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theJudeAbides

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  1. Listen, if you want super easy conquest points from doing nothing, you only need to do it in the BW approved way: Pick up the GSF weekly, queue into matches, then fly around in circles and crash into your capital ship. Make sure to contribute in no way to helping your team win. And in just 4 easy matches of doing this, you'll have MORE than enough points to complete your weekly. And you can rest assured that BioWare will never change this, because they're more likely to give every item on the CM away for free than they are to touch anything GSF related. If you're gonna complain about something, complain about literally any of the following: Class balance being complete garbage & PVP and GSF rewarding potatoes who contribute nothing to their teams. Don't worry, it will be equally ignored, but at least you're complaining about something relevant.
  2. Wow, the response to this is baffling to me. When I saw the change, I honestly thought it was good. To me, that was just another objective that was once again unfairly helping newer players with easy points while screwing over older players like myself with the vast majority of the rep tracks maxxed out LONG before the original conquest changes. It's a lot like the "Gain a Legacy Level" objective. Like bruh, I've been maxxed out on Legacy levels since like 3.x, which was before the whole overhaul to Conquest. This objective is literally useless to me, but it sure helps newer players. So that's why this change, to me, is welcome. I'd much rather have infinitely repeatable Heroics, as that is something I can farm easily across all my alts. But all these newbies want to cry about their ez-ass "literally do one daily on literally any daily area for half your conquest objective done." Time to put on your big boy pants and get to grinding like the rest of us. I got 21 toons, and I get conquest done on all of them every week (and I could probably do even more), and I NEVER relied on that conquest objective. It's not hard if you know how to milk the points (hint: Iokath and Makeb weeklies say hi). Now, if you're going to buff some conquest points, how about you buff the Section X Weekly objective to give points on par with the time needed. Even on stealth classes, it still takes 30-45 minutes, so how about you buff that one up to 50k points to be on par with Iokath and Makeb? That would actually make me interested in doing that objective again, instead of avoiding it like the plague like I currently do.
  3. As someone who loves collecting armor sets, and has been trying to collect all these new sets all week, I can already say, this is a mess. Issues with GTN selling aside, storing and keeping track of all these pieces is a nightmare. If you don't have a spreadsheet going, you may as well give up. I've currently have at least 1 piece from over 100 green sets and 50 blue sets. And I'm sure there's plenty more I haven't come across. Trying to figure out how to store all this is just a headache. Not to mention dealing with duplicates (which I apparently can't sell anywhere, so thanks for that). Even more annoyingly, I seem to keep getting the same 1-2 pieces for each set, rather than getting different pieces from that set. Sure would be nice if we could trade this crap on the GTN so we could fill in the blanks. But ultimately there are a number of things that would make these so much better: - Make this empty, modifiable gear. Lord knows there's plenty of cheap modifiable gear available elsewhere, so why not make this the modifiable, rather than just "Space Barbie" gear? - Make it binds to Legacy. Others have said. I'm saying it, too. It's already hard enough tracking down one full set, tracking it down multiple times is a big "NO!" - Put it in collections. Again, this is a no-brainer. We don't need more gear sets cluttering up our banks. - Make it sellable. Low level, sellable gear is not the reason the inflation is so bad in this game. You guys putting credit exploits into the game, instead of properly testing before releasing, is the reason the inflation is so bad in this game. Why is it so hard for someone that works at this company to actually use their brain? I promise you it's not that hard.
