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Pliskie

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  1. Same legacy on DM and also not the only one. The lb farms are already back in place on both fleets, strange if they wouldn't be here for that puny conquest points. Only thing I might have made different to you guys, I logged out after char one and did some other game, then returnt noticed that "complete" was only on the main, "incomplete" on the second heal and the DPS. Went insecure because english is not my native and did a last boss run because not much is lost if no points. If that is a bug there is no saying if you are stroke or the others.
  2. This is wrong but hard to see. The rewards for ops and last boss runs are still intact. The char you run it first in gets a "complete" as soon as you lock an alt in it is "incomplete" again. I just tested that. My main run the full ops 1800+ points. I switched the char and did a last boss run and that char got the 1800+ award again. I agree it is badly designed so that people draw the wrong conclusion (guilty that by myself). Plus the reward is only enough for a last boss run, the whole gf ops should award much more. PvP and GSF must get more missions without a question. Crafting is a bad change too, but the once per char setting for opses and heroics are intact. And when you are onto it... how about adding some rewards for the PvE flying missions people forgot about. Promote your already made content, too many newjoiners do not know about "Fondor Escort" aso.
  3. I think you have a point here but not in the way you think. There will be no new ops if the SM story mode ops will stay a roadblock like you could already see in ToS and Rav debacle. Both ops were in its releaseform a progression block for the pugs. If you played with pugs (outside of your guildgroups, so really pugs with even new players) you would have seen that many failed on the second boss in Rav (now made possible, thx to BW) and the 4th boss on Rav (Master and Blaster are still pug killers) and on ToS (Underlurker also pug killer till today). Many people left the ops business in these times due high frustration levels. The Pugs could not beat the SMs and former HM raid groups could not beat the HM of those opses. Tsillah is complettly on spot here. We as community lost a lot of raid players (both lower levels) in the wake of that release which is... the reason BW stopped to create those opses. They had no reason too as you already said their ressources are limited and there is no reason to produce content for such a small percentage of the players. That lead to the current situation of ops not being produces... not some story related stuff like some seem to believe. If there would be money to be made with opses in TOR they would do just that. BW does not shot their own legs beneath them even if some players think that. Now we have exactly the same and if you pay attention to the PUG formation on the days Rav, ToS and now Gods is running on the fleet you see far less PUG groups going or should I say playing russian roulette. (My experience is based on Darth Malgus both sides, you'd be lucky if you see on republik side run in hours, imperial is better but sadly not for Gods lately). It is the fault of the developers to have again just raid obsessed players in the test center, they overtune for the normal player in all aspects (mechanics, skills, level of attention aso.) and dont even notice that. So I ask you based on my impression how can you even expect BW to create a new ops after this? Nahut is a roadblock not to pass for a very large part of the community currently. That means no progression for the pug players and the remotely interested in ops players to try Scyyva. You naively seem to expect that people with said remote interest in ops will spent hours up to hours up to days, weeks and months in getting better for a one hour content as we did for former HM and NiMs? As you also said they can see in YouTube when they dont care for their char. Why should they invest that time? For them it is wasted time, sorry for being blunt. How many will be left outside of the guild groups doing this content? I am a bit worried about the ops community as a whole like they seem to ignore that simple fact because it is not their way of gaming. We opsers practically shot your own foot with a strict no to reducing the difficulty on SM ops. I am sure we as raiders can think of something to reduce the stopper mentality of the questionable ops bosses without taking all challenge out of it. I think... we as community should and maybe have to think about it, if we still want new operations. My suggestion is to reduce the difficulty of Master&Blaster (Are those grenades really needed in SM? Is it more intelligent to remove the red phase of Master as PUGs dont ever seem to get the DPS check? Would it be better to remove the yellow circles or is that a one time mistake?) the difficulty of Underlurker (Maybe no more Adds in the burn phase so that really all notice to burn boss? Maybe reduce the Adds damage even more to reduce the stress of the healers? ) and Nahut (I just had the chance one time to play this boss and I would like to try again. Reduce the damage of the boss to the tank maybe?). We raiders should think bout what can be done for the lower skilled players so that they maybe follow us in the higher levels of dedication for opses because they notice how fun opsing can be. Wiping is not fun and on this place... Kudos to all dedicated opsers who run PUG groups in the try to keep opsing alive in this game by preparing the new ones..
