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CobaltCannon

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  1. Yea, I tried that. It didn't have any affect on the condition. The problem persists. When I stripped out all of my costume slots of their gear, I tried slotting multiple chest pieces into my primary chest stat slot. The only chest armor that had a functioning jet pack was the Rishi Headhunter chest. I also tried the chest armors that were slotted into my costume slots previously. The state carried over permanently on that gear, even into my primary stat slot: No jet pack function. Ridiculous jet thrust appears behind the heals of my character's boots instead of the jet pack exhaust nacelles.
  2. I unlocked my 6th costumer designer slot on one of my bounty hunters, and slotted in the Czerka Security armor set from CZ198 into the costume designer slots and accepted the changes. Suddenly none of my costume designer slots jet pack animations worked. All of the armor animations changed to the jet animation coming from the back of the character's boots. So I removed all of the gear from every costume designer slot, and re-slotted them taking the credit hit to see if this would fix the problem. It did not. My main armor set which is the Headhunter's armor set from Rishi still works. It's rocket pack uses the correct animation. I tried to slot the other chest armors which I was using for my costume slots into my primary chest slot which makes use of the armor's stats to see if the chest would then use it's correct jet pack animation. This did not work. The jet pack animations on all of those gear items are now broken/ not using their appropriate animations. I have reported the issue of some bounty hunter chest armors not having the appropriate jet pack animations associated with them in the past many many times using the so-called in-game bug report function. I now believe this function is totally ignored by Electronic Arts or disabled by this point. Armors such as the Remnant Dreadguard (Has no jet pack animation associated with it, and uses the foot jets animation default, which looks stupid) and the Remnant Underworld (which has the wrong jet pack animation associated with it, which is the animation used for the quad boom jet pack on chest armors such as the pravaat chest armor. That Animation makes no sense as well since it thrusts in the wrong direction: directly backward from the wearer instead of thrusting downward) Please fix this issue, and FOR GOODNESS SAKE, FIX THE DARN BACK PACK ANIMATIONS ASSOCIATED WITH THE BOUNTY HUNTER JET PACKS! I've been reporting this issue for two years now. How long does it take to correctly associate animations with gear items?! Do we have to install shock electrodes underneath the chairs of the Developers and assign an in-game key to allow players to shock the developers to get them to fix such basic things? Fix it! ZAPPP! I already reported this in the bug report section of the forums, but since that part of the forums is quite hidden away from the rest of the forums, I thought I would re-post this here. Maybe if I can embarrass the lead producer, that maybe he might get off his butt and get this done after 2 years of reporting the problems. We are paying customers. I have been subscribing for 3 years now. We deserve to have these problems fixed. We paid for it!
  3. I unlocked my 6th costumer designer slot on one of my bounty hunters, and slotted in the Czerka Security armor set from CZ198 into the costume designer slots and accepted the changes. Suddenly none of my costume designer slots jet pack animations worked. All of the armor animations changed to the jet animation coming from the back of the character's boots. So I removed all of the gear from every costume designer slot, and re-slotted them taking the credit hit to see if this would fix the problem. It did not. My main armor set which is the Headhunter's armor set from Rishi still works. It's rocket pack uses the correct animation. I tried to slot the other chest armors which I was using for my costume slots into my primary chest slot which makes use of the armor's stats to see if the chest would then use it's correct jet pack animation. This did not work. The jet pack animations on all of those gear items are now broken/ not using their appropriate animations. I have reported the issue of some bounty hunter chest armors not having the appropriate jet pack animations associated with them in the past many many times using the so-called in-game bug report function. I now believe this function is totally ignored by Electronic Arts or disabled by this point. Armors such as the Remnant Dreadguard (Has no jet pack animation associated with it, and uses the foot jets animation default, which looks stupid) and the Remnant Underworld (which has the wrong jet pack animation associated with it, which is the animation used for the quad boom jet pack on chest armors such as the pravaat chest armor. That Animation makes no sense as well since it thrusts in the wrong direction: directly backward from the wearer instead of thrusting downward) Please fix this issue, and FOR GOODNESS SAKE, FIX THE DARN BACK PACK ANIMATIONS ASSOCIATED WITH THE BOUNTY HUNTER JET PACKS! I've been reporting this issue for two years now. How long does it take to correctly associate animations with gear items?! Do we have to install shock electrodes underneath the chairs of the Developers and assign an in-game key to allow players to shock the developers to get them to fix such basic things? Fix it! ZAPPP!