  4. OK, I'll bite. Be careful what you ask for Musco, you just might get it. Fair warning: This post is going to be LONG. As a little bit of a background on my time and experiences with Flashpoints, some time back in 5.x, I made the decision that I was going to pursue getting all of the Flashpoint achievements. And I mean ALL of them. 25 of each boss, including bonus bosses. And, for the most part, I succeeded. Other than Battle of Rishi, Crisis on Umbara, Traitor Amongst Chiss, Nathema Conspiracy, and now the newer FPs, I got all of them done. And I did it mostly through groupfinder. At the time most of my guildies were on hiatus from the game so I had to make due with pugs. And boy, the pugs I got. There's a quite long thread around here about the weird people you meet in GF... I could probably fill a similar size thread by myself with similar stories. I've been through it, and I'm pretty sure my mental health suffered because of it. So when I talk about these flashpoints, know that this is coming from someone who's ran them AT LEAST 25 times, with great groups, terrible noob groups, and everything in between. As another note, I'm mainly going to be talking about Hard Mode difficulty of these Flashpoints, and not the Solo/Story difficulties. The Esseles/Black Talon Length - Long Difficulty - Easy As many people have pointed out, the long drawn out conversations are what mainly make this flashpoint unbearable. For Hard Mode especially, it would be nice to just disable the conversations altogether (this goes really for all FPs, but these two especially). For the Light Side/Dark Side choices, just use whatever alignment that person has chosen for that toon to auto-select their choice, auto-roll the decision, and have the flashpoint play out accordingly One final note for Black Talon specifically - There are two different bosses that you can fight based on the LS/DS decision, and each has their own achievements. This means you actually need to run Black Talon 50 (FIFTY) times if you want all the achievements. This is absurd. Why not instead just combine those achievements into one that reads "Kill GXR-5 or Sergeant Boran 1/5/25 Times"? [*]Boarding Party / The Foundry / Taral V / Maelstrom Prison Length - Long Difficulty - Easy / Medium (Bonus Boss) These are also long, story-driven flashpoints, with a lot of conversations (see above). I do recall the bonus bosses on Boarding Party and Taral V giving some groups fits, which is ok because it's a bonus boss and not required. All the normal bosses are easy enough. [*]Hammer Station Length - Short Difficulty - Easy What can I say about this FP that hasn't been said by hundreds of others? It's the most spammed FP for a reason: it's the fastest and easiest FP there is. [*]Athiss Length - Short Difficulty - Easy Although not quite as short or easy as Hammer Station, it's still pretty quick and easy. Some of the adds just before the final boss are quite sloggy/damage soaks. Would be nice if you reduced their HP some to make them less annoying to deal with. [*]Mandalorian Raiders Length - Short Difficulty - Medium While it's relatively short, I've seen some groups struggle with some of the bosses. The last boss in particular can cause problems when players push the boss before killing the turrets. This is actually a case where I'd like to see the bosses HP INCREASED so that players can AOE without having to worry about pushing the boss to early. Another point about achievements here - There are separate achievements for killing the squad-of-4 bosses on both the pub and imp side, meaning that you have to run this FP a total of 50 times, 25 on each faction to get all the achievements. Since the mechanics are exactly the same, why not combine them? [*]Cademimu Length - Medium Difficulty - Easy/Medium I feel like this is almost the perfect length FP. I could do with maybe a few less mobs to kill, but other than that the difficulty is about right on this one. [*]Directive 7 Length - Long Difficulty - Easy There are two annoying things with this FP - the amount of conversations (and their length) there are and the amount of adds you have to fight through. The bosses themselves aren't too bad. [*]The Battle of Ilum / False Emperor Length - Long Difficulty - Easy Overall these flashpoints are fairly easy, they're just LONG, with a lot of mobs to kill along the way. A few notes on the bosses I find particularly annoying (not hard, just annoying) Gark the Indomitable - Way to many knockbacks/knockdowns with a stun that lasts way to long. Just remove that ability and the fight is much less annoying. Darth Serevin - His constant stealthing out is super annoying and does nothing but prolong