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Dinoviking

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  1. Same here. Got booted during a conversation. Now it says "Login server is down".
  2. Is it possible to have 2 different legacies on the same server? I have always had my Republic and Imperial characters on separate servers. Now they are all on one server because of the merge. I don't mind that, but I had a Republic legacy and an Imperial legacy and I liked having them separate. I was hoping there was a way to have both legacies on the same server. Otherwise, I'm going to have to delete all of one set and start over from scratch with them in order to recreate the separate legacy. I REALLY don't wanna have to do that. Oh, and for those who will just say "just transfer servers", I have 4 characters that I would have to transfer. That's either a lot of cartel coins that I don't have, or real money that I am NOT spending on transfers. Thanks in advance.
  3. Just got disconnected from the server 6 times in less than 15 minutes. Server stability is complete garbage at the moment and game is unplayable. Jedi Covenant server. Problem is definitely not on my end. Checked everything there is to check and no issues here. Two other computers in the same house and they work fine. Other games work fine. Checked the router and the network, all fine. Just SWTOR. Not sure what changed since yesterday, but it was working fine until about half an hour ago. Now, it can't stay connected for more than a few minutes. Just fyi. Hopefully someone see this that can do something about it. We now return you to your previous activities. Have a nice day. Update : Just tried my alts on The Shadowlands server. Same exact problem. C'mon Bioware, wake the hamster up. I wanna play.
  4. I had my Nico Okarr blasters in both hands. I upgraded the mods in them, and now they are both marked main hand only. I tried to put one if the offhand slot and it said "invalid". None of the mods I put in indicated in any way that this would happen. I really don't understand this and, believe it or not, this actually makes my game unplayable for me because I really like the look of those blasters. All other blasters look small and crappy by comparison. I submitted a ticket asking for this to be fixed and the blasters set back to being usable in either hand. Hopefully they fix it sooner rather than later. I'm posting this so others can know about it and watch out for it. If mods can fundamentally alter the basic nature of a weapon from offhand to main hand, they need to be labelled as such.
  5. I don't necessarily think that ops and raids are outdated so much as I think they need to be updated. Raids (or ops, or dungeons, or whatever other games may call them), have been handled and presented much the same way for almost 20 years now. Ever since "raid zones" and "raid bosses" in EQ1, it really hasn't changed much over the years. Sure the technology behind it has changed, and some of the style has changed. Currently, raids take from 5-10 people and run for 30 minutes up to just over 2 hours. In the early days of WoW, they took 40 people and could last all day. In EQ1, you simply went to where the raid boss was and waited for the spawn, then hoped that out of the hundreds of players there you would actually tag it enough to get credit for the kill and not have to wait for the next one. This could actually take days or even weeks of waiting to actually finally get the kill. By that standard, current raids are much better than they were in the past. The problem is, as good as they are compared to the early days, the early days ended over a decade ago and the concept has become stagnant. The presentation has become stale. Some games have tried to change it up, but nothing ever seems to work. Some games remove the trinity. That has yet to ever actually work because all it does is create a free-for-all mess. Some games add a TON of extra mechanics to each boss fight in a raid. This has very limited success because of the sheer research needed to properly prepare for such things, which only seems to ensure that only the top 1% ever see that content, which is not very good business. A lot of FTP games put raids behind paywalls. Those games need to go fornicate themselves. Some games have tried reducing the difficulty so more people can see them, which removes the challenge and makes them boring. A lot of games have tried a lot of stuff and none of it ever seems to work. All that being said, sooner or later something has to work. If raids continue being what they are for too much longer, if the current industry standard for their presentation doesn't change for the better very soon, raids can and will become content that no one wants, needs, or ever does. If that happens, the industry as a whole is in trouble because raids are the primary end game content MMORPGs have been using to prop themselves up and maintain interest for YEARS. This is all they have to keep players playing. If raids become obsolete, and they do seem to be heading that way (although they aren't quite there yet), MMO developers don't have any other tricks right now to replace them with. Heavy story content helps, but too much can really slow a game down. PvP is a nice idea, but the balance is a nightmare and it only appeals to a relatively small subset of players. Dailies and weeklies are a poor substitute that get repetitive and grindy very quickly. There really is no good alternative right now, but I very much believe that someone needs to invent one before it's too late. TL;DR No they aren't outdated yet, but they might be headed that way. Just my 2 credits. Thought I'd share. Have a nice day.
  6. 5 things huh? Okay. 1. Sit in a chair. 2. Swim underwater. 3. Talk to players of the opposite faction. 4. Have a speeder that actually goes FAST. 5. Have non-humanoid companions (combat pets). Honorable Mention : Replace the Hero Engine with one that can do more.