  4. @ Frenesi Not every MMO is a WoW clone and neither is Star Wars The Old Republic. That claim is baseless if you bother to look up some simple facts that there are other MMORPGs that have created the genre. World of Warcraft release date: November 23, 2004 City of Heroes release date: April 27, 2004 (Incidentally Blizzard stole most all of their ideas for World of Warcraft from other games including City of Heroes which I played. Every time City of Heroes would innovate, within 6 months Blizzard had copied the idea and put it into WoW) Guild Wars release date: April 26, 2005 Everquest release date: March 16, 1999 Star Wars Galaxies: June 25, 2003 Clearly World of Warcraft is a clone of what preceded it. Frenesi you don't know as much as you think you do. You also come across as a major jerk. I've read many of your other posts in other threads, and adjusting your attitude to something more understanding of others and less egocentric will do you a lot of good and be more beneficial to the community. If you want to be a drone and play as a drone go ahead, that's your decision, but don't push that yoke off on everyone else. Other people play the game for reasons other than your reasons. We aren't all power gamers that min-max damage or even care if a power does a lot of damage or not. If you read my post precisely, you would have noticed that I said that I used powers because they were fun, not because they had great damage. I enjoy a more cinematic experience to the way I play. Others do too. The more powers that Bioware takes from the classes, the fewer choices we have to select a way to play them. That's simple logic. I care. I found the power to be both fun and useful. I used it. I cared. Friends that I have in the game also care. They used it too. It's not about any noble crusade. It's about a customer knowing what they want out of a product or service and demanding it. That's a customer's right. If Bioware chooses to ignore the complaint then it is to their own peril, as players will quit the game if they are unhappy with it. Maybe you'll still play. I am starting to think that if Bioware removed all of the classes and just gave you a character that sat with his thumb up his butt and all you could do is choose which direction that character would spin it's body around on that thumb, you would still play. @ Equeliber That is simply incorrect. The Powertech and Vanguard use ranged weapons : Blasters, flamer throwers, grenades. They don't use them far enough anymore, but they are still ranged (short range). If these classes used their blasters as clubs smacking enemies with them and used hand to hand combat with their bodies ( and not shooting), then it would be a melee class. You (general you; including Bioware) cannot call a class melee, just to call it melee, or because it's abilities are short ranged. Melee has a precise definition and the Vanguard/Powertech do not fall into that definition. @ Jaedelyia: Great post! You called the point of all of this exactly. The lightsaber power that bioware took away from Sorcerers/Sages simply needed to be reworked into something more spectacular/fun with higher damage, not removed. Removing options from the player is never the right choice. Bioware seems to not know or understand what the correct direction is for development of this game. They seem to have forgotten that an MMO requires multiplayer content. Story is great, but our class stories for instance could be played with friends in a group. KOTFE, KOTET cannot. Oh you have that monotonous star fortress, and this command business that they added in, but it takes much more than a carrot held before the jack *** to continue the life of any MMORPG. Further development of the original planets with expanded zones and new planetary, exploration, and story missions is needed. More free range zones for players to wander around with groups, like in the vanilla content. Players need to be able to explore areas, find secrets, hunt datacrons and rare enemies.