the fight longer than it needs to be. Jindo Krey - This fight is still SUPER buggy, all these years later. In order to pass this fight, you need to ignore the boss and sit and keep firing at his ship until it dies, then kill the boss. Otherwise it bugs out and you can't target his ship and you end up wiping. Please fix that mechanics on this fight already (or remove it if it can't be fixed). [*]Kaon Under Siege / Lost Island Length - Long Difficulty - Hard These two are both definitely PUG killers. Unless you get a group of skilled players, you will likely wipe a lot, especially on Lost Island. Complex mechanics have their place and can be fun, but most pugs just don't possess the brainpower/skill to understand these FPs. The Bonus Boss on Lost Island is a lost cause with the vast majority of groups. Also, at the end of Kaon Under Siege, there is a bug with the final conversation person appears under the location where's she's supposed to be, and players are unable to join the conversation or progress their mission, resulting in them not getting credit for completing the FP. Please fix this bug already, it's been around for like 9 years now. [*]Czerka Corporate Labs / Czerka Core Meltdown Length - Short Difficulty - Medium/Hard Remember when these FPs used to be required for the Czerka weekly mission? Peppridge Farms remembers. I actually really like these FPs and think the length is just right, and the bosses are tough, but not overly so. I do think the point about the first boss of Czerka Corporate Labs does have too much HP. I have seen pug groups fall apart because they just don't have the DPS for it, and even with good DPS it's still a slog to get through. [*]Assault on Tython Length - Medium Difficulty - Hard This can definitely be a pug killer. I've seen a lot of groups struggle with the mechanics on the first boss. Also, the fact there are mobs close enough to the first boss that you can aggro them if you get knocked back in the wrong direction is bad design. If you do manage to get past him, there's also the final boss which can also kill the kill the PUG. The amount of passive damage going out to all players, in combination with the absolute beating the tank takes, means you dang-near need to be a NIM-op healer to get your group through. The final boss definitely needs to have some of his damage toned down. [*]Korriban Incursion Length - Medium Difficulty - Hard I would argue that, while somewhat easier Tython, this can also be a pug killer. The 2nd boss in particular has a very tight DPS that most pugs simply cannot meet. There's a few options to fix this, and I'd argue the simplest would be to just increase enrage timer, although I think lowering the boss's HP would also be helpful. [*]Depths of Manaan Length - Medium Difficulty - Hard This is definitely on the harder side of the FPs and I've seen many groups fall apart because they're unable to handle the mechanics or meet the DPS checks, and that's saying nothing of the bonus bosses which most people just cannot handle. Ortuno is usually the culprit for killing PUGs. This fight is especially hard for healers. Even with everyone following the mechanics correctly, there's A LOT of damage going and it can be quite difficult for some healers to keep up. With Stivastin, it's often a matter of the DPS not being able to meet the DPS check. [*]Legacy of the Rakata Length - Medium Difficulty - Medium I never had too much trouble with this FP. The main thing that most often annoys me with this fight is that, in the Arkous/Darok fight, there is the mechanic where 2 circles go out and if the circles overlap, it causes massive damage. This is all well and fine, except Jakarro can also get the circle, and runs around like a chicken with it's head cut off. I've seen perfectly good runs get wiped because of Jakarro. Please remove the possiblity for Jakarro to get the circle, and only have it go on to players only, and we'll be cool. [*]Blood Hunt Length - Short Difficulty - Hard While there has been some reduction of difficulty on this FP, it's still very much a PUG killer. The first boss is now mostly killable by most groups, which is good. However, the 2nd bosses can still cause problems for many pugs. I think there are two main problems here: the knockback and the amount of damage going out in the final phase. The problem with the knockback is, just prior to it, circles are place on players, who were largely standing in the middle, so they have to spread out to avoid standing in stupid, but in doing so get closer to the edge where it's easier to get knocked off. I'd like to see a longer delay between the circle damage going off and the knockback going out, so that