  7. Just started happening a few minutes ago. Speech works, and the voiceovers in cutscenes work. Background music works. No other sound exists. Weapons and attacks - no sound. Summoning vehicle - no sound. Any sort of weapon fire or other, non-voiceover sound in cutscenes - gone, Even the sound of my feet as I run is completely gone. I double-checked all my preferences and I can't find anything in there that I could've accidentally clicked that would cause this. I tried other games and they have sound without a problem. This just suddenly happened out of nowhere. My blaster was "pew,pew,pew, pffft", and no more sound. Anyone else getting this? Just me? If it is just me, any suggestions? Can't play like this. Too weird. Kills the immersion. I already tried switching characters, switching servers, and logging out and back in. All the usual standards for this sort of thing. Hopefully, this is just a glitch and will wear off soon.
  8. If there's no icon there, then there is no script blocker. Dang. Thought I was on to something. Sorry friend, I tried. That was all I had. Good luck to you.
  9. When you are logged into Firefox, look up in the top left corner. Right next to the "go back" arrow, if you have NoScript as part of your Firefox Package, there should be a little white "S". That's the script blocker. When you log into any site, including this one, you will usually see something on top of the S. For me, it's always been a little red line. That indicates that there are scripts being blocked. Click on the S and it will open up a menu. Go down to the bottom and clock on "allow all this page". You can do it temporarily and then make it permanent, or just do it the one time to try and get the site to work so you can cancel your sub. Hopefully, that will work.
  10. I've been using that quote as my sig since forever. I've probably played 30 different MMOs at this point and I've always used it. I just get a kick out of it. As to why it would block just that and not anything else, I've never understood that myself. Script blockers can be obnoxiously unpredictable on occasion. Just how they work. Bugs me too.
  11. Do you have NoScript? Or some other script blocker? If so, that's where your issue is. You have to turn off the script blocker or the page won't display properly.
  12. I've been playing through the weekly heroics and I have some feedback that I hope the devs will see. I've noticed that the heroic experience on planets up to and including Hoth are more or less the same. Hoth itself is a little more difficult than before, but nothing game-breaking. Belsavis on up is where the problem is. I can expand on this. Belsavis has a TON of enemies with knockback, knockdown, and stun. Virtually every elite enemy has one or more of these, and a majority of the strong enemies do as well. This causes a problem that is not necessarily directly because of the companion nerf, but the nerf makes it a much bigger issue. These sorts of enemy abilities have always been annoying, but with the previous healing levels from companions, they were workable. The companions could keep us healed well enough to prevent this from being truly problematic. With the reduction in healing, they become burdensome and, in some cases, downright broken. This is really more of a need to look at the enemies on Belsavis and re-do their abilities. Personally, I have always thought that knockdown needs to be removed from the game entirely, as it serves no useful purpose and is just plain obnoxious, but I will settle for a reduction in the frequency of enemies that use it. Voss has the problem of unfairly grouped enemies, An elite, 2-4 strong, even an elite AND 2-4 strong, this is all good. Tactics are required, but not horribly so. 2 elites is also perfectly fine. 2 elites, 4 strong, and 4 normal, is too much. The groups themselves need to be pared down to more manageable sizes. This is also a problem on Belsavis, but not nearly as bad as it is on Voss. There's also an inordinate number of melee enemies on Voss, This would never be a problem except that melee enemies inexplicably hit twice as hard and take twice as long to kill, Add to that the group size/mix problem, the fact that many of those already over-sized groups are made up of mostly (in some cases exclusively) melee enemies, and you have a serious problem. This needs to be looked at. The groups need to be toned down and the melee enemies need to be tweaked downward as well. Corellia suffers from some, but not all, of the previous problems. The groups are manageable sizes and the mixes are usually well balanced. Some of them are a bit much, but not horribly so. The overpowered melee enemies are here, but there are a lot fewer of them, so not quite as bad. The problem here is with patrolling and wandering enemies. Even if the groups themselves are doable, adding a patrolling enemy, especially an elite one, can break it and make it unbeatable. Why this is a problem is because the patrolling enemies are WAY to numerous and are almost impossible to avoid. Any group I attack, no matter how balanced it is, is almost guaranteed to become a total cluster as I end up aggroing at least one, if not several, unavoidable wandering enemies. My personal suggestion is to move the wandering enemy paths to come nowhere near to any of the existing packs. You could also reduce the difficulty of the wanderers. It seems like darn near every wing one of them is elite, which just makes the problem worse. Reducing them to strong, or even normal, would definitely make the problem less devastating. Makeb is just flat out broken right now. This planet has every single one of the previous problems, many of them quite a bit worse than on any of the previous planets. Couple this with level sync and now