  4. And I never understood why people care how others play their game. As I already mentioned I see a way to integrate the Smuggler with Andronikos which is impossible in the layout BW drives yet because... Andronikos is SI only. My smuggler isn't republic anymore as BW wrote it from their side already. All our chars are the Alliance Commander and evolved over the republic and the imperial sides. (You might not like that decision from BW at all, I give you that, but it is a fact and I personally went with it). Hence the companion in question would ally with a third side no matter how you spin it. My Smuggler isn't a good person, never was. He is a pirate in heart and why the hell should he not built a pirate gang with Andronikus when Theron can betray the GC as founder too. Other chars might be a different story, but currently BW stands in my way of gaming with that decision and I want it resolved in a way leaving the choice in my hands like they promised ages ago. Here they have a chance to make true to their words. Other players have other reasons to want them all, but that is their choice and also not yours. So I am all for make them recruitable for all, leave the decision in the hands of the player and let's not do this discussion again and again whenever we get new, old companions back. If you guys and gals can not find a way to integrate chars you want in your story, this speaks more for the lack of imagination of your side and is frankly put... it is your very own problem. I fail to see how the players with the necessary imagination should be punished for that. You are sucking their fun out of the game with your "I dont see how this works and dont want it." statements. Why cant you support a suggestion which supports both sides? I am all for a more meaty return for the companions to their former classes (I would have loved that from start), but there should be a way that the other classes who want certain main companions (the companions who are romances are mains for me) or even all companions on their chars for whatever reason to use the companion terminal. Pierce and 4X come to mind. If somebody want them let him or her. Personally I will not grab Corso, but for heavens sake who wants Corso should get Corso if it makes them happy. I am not that jealous to deny them their fun but I expect the same of you. Every happy player continue to pay, they make my game run and yours too. So slowly I start to think that you who are against that really reasonable idea leaving this choice to the respective player are either jealous that you cant think of a way to reintegrate companions they want with whatever char or even worse cant resist the terminal in your Odessen base and want to be safe before ending with a gazzillion of companions they cant handle. Tell me that is not the case. There is no reason to be against adding all companions to the terminal, I am deadly sorry but this is how I see it.
  5. I am really disappointed about class specific companions. For me that is a step backwards and not forward, sorry. I already planned out preparing a story about my smuggler and Andronikus to create their own little pirate band either as follow up to the Alliance (I hope they keep it alive) or next to it. Now BW robbed me of this chance (current developement state). I second the notion of allowing all companions to all chars for this. That way the ones with the necessary imagination skills can build their own stories in the back and the other players can have their will too by ignoring the terminal. I also do not share the premise of "there are several chars who would not join the other side". It was war against a common foe and then "the enemy of my enemy is my friend" applies. As you meet peeps from the other side, friendships even love with the former enemy can and will arise. So why the heck should Corso stay away from his big love and biggest uniting force of the galaxy (my Outlander(s) is designed that way) just because of a "point proven" from six years ago? Life happens. Especially when imagination of the player can solve such a conflict easily? Nah, I dont think it is impossible for imperial chars to have Corso, sorry. (I do not like Corso and will ignore him when I can. But without thinking much about it, I see several approaches to getting him on an imperial char if that is the players wish.) The suggestion to make all chars available on the terminal is actually a very good one. It leaves everything in the players hands. You can grab them but you must not. And the other side can even have the false self suggestion of meaningfull content for classes.
  6. It is a nice way to say to people to me: "Yeah cool that you have so many characters on different servers and spend a lot of time in our game. But if we launch a new DvL event or anything else new like a new species... BAHAHAHA delete all those chars until you are down to 49 chars if you want them in the same legacy." What you do here is pretty unfair and no way to treat customers. You are breaking your own contract because with that change it is impossible for players (5 servers aka 50 chars) to reach the current character cap of 356 chars. I am very disappointed by BW. Additional you leave no room for those players who want smaller servers, not even one fall back server. *shackes head* Addendum: Just for the LOLs of it I just rechecked the maximal amount of chars possible. I stand corrected... it is 390!!!
  7. Now you got me thinking... damn you As I am Sith and Sith have trouble to forgive ... a bit punishment must be. Putting beloved Theron in the same cell as Saresh for a week... how is that for punishment? Good or too harsh?
  8. Hm, nah I rather have a "kill" option then a heroic dead of my favourite companion. He grew slowly on me but he did... he even surpassed Malavai after a while. I want Theron back, simple as that. If you kill him off heroically (no matter how heroically) the headcannon cant spin on background stories without pulling a Kephess. I dont work this way, so if Theron is dead, he stays dead. If he has just a kill option, then my main can still return home to Odessen and spend time with him. I prefer my games with a happy ending (life has enough drama for me, I dont need it in an activity I voluntary do) or an open ending (which I can turn into a happy ending). I dont play games to be sad and currently I am sad because every char of mine eiher has a best friend Theron Shan or a lover/husband Theron Shan. Permanently I am remembered at this treason and I play my chars on face value. Right now my Sith (main) is snapped out of her mind. There others wont even touch Umbara. Conclusion: if Theron dies, my char dies with him. Game over, simple as that. It is a dealbreaker for me. BW already feels the consequences from my side, not that it means much being a single person. But I planed on getting the Havok armor for some of my chars. Now I will not invest any more money into a game I am not sure I will continue to play in 2 months. I am sorry Keith and team.