players have a bit more time to reposition and prepare. Also, in the final phase, when both Jos and Valk are down, there's A LOT of damage for the healer to keep up with and most pug healers struggle to keep up. Torch can also be a PUG killer too. She does A LOT of passive damage to all players and it can be very hard for some healers to keep up. [*]Battle of Rishi Length - Medium Difficulty - Medium/Hard The first two bosses aren't too bad, but the last boss can be a struggle. There's a lot of mechanics going on here, in combination with having to worry about both adds and the boss. This boss can be VERY overwhelming for PUGs, particularly the DPS and healer. Also, can we talk about the bonus boss for a moment here? I've got no problem with a bonus boss that's a bit harder to kill. That's kinda the point, after all. However, I've NEVER gotten a group that was capable of killing this one. Literally never. Nobody even wants to try any more. Please do something about this. [*]Crisis on Umbara Length - Long Difficulty - Hard/Insane This is definitely pug killer. Most people will just leave as soon as they get this one rather than actually try because they don't want to waste their time. The first boss is part of the problem, as nobody even trys to do it "properly" because the damage is just insane, so everyone employs a cheese strat where they stay towards the back where they can LOS the turrets. This whole fight needs re-tuning. And this isn't even the worst boss in the FP... that belongs to the final boss. Good luck finding a healer who can heal all that damage. I've got healer friends who heal NIM ops who absolutely HATE this FP and actively refuse to do it because of the final boss. This is supposed to be a HM FP, not a NIM Op. Please re-tune the fights accordingly. Quick complaint about the 2nd boss - what's the point of having bosses with no aggro table? What exactly is the tank supposed to do during this fight? Twiddle his/her thumbs? Fortunately this is the only fight where the damage isn't super ridiculous, but still, give the damn boss an aggro table. [*]A Traitor Among the Chiss Length - Absurdly Long Difficulty - Hard Way. too. many. mobs. You could run an entire Hammer Station in the time it takes you to get to the first boss. Why? Most pugs don't want to bother spending the time. In terms of boss difficulty, the 2nd boss is the most frequent culprit for being a PUG killer. With the sheer amount of mechanics and adds spawning during this fight, it just gets overwhelming for all the roles. Scale it back a little, and dial it down. [*]The Nathema Conspiracy Length - Long Difficulty - Hard/Insane If the pug doesn't disband upon immediately entering this FP (which most do), it's usually the final boss that does them in. There's a lot of damage going out and mechanics/adds to deal with on the Gemini 16 fight that a lot of pugs just can't deal with. This is definitely another fight where you need to scale it down and dial it back a little. Please save NIM-op-level mechanics, damage, and DPS checks for NIM ops. Your average pug just can't cope. [*]Objective Meridian Length - Medium Difficulty - Hard Each version (pub and imp) have different bosses with different degrees of difficulty. For the pub side, the first boss is usually the pug killer. On the Imp-side, it's the 2nd boss. Lot's of damage, lots of mechanics... I'm starting to feel like a broken record here. The final boss can also be a struggle, as many DPS can fail to meet the DPS check on the final phase of Malgus, and the mechanics on Tao Adair often mean Melee classes just have to stand there while she stand in a circle they can't go in. And if you have 2 melee (which given your current proclivity to making them the best DPS in the game, you most likely will), you're gonna be in for a LONG fight. [*]Spirit of Vengeance Length - Long Difficulty - Medium/Hard What's up with the first boss of this FP? I've gone in with a guild group in Discord and we struggled to understand why the heck we kept wiping. There was MASSIVE damage going out on the tank that our healer (who heals NIM ops) couldn't keep up with. I think we eventually fluked our way through it, but we don't know how. Either something is bugged or you need to make it easier to understand which mechanic you're failing that causes such damage. I can't imagine trying to do this with a pug. [*]Secrets of the Enclave Length - Medium Difficulty - Medium I didn't have any problems doing this in a guild group, but I haven't tried it with pugs. At this point I'm usually afraid to try pugging newer FPs because all of the recent FPs have been over-tuned. [*]Elom Length - Medium Difficulty - Medium/Hard We all know