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Battilea

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  1. Have to say, not a fan of the quick travel cost increase. You'll be putting poorer players in a situation where they won't want to use quick travel because they're busy saving to unlock the next bit of storage place. It doesn't matter that the time they save can be used to kill a few things to make the money back and more. Just the feel it creates will be bad. As is, as a returning player, well, I wished all the xp bonuses were credit bonuses instead. Because the xp is so rapid regardless. You do the planet stories, your class line, and the +2s for a planet 1x, and you're pretty much 80 by the end of chapter 3... Of course, that credit issue went away because my guild gives millions of credits for top conquest point earners each week, but, well, before that, I was not instantly handed tons of credits. The same goes for other things as well. I'm sure there are players that like playing the home decorating game in their stronghold. They like that more than going out and earning credits. And now suddenly, they're getting charged for that. And again, it discourages a new player, a poor player, from using that part of the game. And ultimately, the amount you can charge there will be insignificant to the players that have billions. How they earn their credits, how they don't spend their credits, that's the problem. Not the guy who can't afford to open up his 3rd bay of cargo space.
  2. This is why there should be menu options that let you disable XP bonuses (guild, event, etc, and nope, not a stupid item that does it), and a slider that lets you adjust the xp gained. By default, people will level like they do now, which many people will probably want, but if you want to, you'd be able to slow yourself down and need the side missions to level. That or the ability to adjust the planetary cap downward could also do the trick, though has some potential issues (group content). Of course, either way it wouldn't go back to how it was for a veteran player. Certain things got wussified, you've probably got a lot of presence bonuses, and probably other stat ones from datacrons as well.
  3. Droid is highly unlikely for dialogue reasons. Nope, not the characters, but everyone else's. Think about the mem-wipes, the "we don't serve their kind here", etc. Just like being a non-human gets commented on at times, especially Imp side, so would being a droid, on both sides. For a player being a droid to feel right, that would need to happen. And they can't just use the standard "alien" lines that another alien race would have, because they're droids, not aliens. There is also the matter of gender... are they male or female? Both? Romance options (face it, the kissing scenes would be ludicrous). Conversations about kids that happen, and again, these are lines from the companions, not the player. So properly integrating droid as a player race wouldn't be easy.
  4. To add to what was stated above: The info is available in game. If you hit Y to bring up the Legacy tab, under Global Unlocks, there are "Imperial Classes" and "Republic Classes" tabs. There, you can see the bonuses listed, and which ones you have unlocked. Basically comes down to two things: 1) There is a 12 second duration and -1m cooldown bonus to the Heroic Moment power for each type of companion you max (ranged DPS, Melee DPS, ranged tank, melee tank, and healer). This only applies once per type, so once you have one of each type done, you'll have halved the cooldown (from 10 to 5 minutes) and doubled the duration (from 1m to 2m). 2) +10 presence per story companion conversation arcs completed. So each of the eight base classes is a potential 50 presence for all your characters, for a grand total of 400 presence.
  5. I had a similar issue with the shuttles to return to the starting planets yesterday. So I used my ship to go there instead. Of course, if you can't get into your ship, that's a problem... You may wish to try the legacy quick travel to ship power as a work around. Only costs like 50k credits, and well worth having. Provided you have sufficient legacy level, of course.
  6. It applies to single group content as well. And for anyone above that bottom line where the two are equal, for harder solo content (like the higher difficulties of story mode). Don't get me wrong, I think what you're describing can work fine in a single player game, which admittedly much of this game can be played as. Though generally speaking, you put the point of parity somewhere in the middle, rather than at the bottom end. But this is an MMO, and to put it in historical perspective, you can look at the early days of Everquest where warriors weren't wanted (and then later when SKs and Paladins weren't). Or in WoW where people judge based on class/spec. Or EQ2, CoH, Age of Conan, DAoC, and on and on. Class-based? A will be preferred over B. Skill (as in the skills you pick, rather than player-skill) based? A will be preferred over B. It's the same old song and dance. If you have much variety in how classes play, there will be balance issues. And the best the devs can do is to make sure that every class/spec does not fall to far above or below the aimed for balance point, and that there is a compelling reason to play each class. Note, this doesn't mean that every class should have equal representation, or that every player should enjoy every class, just that enough people (whatever qualifies as enough) enjoy the class. Or in other words, it isn't necessarily a problem if Average Joe doesn't like the Backstabby McStabsalot class because he finds it too hard, as long as he's got classes he does enjoy, and others do enjoy the backstabbing goodness. Edit: The problem generally tends to lie with the adjustments toward that balance point. Devs tend to go for sweeping changes, rather than smaller, incremental ones. As a result of this, classes can easily go from being on top to on bottom, or vice-versa. Part of it is because it takes more time to make a minor tweak, so how it impacts things, then adjust again, but with nerfs, a lot of it has to do with how the players tend to react, and a series of smaller nerfs just prolongs the reaction. Devs are also more prone to adjusting things downward that are overpowered in the players' favor much faster than they are at buffing the weak powers. Which tends to jade players, making reactions to nerfs that much more extreme ("Oh, you can nerf me because I do 5% more damage than X, but you can't fix ability A which has been useless since launch????"). So in that regard, the devs sort of bring it onto themselves.