  5. All of the class changes are extremely bad and were completely unnecessary. I can't stomach to even log in my Vanguard and powertech anymore without feeling angry, disgusted, hurt. My powertech was my first imperial side character that I made about 3 years ago. I left World of Warcraft to escape the development environment present at blizzard, which was making decisions exactly along the same tune as Bioware just did. I also left the game, because the community there was HORRIBLE, also because this game offered something nobody else had in any MMORPG (stressing RPG, not PVP) had: RANGED TANKS! This was a very new idea at the time. I loved playing my powertech and later vanguard up until the point about 10 months ago when Bioware nerfed the range of their rail shot, missile blast, Vanguard counterpart powers respectively. The idea of someone shooting a blaster pistol or especially rifle (Purpose of which is to give a fighter range to target) out to only 10 meters is absolutely absurd! No war fighter would EVER design a ranged weapon of any kind, especially one that explodes, to reach out to 10 meters and stop there to blow up in their own face. Railshot? Sure let's design a hypersonic magnetically propelled projectile weapon to travel at mach 4 out to 10 meters and magically STOP! What I feel is this: Bioware essentially stole my characters away from me. I cannot play them anymore. I cannot accept the ignorance of physics (The force being my only allowable exception) that Bioware is asking me to swallow here, nor can I accept the unplayability of these characters now. I cannot find one change in any character class that actually improved the class. The Sage/Sorcerer loosing one of only two lightsaber powers that it had when the lightsaber is iconic as a weapon used by Jedi and Sith ever bit as much as the force is also too much for me to endure. That class is nothing more than a world of warcraft mage now. Bioware you are taking the "Star Wars" OUT of these classes and it stinks! Please revert all class changes as if you do not, when my subscription runs out in February, I am not resubscribing and I will not play the game any longer at all. I feel like you just repossessed what I paid for. This feels like Bait'n Switch which is illegal. Although you did not technically break the law from I can see It's ethically the same concept. Reset the range of all Vanguard/Powertech shots back to 30m and give the sage/sorcerer back their lightsaber power and add another one. While you're at it, revert that Operative area attack from that impossible fanned knife throw back to the blaster suppressing fire. What moron is going to try to throw knives out in front of themselves (an impossible maneuver without the force: try holding that many knives in one hand let alone throw them accurately to hit anything without injuring yourself and friends) instead of just shooting their blaster rifle? This is Star Wars not World of Warcraft! The Operative is not a WoW rogue, and that attack is a WoW rogue attack that is in the game. It's dumb there too.
  6. "Enjoying the time playing with friends?" How can I do that when Both of the last expansions are all single player? Knights of the Failed Expansion is all single player except for those obnoxious star fortresses. Those were fun to do once, but only once. From what I have seen so far, Knights Of The Exploding Toilet is mostly single player centric also except for what, this galactic command? This thing is such a buggy mess it crashes my system on game quit so hard that I have to hard reboot my system. I can't get to my desktop to even force quit the game in the task manager. Combined with the utter destruction of the Powertech/Vanguard and Sorcerer/Sage for PvE, yea, I'm done with this game. The high management that makes the decision to turn this game into a single player PvP focussed game, needs to be fired and replaced. Fix the Powertech/Vanguard range back to 30 Meters ( so it will be a ranged tank again as advertised during this game's development ) and give the Sorcerer/Sage some lightsaber abilities back so that I actually feel like I am playing a Star Wars game and not World of Warcraft mages. Add in some actual significant multiplayer content in PvE. Then I'll come back and advise my guild mates to do the same. I'm flushing Knights Of The Exploding Toilet.
  7. Please let me clarify my second point in my previous post: If you take abilities away from classes that add variety for play styles, then the player becomes a drone just going through the repetitive tasks, instead of enjoying a personal play experience for fun.
  8. Here are two points that a lot of people and Bioware are missing, And oblivious to: 1) Bioware keeps taking from the game and not proportionately giving back to it and it's customers in product development. They consistently nerf powers into uselessness, then remove them and try to justify it by saying that nobody uses the power so let's take it out. Well, nobody uses the power ANYMORE, because Bioware screwed it up to placate the PvP players. Then they contradict their reason for taking that power out, by making all powertech and vanguard powers that same range as the powers they took out. So the reasoning as to why players were not using the power anymore is now going to be the model for all of that class' powers? What is this, "The Producers?" If any of you are not familiar with that title, look it up. It's about producers of a Broadway play that desperately want to get out of their contract. In order to do this, they intentionally make the play so bad hoping to make it flop. It