that the Malgus fight is the elephant in the room. Fix the fight and make the mechanics less annoying/time-wasting. Any fight where you're just standing around waiting for the boss to finish a mechanic before you can attack again needs a re-think. FINAL THOUGHTS I want you guys to stop and think that ANY of these flashpoints may very well be a person's very first flashpoint. Or second or third. Maybe they get lucky with an easier one. Or maybe they get thrown into Lost Island or Nathema or Traitor Amongst Chiss. Consider that person's experience, especially if that person's only other experience with the game up to that point was the class/solo/story missions. Where all the needed to do was spam some basic attack to defeat literally every enemy they've come across. And now they're supposed to meet a DPS check on the Spider Tank on Umbara? I'm all for varying degrees of difficulty, but something needs to give. I've seen suggestions of splitting up the FPs into different tiers of difficulty, and I don't disagree with that idea. I've also had the idea of giving people a "rank" of sorts for FPs, such that your only start with the more basic/easy FPs, and as you complete them, you will "rank up" to unlock more and more difficult FPs. I'd also like to see better checks in place to make sure people are actually properly geared/leveled for the content they're queuing for. I've seen "tanks" in green DPS queue into Objective Meridian and just get absolutely blasted by the bosses because they're not properly geared. But at the same time, a lot of this comes back to the dumbing down of this game and how easy you've made the solo content. How are players ever to learn how to properly play their classes if they're never presented with any real challenges? How is a player to learn how to properly DPS, use their defensives and other cooldowns, if there's literally no reason to do so? You need to bring back the difficulty this game had when it launched. Bring back Heroic 4s on planets where lowbies actually have to group up to complete it. Teach people how to tank and heal and DPS during their story, so they're prepared when they reach the endgame. And let's discuss your fetish for making players mow through hundreds of mobs in flashpoints. What purpose does this serve? What about this process is supposed to be rewarding? These mobs drop next to nothing, so it's seen as a slog, not as something that's fun. Especially when you have every mob stun, root, and/or knockback the players. If you're going to make players slog through all these enemies, at least have them drop some loot. Like more credits, or possibly currencies (tech frags and/or FP currency). And group them sum*****es up so we can AOE them, don't have them spread all over. I don't know, I've been typing this post all day, and it's time for me to go to bed. Take from this what you will.
  5. From what I can see, Arsenal/Gunnery is still going to be a meme spec becasue you are doing NOTHING to address the key problems with it: - Terrible Legendaries - They are bad, and everyone knows it. Why you don't at least bring back the Apex set bonuses is idiotic. Or better yet, make new legendaries that are actually good - ST Tactical - The current BIS tactical (Primed Ignition) turns what is supposed to be a burst spec into dot spec that requires constant attention maintaining procs to avoid losing DPS, and AP, the actual DOT spec, does both more DOT damage and Burst. - Terrible Tree choices - Commando's STILL have one of the worst choices in the game, having to decide between three CORE, baseline abilities: Stun, Hold the Line, and Echoing Deterrence. All of these abilities need to be returned to commandos as standard abilities, and a new choice implemented. - DPS is currently 30% below top parsing classes - While you did make some small changes to our DPS/energy management, it is nowhere near close enough to close that gap. Gunnery is currently the bottom of the barrel DPS spec in the entire game, by a WIDE margin. We don't need small DPS buffs, we need MAJOR DPS buffs. I don't see that here. As it stands, Gunnery/Arsenal is completely unviable in HM/NIM raiding, and will likely get you booted out if you try to bring it. It's the laughing stock of PVP and has returned to it's previous role of being the most farmable/focused class there. It's very clear to me that nobody on the Dev team plays this class or understands anything about it. If they did, we would have seen much more major changes, much sooner. As it stands, it's too little, too late. I'm tired of maining a class/spec that's constantly being **** on by the developers. Consider my sub canceled if this is the best you can do.
