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DawnAskham

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DawnAskham last won the day on June 3 2023

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  1. Patch cycles 1, 2, and 3 all had the classic progression system, with new content released over the cycle and no reliance on the old content for gearing (old content still dropped cosmetics, as well as was plugged into conquest). Patch 4 cycle was probably the worst, no group content added at all (and developer comment was 'no new group content coming'), everything was upscaled and recycled, gearing was a mix of earlier systems (better stats / higher rating in harder content but also no progression required - e.g. could get the best gear running EV / KP when they were the HM of the week). Patch 5 cycle started badly (still no new group content - unless you consider the failed uprisings as group content), gearing was a weird mix of loot boxes awarded as players ranked up (alternate level cap XP system, IIRC the thing to do them was farm the pigs in KP for the XP) at level cap. Eventually they announced and started adding group content (Iokath FPs, Gods) as well as Ossus and hive queen a bunch of gear available outside the silly grind ranks system, which did make it feel more MMO-ish for a few months at least. Patch 6 cycle was the third recycling of all the game's content (notice a trend) with one new Operation and gear following a similar system as 5, just instead of running old crap for days to rank up to get decent drops from random boxes, players ran old crap for days to rank up to get decent drops. At least it had some interesting things added like tacticals and amplifiers to make it feel a little different, even if the grind was the same old crap. Patch 7 cycle was just more of the same, one new Operation, another new grind - this time with a bunch of different currencies and a bunch of time gates and padding added everywhere and so little new story one has to wonder - why increase the level cap at all other than just to reset the treadmill for players and waste their time some more. Anyways - without stuff like a skip to the current story and a relatively fast and rewarding progression system for gear and other things, there isn't a reason to pay for the game. I'll accept the content as-is and the lack of new content, but I'm not about to pay for the privilege of running decades old crap for the billionth time that is also padded out with more time just so BS can meet some self imposed metric.
  2. It's not a false narrative that reducing the CQ from that one objective WILL reduce the number of players completing Seasons across servers, nor is it a false narrative that the change WAS made to reduce the ease of completing seasons and gain CC in general and across servers. Sure, that objective alone was not enough to complete a season - but that alone was enough to get quite a ways into a season without doing much of anything, even further when adding in things like gifting and ranking up a companion, moving decos, crafting, crew skill missions, etc, as well as picking off weekly objectives like the one this week to visit a stronghold.
  3. It very well could be - it seems clear they pushed out this season half baked and incomplete, but I still have a suspicion they have had someone looking at how players are capping CC across servers for some time, and trying to make adjustments to discourage all but those with a lot of excess time and determination. Whether they just decided last minute to make the specific change made or whether they knew ahead of time they were going to make the change, and just waited until seasons launched to prevent the backlash from occurring before players subbed back up for seasons is uncertain.
  4. They aren't going to come out and admit the change was to reduce CC from seasons in the hope it drives additional revenue to meet their financial targets even though anyone with a clue knows this is why the change was made. If they planned ahead of time (most likely) to make the change and have baked in the changes to revenue from the change and sent that up the line to management, they probably can't just revert without a plan to get that revenue from somewhere else. They probably also are having to explain why some number of us cancelled our subscriptions as it seems to have caught them off guard, and which again negatively affects their revenue plan. Basically, they painted themselves into a corner. If they revert the change, some players will keep farming CC across servers and they may lose some amount of revenue due to lower CC sales, if they keep the change, some players cancel their subscriptions and they lose some amount of revenue. Either way, this is not going to be a win for them. So get ready for even more CM items, FOMO sales, or some new in-game unlocks that cost CC, along with increasing cost to unlock items such as seasons items (from 10 to 80), and even more recolored junk categorized as 'platinum' (versus bronze / silver which cost significantly less in CC to unlock) so they can charge more to unlock. Maybe now would be the time to push for adding more in-game items to collection (and unlock-able with CC) -- more potential revenue from them, more availability and accessibility of items for us.
  5. The lack of polish and consistency around scaling and level sync from expansion to expansion is appallingly bad. Seems like some intern gets a basic scaling coefficient to apply against everything, with no regard to other changes being made such as combat and companion changes.
  6. Everything possible? Also a 4090 is now a low VRAM card and less than the minimum standard? What is this, 2034?
  7. They should have modified the existing items created by crafting (drop the restrictions) and / or added new schematics to craft the 'appearance only' versions. That could have given crafting and the player to player economy a boost without pissing off half the base by flooding the loot tables and everyone's bags full of crap most do not want.