  9. Amazing that you had this response from players of TRE about roleplay and players standing up for each other. The tools of TRE do this too, believe me. My experience yesterday as waiting if maybe a Ravagers group would form on rep side was a complete different one. One of the polish guilds tried to recruit players in their native tongue. Right away somebody on the fleet jumped in with "english pls, this is the english server". Of course several players jumped that guy claiming it is ok to speak the native language in recruiting, others jumped on the players side demanding the english language and voila, we had a nice going forth and back. After no pug group for Ravagers I went imperial side, my house on Tatooine. Somebody was spewing his hate about muslims in general chat. Others attacked him for his stance and again he also found supporters, next chat war. My ignore list is just not long enough. Maybe I was just unlucky, but this is the way I experience TRE every time in peak time. I shudder to think if people would try to roleplay there. Get me right, I started at servers who got merged into TRE, it is my main legacy. But I honestly dont recall my server anymore. It is far more toxic then before the first wave of cheap transfers. I would so much believe you, but I cant, Ylliarus. I noticed you left out the response of the Progenitor as I just saw the response of TRE. Was there none or did you conveniently left it away because it would destroy your argument? The guilds of Progenitor I know (emphasis on I) are against a forced merger with TRE and instead built (like I mentioned before in my previous posts about TOFN) connections to the guilds on TOFN. Both communities consider each other as nice enough to allow RP and normal play next to each other. There are even actions going on to let the devs know the preference of this part of the TOR community. I can mostly speak for TOFN, which is conveniently always forgotten when speaking about server mergers. Some people seem to think: TOFN is so small, they should not have a say in that. Due the Guild Alliance we have formed we know each other pretty well and the big mayority of those guilded up players is strictly against a merge with TRE. Many went there with the cheap transfers, hated the community there, went back to TOFN and reformed the guild and founded said Alliance. They practically mirrored what I see on TRE (carefully, you select your guilds and friends based on what you are, psychology, first class). Funnily, the same thing I saw happening on Progenitor. A lot of people I know have already alts on TRE and disliked it, returnt and play on Prog. So either we both play a complete different TOR, something is off there. Maybe we all should return to the knowledge that the personal experiences only have anecdotical character and are different for everybody. I only stay in guilds with a certain behaviour and playstyle and so do you. None of both sides can hence claim mayority in this matter. Touching points between the different groups are rather small. This is something the devs need to find out, and not we as community. To state what opinion I am: I am strictly against server mergers when they destroy the bones of the MMORPG, the communities. We dont have enough new blood (content) coming in. We as players who love TOR should be carefull by tempering with the other big reason people play this game. If they merge without keeping the different groups in mind, the server merge will only speed up the demise of the game, both sides in this topic lose. Keep in mind , that it is not the same time as with the first two mergers. The game was young and new players stormed the gates replacing those who left due the mergers and the communities could rebuilt relative fast. Also the argument of "Elder Scrolls also works with megaserver" is shortsighted. Yes, it does... but so it was from start and if you look deeply into the matter you see a lot of disgruntled comments lately as the devs allowed all three factions in one and the same instance (immersion breaking being top dog counter- argument). But also to state clearly: I see the need of the players wanting to play stuff together (like me yesterday being too late for TOFN Ravagers and unable to find a pug group on Ravagers at the time I still could complete it). The mega server seems for me the second best idea (bring several ops ready players there, leave others on the servers for rest of content/communities and see in which direction the communities go). The best solution (cross- server) was sadly already ruled out. I really hope that Keith and his gang find a solution which does not harm the communities too much. I dont see that in your solutions, I am sorry. But as said anecdotical due my own experiences. PS: I cant speak for the US communities, not well enough connected into their communities.