  6. Still no real balance changes, particularly for extremely underperforming classes like Commandos/Mercs? Whatever happened to "We made all these changes to utilities/tree so we could balance better/faster"? There's a 30% DPS difference between the top and bottom parsing classes. Is this your idea of "balance"?!? This dev team is &^*^%#. Get your $h1t together, BW. Or don't. Hopefully this game will finally die and the Star Wars licence can be given to a company that won't treat it so horrendously.
  7. Wow, you actually listened (mostly)?!? I'm pretty sure I was the only one in this thread who mentioned how the original tech fragment distribution models you had would lead to last boss lockout exploitation. You're new solution is at least somewhat better.
  8. While I approve of the lowering of the costs of OEMs and RPMs. However, I disapprove of you removing them from ops/ranked rewards. If your goal is to get more of these into the hands of players, you should be ADDING ways to get these items, not removing them. Also, as other have said, consider reducing the amount needed to create an augment. If you lowered the cost to 1 OEM, and 2 RPMs per augment, the amount on GTN would skyrocket, and the costs would fall drastically. Generally good improvements. ADDING rewards is always the best way to go. Bad idea. Not because I'm particularly fussed about losing 150 tech fragments, that doesn't bother me. More people are queuing GSF because they want the upgrade item box. No, this is a bad idea because it will solve nothing. People will continue to queue and not participate despite this. The problem here is the same problem as PVP: You're punishing all players on a team for a small number of players. It doesn't matter if I play out of my mind and get 20 kills in a TDM if all my teammates don't bother to try. The solution remains what it always should have been: You need to reward INDIVIDUAL player performance, NOT team performance. There's a number of ways to do this: Medals, kills, damage, "rank" in the match, or some combination there-of. If a player isn't incapable of getting a single kill or doing more than 10k damage in a single match, I'm sorry, but you should get 0 points towards your daily/weekly. You are not trying. You are not even trying to try. You are a leech. I don't even care if your team won, you did nothing to contribute towards that win, therefore 0 points. On the other hand, if you're getting 10+ kills and well over 50k damage, you should get 2 points, even if your team lost, because you went all out and played well, and deserve to be rewarded for that. And if you're somewhere in between that? 1 point. You tried, you put forth some level of effort, you get a point. The exact numbers here can be adjusted, but you get my point: Reward the players who are actually trying, don't reward those who aren't. It's pretty simple. And if you're like, "but that'll discourage people from playing GSF", first of all: no, and secondly: no. It'll discourage people from not trying/bothering. It'll discourage people who don't really want to play from queueing in the first place. It will ENCOURAGE players who do want to play to try harder, improve their skills, and get better. Being a better team player will be rewarding, as it should be. Welp, it looks like Last Boss Lockout exploiting is BACK ON THE MENU, BOYS! Why bother to kill the first four less-tech-frag-giving bosses when you can just kill Karagga and Soa over and over until your eyes bleed? A better solution would have been to give all the bosses the same amount of tech frags (say, 200 per boss for a 5 boss op), and add tech frags to the weekly (say, 1000 tech frags for a 5 boss op), which requires that you kill all 5 bosses in order to complete. I guess you wanted to encourage last boss lockout exploitation?!? As usual, you COMPLETELY missed the point. People aren't upset/confused about the currency names. They're upset that the weekly limits are so low and confused why you refuse in increase those values. Increase the weekly cap on MoCs (or I guess CCs now) to 50k (and the same for all the other currencies), and we'll stop complaining about it tomorrow. EZ quals.
