If they have the option to outlevel the fight they will come back later, if no such option exists, they will just look for some other game that does not frustrate them. I do believe (based on my observations in almost 20 years of online gaming) that very few people are actually inclined to figure thing out by themselves. Most do want it easy and spoonfed to them. Tl, dr.: There are still plenty of challenges in SWTOR, even for solo players. An no, I don't think that harder story or levelling content will teach the community how to play better. E: Dawnscar made an excellent post just a bit above mine, go read it as well.
  10. I received the same e-mail as the OP and I was irritated about it as well, thinking they might have lowered my stipend. But I actually got 625 CC, which breaks down to 525 for being a sub (instead of 500) + 100 for the security key. So, unless the situation is different for the OP, the stipend actually did go up.
  11. .. does an aggro drop or changes aggro randomly as part of its fighting pattern? I would like to test something in respect to tanking, needing a target that will make the tank lose aggro (and has a sufficient health pool to last for several minutes). Any help is appreciated
  12. I really don't get the complaint about the game being too easy. Yes, levelling content including the H2+ for gearing and alliance crates is super easy. It is so by design. But it is by far not the only content the game has to offer. You want it more difficult? Do one of the harder H2's (like Makeb) or jump into a tactical FP with just your companion. Even with a lvl50 companion most of the tactical will provide a challenge if solo'd. Then there is group content: Do Lost Island HM or Bloodhunt HM. Still to easy? Ok, Operations it is then. While Eternity Vault and Karagga's Palace cannot be called difficult by any means the newer Operations like ToS or Ravagers provide a bit of a challange. If SM starts to bore you, do the HM's. Try yourself at the Dread Council or Torque in HM difficulty. Still too easy? Well then, go and fight the Monolith or Revan in HM. If you can do these and feel underwhelmed by the difficulty level - well, then SWTOR is indeed not the game to meet your requirements. But people complaining while only having seen a part of what TOR has to offer - sorry guys, I don't get what you are complaining about.
  13. Hi there, I have been asking Dr. Google already but it seems that I cannot find information about the 4.0 OP boss health pools. Is there a site where these are listed? Or are there updated guides around that have this information? Dulfy has still all guides up, but as the mechanics are still valid the updated information on boss health is not there (at least I couldn't see it). If anybody could help it would be greatly appreciated. PS: I'm mostly looking for HM and the harder OP's as S&V, Asation, Fortress and Palace, Ravagers and ToS.
  14. You don't seem to get the point. People her don't complain about the fights being hard. At least I don't. As others have said, all these fights can be easily won by just pressing the basic attack. The point is, that these fights are: a) super boring and b) super annoying They are so because being stunned or otherwise incapacitated leaves us without any option to act and we can just watch our companion take care of things. This is boring. It is also annoying because it clashes with our role as the biggest hero of the galaxy who finds himself (or herself) suddenly at the mercy of nameless mooks. Again, this is not a complaint about difficulty. What I complain about it is, that first of all our characters do have the tools to deal with such situations only to repeatedly run into a number of enemies that circumvent our abilities like hydraulic overrides or entrench. That is immersion breaking and annoying. It is also annoying to deal with stuns, knockbacks and pushes pack after pack because we get to feel like pushovers which we are not supposed to be in these situations - as we are fighting TRASHMOBS. It is NOT the difficulty of these fights, which is nonexistant even with the pulls, stuns and pushes, but the immersion breaking annoyance that aggravtes me to no end. Edit: And to make it clear: I would love to have harder fights, but please make it harder by forcing me to ACT and not by making me UNABLE to act. That's my point.
  15. To some of you that said things on the line of "just learn your class skills" .... This thread is NOT about the fights where the tools in our arsenal matter - it is about the plethora of fights that outright ignore our CC and knockback immunities and counters. Hydraulic Overrides? Still get pushed. Entrench or Unrelenting? Doesn't help a bit. It seems that many, many mobs in KotFE simply cheat. That's what is annoying. The fact that we do have abilities that should work, but actually don't. I understand that some boss abilities in operations should be ably to bypass our counters if the dynamic of the specific fight calls for it (like it was done for Revan HM). But that every single trashmob on Asylum should be able to choke, push and pull me - even with hydraulics on - is beyond annoying.
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