  10. I agree mostly with that statement but the judgement of what is positive or negative is not yours to make. It looks more like you try to censor certain negative things out and that cant be the idea of a usefull discourse. Some people might have critism on Keiths idea and for gods sake they need to post it. The statement "we end at the same spot in the future then with the new mageservers" is an absolute valid comment which must be discussed and looked at on all sides. If something on those arguments annoys you, Icey, because you have the feeling the thing does not move forward, you have to soldier through it or ignore it, sorry. To the ideas: What I would like to see is cross faction (pls read again cross- faction) to warzones, GSF, FPs, uprisings and operations. Maybe even guilds which of course leads to the question of allowing cross faction chat. If the TOFN community can maintain an ingame chat, why not make an official one from BWs side? With the story around the Alliance we have a story bound explanation for that, I think. For me it just makes no sense at all, that the 5 republic PvP players and the 11 imperial players have to wait till the numbers of the republic rise to 8 just because Odessen is not the next warzone. (Is it Odessen which is cross faction already?). Or the GSF pilots. With the Gods of the machine ops... this is just hilarious. Our tank decided against the norm currently to update his achievements so now when we spontanously want to go for it, we can only hope that he did not switch sides at this day. I find that practic questionable. Sure that idea might need some new voice overs on certain points but for heavens sake the ques could go faster especially on servers with a large gap between imperial and republic communities. Also the most important thing in any MMORPG are the guilds. Our guild tools are horribly lacking I think. There is no way to check for guilds without relying on third hand ressources like forums or websites. In game (especially on bigger servers) guild spam takes so much room from general chat, that a lot of LFG is simply overseen. Guild advertisements are long, they mostly take a normal guild window, so when somebody asks for a LFG on large servers, boom boom guild advertisement, case closed. If the recruiters then go into a war with spamming right behind the other (as if that ever would help a lot) it turns out close to impossible to get a group. EQ2 had an guild introduction page where people could look for guilds and the GM of said guild or officers from it where listed next to what the guild focussed on. Why is no such system implemented allowing recruiter and recruit coming together a lot faster, with lesser annoyance and without hopping through the /who command if you are newer and want to add an alt to the guild?
  11. I am not sure if I understand correct. You played the whole story, chapter 1 till 3 on this char? Because you need that as her chats are bound on where you are in the class story. If you just want to start KotFE/KotET because you can, DONT. You would be unable to continue the class story after that point and cant have any more conversations with Ashara even when you get her back. The way companions work was changed with 4.0 it is now bound to the story. I suspect "make Ashara mine" is meaning to get her as wife/fiance. If you didn't already finished her talks and the flirts inside those talks... well, no you cant make her yours later in KotFE/KotET. She isn't even back yet so you would need the recall terminal. Seen from other returnt companions, you need to have married her at the end of the char story or the game thinks you had no interest. If I misunderstood I am sorry.
  12. Some comments: I fear a bit for the rewarding of playing rare roles, I suspect healer and tank. It could create a lot of misuse, that DPS put themselves as tank or healers on que relying on being carried in the hopes of better rewards. I can only hope their is a failsave in game or a mechanic making it "unworthy" to try to cheat the system. Players can get so creative with trying to get an advantage as proven often enough. I would very welcome to return of the tiers of the flashpoints. It was so much easier to say to somebody "Sorry this is Lost Island, you need better gear or a better rotation aso." without raising too much bad feelings. If you end in Blood Hunt today with lesser geared (besides bolster), lesser experienced, it is just a very frustrating experience for all of the team. Personal opinion of course. And that suggestion with queing for alts would rock, but I have troubles imagining the technical workout. If you que for an alt and do something on main... if the que fires would gf toss you out to log in screen no matter what you do right in this moment and enforces to relog on the alt? I can see some problems there... but maybe my technical skill is too low. I am not impressed with class changes, especially the Sage healer and its performance in Hm and NiM ops but willing to wait and see.