  9. Can we please take a moment and talk about class balance and just how bad it is right now? Like, to the point where SEVERAL classes are not even viable in NIM operations? I mean take a look at this chart. Almost every ranged spec, and every burst ranged spec is literally parsing 30% lower than the top parsing specs. If you play Telekinetics, Marksman, or Gunnery, you're just straight up UNABLE to make DPS checks. So unless you're getting carried by the meta specs (e.g. Concentration), you're just going to not be able to clear content. Couple that with how horribly some ops bosses are right now (I'm looking at you, Styrak, Mr. "I need 6 DPS to beat me... in HM") What's most galling to me, though, is that this goes against EVERYTHING you promised us in the lead-up to this expansion. When people complained about the drastic changes you were making to the DPS classes, you countered with, "we're doing this so we can better balance the classes." That was your ENTIRE reasoning behind all these changes: Balance. Is this what you call balance? Having a nearly 30% difference between the top and bottom parsing specs? And poor, poor, sad little Gunnery. It's always been the laughing stock of DPS specs, but this is just a whole new level. You didn't even bother to put the Apex set bonuses back into the game to give them even the smallest semblance of hope. You just bent them over and beat their &%$es like a red-headed step-child, and then threw them out a fifth-floor window. What utter garbage.
  10. Hey now, that would be super logical and you know that's not allowed around here. That's the type of talk that'll get you banned.
  11. Thank you. Is there a way to ensure an Alacrity Offhand drop? I've been trying to farm offhands and, for certain ones (pistols and lightsabers), I keep getting accuracy ones, despite wanting the Alacrity ones. I've tried specifically equipping a lower tier alacrity offhand, but still receive accuracy ones. Is there a way to ensure I always get an alacrity offhand? Or am I stuck spinning the RNG wheel? I thought you guys were trying to get rid of that?
  12. One thing that's REALLY been bugging me are the coloring of the new Legendary Implants. For the longest time, we used the following color scheme to help quickly identify the type of stats on a given piece: Red - Critical Green - Alacrity Yellow - Accuracy However, these new legendaries seem to just throw this convention out the window and just randomly assign a color to the piece, regardless of what type of stats it has. Can we PLEASE go back to this color convention. It was good. It worked. I see no reason to abandon it.
  13. I like that you're finally acknowledging the skill/time discrepancies in flashpoints, and working to improve on that. The thing that I always thought would be a better solution is to make the longer/harder content MORE rewarding. We all know that, in the last expansion, people flocked to HM Hammer Station and Red Reaper for a simple reason: They were fast, they were easy, and they gave the same amount of rewards if you had done the much longer/harder FPs. That's why nobody wanted to run them. Why would you run something longer/harder for the same amount of rewards? So my solution is to scale your rewards based on said difficulty. Have longer/harder FPs give more gear, or more mats. Have Bonus Bosses drop 2 pieces of gear and give double the mats. Make it worthwhile to actually go through the rigamarole of killing them. The solution should never be to remove or gate popular content, the solution should be to make the less popular content more appealing, and you do this by giving them better rewards. The same can be applied to Daily areas and Heroics. People prefer CZ-198 because it's fast and easy. The average player can complete it in like 10-15 minutes. Makeb dailies/weekly takes well over an hour and are a slog. So make Makeb more rewarding. Up it's Conquest value. Have the dailies/weekly give more ARMs. Give people a reason to WANT to do that content. It's OK to have varying degrees of difficulty and time commitment in your content. You just need to make sure that the rewards reflect that time commitment and difficulty, or it will be neglected. Oh, and for God sake, up the weekly caps on all the various mats to AT LEAST 10k, preferably 50k. Nobody will fight you on this, I promise.
  14. Some Bugs I have encountered: I am unable to open the Artifact Lockboxes gained from completing the Ossus Weekly. My guess is this is because it used to be opened via the Command Crate/Renown Crate window, which has been removed. This needs to be updated to allow players to open and get their gear piece. Completing conquest sometimes does not advance the "Technological Advancements" mission. I'm not sure if this is because I'm using GSF to complete my weekly conquest goal, but for whatever reason, it simply isn't advancing some times. Jude
  15. GOT 'EM! Don't forget about 7.2 trailer: "Back-Peddling." This all reminds me very much of the 5.0 expansion and how atrocious that gearing system was at the start, and all the back-peddling BW ended up having to do.
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