  7. Oh, there's always someone who can. Good players are better than bad ones, even with simple classes. They move faster, adjust to the unexpected faster, keep a tighter rotation, are more aware of what is going on around them, and all that. And there in lies the problem. Joe Average will fail a ton, while Power Gamer Bob won't. Which means that for Joe Average, the two might be equal, but for Power Gamer Bob, the more complex one is purely superior. Except it isn't, because you're Power Gamer Bob, and therefore, Watchman is superior to Gunnery. And Raid Leader Jill? She wants Power Gamer Bob on his Watchman, rather than the Gunnery he'd rather play, because of that pesky enrage timer. And then there's Mr. Game Dev, who has to take player abilities into account when designing the enrage timer for the next Op to be released, and so he's got to base it on those Watchmen, rather than the Gunners, because that's what he knows Jill is going to bring to the fight. Which means Jill is that much less likely to want a Gunnery person along.
  8. You can't really reward order of button pressing difficulty (aka complexity) much, if it all. By rewarding it, you're essentially telling any skilled player they have to play that class to be optimal. And it isn't really necessary, either. Some people like more complex interactions, while others like a nice, simple rotation. They'll play them for that reason alone. Parity is the goal. If you look at melee and why it traditionally deals more damage than ranged, for example, it is to offset damage dealing time lost because melee has to get close, because melee tends to have to bunch up making them more at risk to enemy damage, leading to potential lost DPS as they move to avoid that. And of course, higher risk of potential death, as both melee and ranged attacks can be easily used against them. Though some of those are why melees generally get more/better survival tools compared to ranged types. So the goal ultimately isn't to have melee deal more damage. It's to have melee and ranged be equally valuable contributors of damage, taking into account how much damage they'll do over the fight, the risk of death, and any burdens they may impose on others. By doing this, players are free to choose ranged or melee as they prefer, and people building groups won't mind having some of each. That doesn't apply to complex vs simple. If you reward the complex class more, then it is superior in the hands of a better player. And if you're a raid leader doing difficult content (meaning you have players that know how to press buttons in the right order and to not stand in the fire), well, you're going to want the complex class, and not the simple one. And therefore, there is no longer balance. Besides, no spec is really that complex.
  9. Yup, now that you're 70, you earn CXP instead of regular xp. Defeating a champion mob or finishing a bonus mission gets you a base 20 CXP (which means 70 currently, thanks to the 250% bonus), while other things (flashpoints, Ops, the consumables when you defeat certain flashpoint/Ops bosses, etc) get you more. And each time you fill up the CXP bar, you get one of those crates.
  10. And if you find an armor with a similar texture, don't forget you can dye them to tweak the colors.
  11. It might not be. The game knows when you are in a PvP zone. So who knows, it might be relatively simple. Or it might be, because things were never designed with that in mind. Heck, it might not be feasible at all. Only a dev can say for sure. That doesn't change though that such a system would be nice from a player standpoint to let them avoid the hassles of manually having to swap gear and to have the other set clogging up one's inventory. Nor does it change that the distinct needs of PvP gear and PvE gear are different, and they don't play nice together. PvE needs more scaling, while PvP needs to avoid it as much as possible. PvP needs to gear people quickly, while PvE uses gearing to slow people down. All because PvP should be a mostly level playing field, so player skill matters, while PvE is about progression.
  12. People like to feel like they're making progress. To suggest that he shouldn't get that benefit would be like saying the hardest Op should have no loot (since you obviously beat it without the benefit of said loot the first time), and that the best PvP players shouldn't get it either (since they're obviously winning without it, and therefore don't need it). Also, unless I'm mistaken, the hardest solo content (setting the story to max difficulty) is currently right up there with, if not surpassing, the hardest Ops. Meaning solo players actually need the gear, and maybe it is the Ops players don't Anyway, Bioware put a carrot in the game, and this particular carrot is available to all level 70s. It is only natural that people are going to chase it. And if they feel like they aren't making progress, then that makes them less inclined to play. And if they feel that they have to play some way they don't enjoy because that's how you make progress, that too will make them less inclined to play.
  13. Pretty sure the devs have said something about adjusting the CXP rate once the event ends, no? And of course, with 5.2, the drop rates will increase, so that will make each level you do earn more worthwhile. That said, if you don't do Ops (where people will pressure you and/or you don't want to hold back others) or PvP (where you need the gear to be effective against others), why sweat it? Play when you play because you want to, and if you CXP level, hey, you leveled. And I say this as someone who also has little to no interest in PvP or Ops.
  14. That issue could be easily addressed, though. Just have a gear tab that is for PvP, much like we have the cosmetic ones. If you're in a PvP area, it uses that automatically (defaulting to your PvE gear for the slot if the slot is empty). Boom, separate gear and no hassles with gear swapping or it eating up extra inventory space.
  15. And when you right click it to add it to your collection, it should also appear automatically on a hotkey bar in an open space. From the sounds of it, though, it almost sounds like something went wrong with your right click, like it took it for a drag and destroy (though that has a confirmation box). I'd suggest buying another one or running the solo version of Black Talon/Esseles (you get rewarded a speeder the first time for doing it, so that'll save you the credits), and seeing if it works properly this time.
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