we see the most glaring example of how the companion nerf destroys a certain level of the solo-friendly environment that existed before. Makeb heroics, with the nerfed healing from companions, are now virtually unplayable by any solo player not in end game gear, and many who are. While I understand that the companion nerf was done with good intentions, it was handled terribly. A knee-jerk overreaction to a vocal minority on the forums. Twitter and Reddit had no where near the same level of complaining about the new companion power levels. Those that did complain there, did so much more pragmatically. Even then, even if a nerf was necessary for balance purposes (and it very well might have been), it should never have been this severe. A slight re-balancing, maybe a 10-20% reduction, that might have been enough to satisfy the hardcore players without alienating the soloers. Even then, a nerf of this kind should NEVER be done without extensive testing both in house, and on a public test server. It's called a nefr BAT, not a nerf SLEDGEHAMMER. To drop a nerf of this magnitude without testing it first, just to satisfy a few at the expense of the many, was bad form. As I said before, I do somewhat understand it, and I sympathize with the devs on all this (they really are in an impossible situation), and, while I understand you will never please everybody, this was just not very well handled or implemented. I am sincerely hoping that the devs will review this decision, and start re-balancing things a little better over the coming weeks. I still have faith in this game and its developers and I want to give them the benefit of the doubt on this one. That's why I wrote this post, long-winded at it is, with specific examples, personal suggestions, and a healthy dose of sympathy. I want the game to be good and get better. I'm not going to bail just because of this. I'm not saying you need to revert things back to where they were before. I'm just saying that you need to scale it back to a much smaller nerf. I also think you need to look at the planets noted here and make some serious changes to them. Just my 2 credits based on personal experience. Have a nice day.
  13. Still hoping for some answers here. The companion recruitment is cool, and so far it's been fun, but I really need to know what I'm looking at from it long term.
  14. I have several. 1. How often do alerts pop? 2. Do you have to finish the recruitment quests you already have to get more to show up? 3. If you refuse a quest, do you ever get another chance at it? Or is it gone forever after that? 3. Is there a shelf life on the quests? Meaning, do you have any sort of time limits to get them? Or do the quests just hang until completed? 4. Is there any tangible benefit to recruiting lots of companions beyond the Flashpoint Buffs? 5. Do class companions get recruited through alerts? Or will they show up in the as yet unreleased chapters? 6. With the companions that require Warzones, do you have to win? Is it purely a participation thing? If it is participation, how long do you have to stay in the Warzone? Do you have to finish it? Or can you log in and then immediately drop? Not that I would, I'm honestly just checking. Pure PvE people being in Warzones is already bad for everyone involved, if they can just pop and drop and still get credit towards the companion, that's going to make it way worse. I'm particularly concerned with question 2. This is because I currently have Doctor Lokin and Lt. Pierce quests in my log, and those can take a minute to complete. Hell, the Lokin one has to wait another couple of weeks before it even CAN be completed. If I'm stuck with just those 2 quests and can't get any more until they're done, I may very well I decide I don't need those 2 companions after all. Thank you in advance for any answers given. I appreciate whatever information I can get.
  15. In my experience, Imp Makeb is a LOT easier to complete than Republic side. I have beaten the final boss on Imp side twice now, solo both times. I CANNOT beat Toborro's droid. I've tried. Multiple times. I've read strategies, watched videos, even sat and watched a friend do it right in front of me. I have tried over a dozen times to follow the instructions and beat the droid. It DOES NOT always work. I have tried standing EXACTLY where everyone tells me to, and it has yet to ever work. The imp side boss doesn't have a one-shot, uninterruptible, unavoidable, AoE attack. Nothing the Imp side has even comes CLOSE to the complete crap of Toborro. They seriously need to change this fight. At least make the insta-kill attack interruptible. Just that one change would make this fight so much more doable. Until something changes with this fight, I will remain physically unable to EVER finish Republic Makeb. I just cannot do it. I have tried and tried and followed instructions and mimicked videos and done everything I've been told or shown to do to beat this guy. It simply does not work. At all. As a result, I don;t have access to the dailies on Republic side either, which severely reduces my ability to make the large amounts of credits needed to do anything at end level, including the upcoming housing. The Toborro fight has permanently gimped my Republic endgame. This holds true for a large number of players, not just me. The fight is broken. No other mob, boss, or anything else in this game has an instant kill ability on the same level as this one does. Either make it interruptible, reduce the effect to something less than total annihilation, or remove the attack in its entirety and replace it with something else. This fight is unfair, unbalanced, overtuned, and seriously blocks endgame advancement. Have a nice day.
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