  13. Let me chime in into that because you make a mistake right here. Especially the community of TOFN took matters in their own hands. They have build a guild alliance with many guilds inside, with a cross guild discord and a cross guild chat. It includes both sides, still several thousand accounts. In that community the players of TOFN can do ops, warzones, uprisings and GSF together and they simply do so. Of course one could still argue it is highly organised and it requiered people to find their way into that guild alliance. But if a player is really interested in the game, they stick around a little longer due story until they fall over one of the recruiters. The players are spread over the whole game world zone (which is enourmos) and so you dont see too many in the fleets. That gives a wrong impression. That guild alliance guides new players into what TOFN is and that if they dont want to socialize on a certain level, TOFN just isn't the right server for them. It is 50% chance they stay with TOFN instead of TRE due community and new found friends. (Surely higher that is my lowest estimate of players I see over several months.) Something to consider, many of the players of TOFN went to TRE, stayed for a few days and hated it there. A lot of guilds failed to survive the transition they tried. I was in one of those guilds, not even four weeks it took that people left besides getting warzones regulary. Fast que times does not seem to be everything for a large part of players. Many of those players returnt to TOFN and rebuilt, invested in that guild Alliance... yeah you have read right, they are back on the so- called dead server and started solving the problem with too much spreading of the players through the game world. Also old veterans came from TRE and joined TOFN for the first time, because they felt their original server went downhill with the influx of players from the other servers. It is just that TOFN is big enough to get all stuff done, but TOFN is not big enough that you can act like an idiot without angering the close knit communities. If you speak about "server merger" in a guild/alliance channel you will find very few support. If the TOFN players would be forcely merged with TRE, the community will loose players. It is close to 90% disagreement in the chats with merging with TRE. The big majority of players threatens to leave and a lot will just do it like in the first two mergers BW did. I wont go so far to think that all who say "we leave" do so. So lets say approximately 50% quit right away when a forced merger comes, the rest stays. So it also was with the first mergers, the half of the players did just not bother with resettleling and reintegration. Of course it was not as visible because the game was still young and players still stormed the gates. Today TOR is nearly six years old, already a dinosaur in terms of computer games. The compromise with the "server merge" which seems to have the most support inside the guild alliance is "If we must merge, if we really must, then only with Progenitor. Roleplayers and us might work, but TRE and us does not." Let's see further. The 50% staying inside the guild alliance of former TOFN players.. how will they react after a forced merger. Of course they will stay within the guild alliance mostly. That are their friends, their peer group, their favourite enmies. They would mostly not bother with the current TRE players the majority/opinion leaders experienced alreaedy as toxic, bad mannered or outright tools. Besides the planned stuff inside the guild alliance will keep the players busy enough. Such an allince also has a "negative effect" as it will even pull more highly social skilled players out of the pool of theTRE players. So a marginal amout of players would join pugs, ques and it is also questionable that pugs are taken into ops, uprisings, flashpoint groups. So think about what a merge would solve for TRE... I am afraid nothing significant in terms of que times. The players will not magically start to que with you or go against your groups in PvP. If they even do they mostly appear as premade and might stomp you destroying PvP and GSF even more for guildless/less social players. That is what Ratajack and Casi (sorry Casi, I dont remember the second part of your name) mean, you dont even consider the other players. You dont consider the effects on target and source server. I am absolutly sure that also the other "dead" servers have a working, thriving community, especially when I read Casi I think behind her stands a very active, very social and highly organized community. The "merge server into one" crowd in the opposite brush about these communities they have no clue about. They dont even remotly consider the devasting effects on such a forced move. They cant believe a merge will currently hurt the game even more. Strong, close knit communities you can not move without doing heavy damage simply because of human nature. And that is something Keith has obviously understood. The compromise is not "merge all into one server" a compromise is "let the people chose where to go or stay". A compromise is that communities are asked when they are forcebly moved where to be moved which is hard as also the target server would need a voice. In the case TOFN, the preference is sadly for you on TRE... not your server. So to the last point, the "but we will end at the same point again" in the future. Of course we will. It is the run of the world. We are not eternal as humans, our artefacts are not eternal. Every game will die as every men will die. But to cover in fear of the future and do something unreasonable will only speed up the demise. If TOR loses too many players too fast, you end the game faster then it must have ended. You "merge the servers in one megaserver" crowd do not care for the game, only for yourself. If you would care for the game, you would already gotten it into your heads, that not the amount of random players who come and go make the game. It is the stable players who organize themselves, may it be the raiders, the PvPers or the roleplayers. The communities keep players in game, never the content. Content gets stale, friends not. I ask all of you advocating a complete merge to keep that in mind and to remember that especially the endgame raid guilds left as whole group... ask yourself why and I dont mean the "not enough content" (what is definitive a true point but does not explain why all at once). So what I wanted to say is, if we reach in three years (hypothetically) the same point as now it is another situation due communities evolve. The opinion might swing, the communities might pull the other guilds into a similar stance or break, or the many trolls leave in big amounts (one can hope). The only fact staying, nobody knows what is in three years. Maybe Keith and his crew have a golden idea and turn the game in a way, people return in masses and we need to open up new servers. Maybe we do a further nose dive, the fact stays the situation must be reviewed in regular turns. In my opinion and in what I see on TOFN, TRE and Prog a merger all three in one will be highly destructive. TRE alone and Prog/TOFN might work for now in this moment, seen from TOFN and if Prog wants TOFN players. I more had the feeling, they are very sceptical having a larger group of those PvP freaks of TOFN coming over to them then that is what the normal Prog player thinks. PS: I refrain of course from judgeing the french/german and US servers. I just dont play on them enough to feel confident that I understand their character and players on them.
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