  8. As part of the random group finder - no thanks, I already auto-drop from bad flashpoints (mostly the two intro ones that shouldn't be in the queue), I'd probably never queue if they added uprisings. The problem with uprisings is that they suck, that is why no one plays them even though the developers keep trying to push more to do so by upping the rewards. I'd much prefer they un-nerf flashpoint conquest points and make running all versions repeatable for conquest over trying to push more players into uprisings. As for the topic of blueprints, I have no idea and quite honestly don't know why anyone would care as they are just vendor trash.
  9. Don't hold your breath. They are playing a combination of 'let's drag out what should be a simple reversion of a table entry and hope most accept and move on' and a 'here, we listened' change that occurs weeks later and which won't fully revert the original change nor address the underlying issues with conquest and other game systems this change highlighted. A good developer that was listening and that cared would have reverted the change in the .a patch along with comments stating they understood the issue ran deeper than the actual change, and committed themselves to spending the necessary time and resources to address the underlying issues.
  10. Sort by total points, highest points at top and sort by repeatable without restriction points (always available 24 / 7 without limits - (advance legacy also fully repeatable until 50 - doubtful most posters in thread are still getting it). Where are the big weekly points or fully repeatable points for crafting, where are the big weekly points or fully repeatable points for flashpoints, where are the big weekly points or fully repeatable points for Operations (which is the only content that requires a paid subscription by the way)?
  11. I'm so excited for the log in rewards week that gives me even more of this garbage (/sarcasm). This has been such an epic fail and a colossal waste of time and resources. The game has plenty of chronic issues from long existent bugs to the lack of content to very poorly thought out changes to existing systems, not to mention plenty of recently self inflicted issues from the changes to reputation to the handling of APAC / SV to the current Season that feels like it was not fully developed before being tossed into the game. But instead of dealing with any of the above, the developers chose to add a bunch of stuff the vast majority could care less about (and most of which has been available in game through other means since forever with no interest from the players), and do so in a way that ticks off the majority of players. Great job, Broadsword.
  12. Doesn't conquest just awards tech frags, not materials. As well as the rep thing was 45K a day, which would only be enough to cap a few characters each week, and not generating nearly enough tech frags to buy anything to sell.
  13. Totally agree. It is beyond ridiculous that almost all of the crafting stuff was removed (even in a week like this one where the overall conquest theme was originally based around crafting), while most solo PVE stuff was nerfed and also made once per day per legacy, while group PVE stuff (outside of crap no one cares to run like Uprisings) has also been nerfed or removed as well as made once per day per legacy. Heck, Operations (which require a paid subscription by the way) don't even have a general weekly like everything else (e.g. complete n number of instances of d difficulty). Instead, we have the old specific named instance weeklies, which for some unknown reason now only include a few operations each week instead of all of them. Sure, PVP and GSF may take time, but if I just cared about getting conquest, I could simply run SWTOR on the second screen and afk it while working / doing other things on my main screen, and not only that, but do so 24 / 7 as they have infinite repeatable objectives - which is just absurd.
  14. Yeah the need to pay credits again for the initial unlock is still a problem, and one the limits on credit transfers just exacerbate, but my point was that there are so many unlocks and things like crew skills that eat up credits in chunks of 100s of thousands to millions per character, that the heavy handed economic crippling done to SV along with the 15 million transfer limit is just another insult on top of that from requiring most returning players to 'pay' to transfer given their idiotic 'promotion' for free transfers that includes a back dated qualification.
  15. I posted in the crew skills sub forum, but be careful what you ask for with crafting updates. They'll add a bunch of materials and up the numbers needed while decreasing the amounts from missions and gathering while adding a bunch of gates to actually be able to craft anything of even marginal usefulness... OR ...it will be another 'here are a few more points of stats on an augment' with mat requirements that majority come from PVP or something else totally not related to crafting and just another glorified time sink to grind out. The likelihood we ever get another full grade of materials that follow the basic structure of crafting that has existed since the game launched until the last few expansions, with useful gear, sets of armor, dyes, color crystals, grenades, biochem consumables, etc is slim to none. Heck there are 'bugs' in crafting that go back a decade or more they have never addressed from crit rates that do not work as intended (or at least as explained by the developers years ago), missing missions for certain skills and specific grade levels, UI display issues (display crit rate wrong), etc.
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