backfires on them and the play is a hit, however I don't see Bioware's completely idiotic decisions as funny nor money making. This WILL fail. Remember the Star Wars Prequels? That's exactly what this expansion is. 2) This is even more important of a point as this is what playing games is about. Not everyone wants to play the exact same way. Not every player wants to only use rotations. I do my best to avoid them. I avoid them to have some style and fun in how I play. I avoid them to enjoy the flash and fun that each individual character ability can bring to the play experience. If I want to do repetitive tasks, then I will get a job working on an assembly line and make money doing it. I will not pay some jerks for that experience. OR, I can go to a Dave'n Busters or Chuckey Cheese and play Whack-a Mole for hours like a moron. I will get the same affect out of that as I am now getting from this game. Personal Point: I left World of Warcraft and came to this game years ago, because this game had something that no other MMORPG had, which were Ranged Tanks. Every tank power had that nice 30 meter range. The idea of tanking with a blaster at that range was such a cool idea. My first imperial side character was a powertech and I loved it. I played him all the time. I had a lot of fun until, idiot Bioware nerfed the range of railshot and missile blast to 10 meters. What idiot is going to design a hypersonic projectile weapon to reach out to only 10 meters then stop, or an explosive rocket that reaches out 10 meters and blows up in your own face? I have not been able to play my powertech or vanguard since that nerf without feeling sick. Now I feel like a victim of bait and switch. Now all abilities of the powertech and vanguard only reach out 10 meters. This is not a ranged tank anymore. We have the Knights and Juggernauts for this! We do not need more melee range tanks. This makes the game boring and monotonous. I suspect these nerfs are to pacify PvP whiners, and to heck with them. This game's core and the core of any MMORPG if it IS an MMORPG is PvE. PvP is just something extra to do to keep players from becoming bored from playing the same PvE content. However if you nerf character classes hard to pacify these players then you damage your core player base. And why is all this late game content single player?!!! There is nothing MMO about Knights Of The Failed Expansion, or Knights Of The Exploding Toilet. Why are the core planets being blown off and not developed further? Where is the MMO content? Before some shmoe says it, Yes I am probably going to cancel my subscription to this game now. This is not what I came to this game to play. A Sith (sorcerer) or Jedi (sage) with only one lightsaber power?!! Did these Bioware people even watch the Star Wars movies? Palpatine and Yoda were masters of the lightsaber too and used them!
  9. Here's a quick suggestion for a new lightsaber power to give these classes. For the Sith, give them an attack like Chancelor Palpatine used against the Jedi. He lunged forward in the air with the force spinning around like a drill bit and whacked at every Jedi in that area with his lightsaber. Look at the possibillity of a close range area attack like that. For Jedi, give them also an area lightsaber attack similar to Yoda's in Attack of the Clones when he went crazy on Count Dooku. The Jedi can flip around spinning like a whirlwind hitting everything in an area with it's lightsaber. Or give these characters their own "master form" strike similar to blade dance, but with a new animation that does high damage. These characters should be masters of the lightsaber as well as the force. If the lightsaber is just going to be a stat stick, then we might as well go play World of Warcraft and play mages, or go play elder scrolls on line and play mages there. Do Not destroy the image of what these characters should be like in order to appease raider and PvP players. You neglect the core of your player base by doing that. The core is MMO RPG.
  10. DO NOT TAKE AWAY THRASH WITHOUT REPLACING IT WITH ANOTHER LIGHTSABER ABILLITY!! I am NOT A LEMMING or a SHEEPLE! I do NOT play my characters only one way! I like to hit things with my lightsaber on my Sorcerer Healer when they get close, and sometimes I go up to enemies to hit them with my lightsaber, because it is fun and cool! It is a HUGE part of any Jedi or Sith character! The lightsaber is iconic to these character classes. I am not playing Gandalf The Grey!! I am playing Jedi and Sith, and I want to be able to use a lightsaber. Remember that the core of this game is MMO PvE. DO NOT forget that this is supposed to be a multiplayer RPG. You guys already botched that with Knights Of The Fallen Empire which turned the end game into a single player only game. The only thing we can do with it in multiplayer is that star fortress maze which becomes monotonous fast! You are taking the Star Wars out of these Star Wars character classes. These Jedi and Sith force mastery classes should be masters of the lightsaber as well as the force. That lightsaber and it's use is an Icon that must be an equally important part to these classes as force use. You need to add in more lightsaber abilities. Look my Sorcerer healer has 3 ways to do the exact same thing: Shoot lightning at one target. Why do I need 3 powers to do that exact same thing: One instant shock, One cast lightning strike and one channeled lightning strike. You could chop that down to one instant cast, and one channeled ability then add in another lightsaber ability. You should be giving them another lightsaber power, not taking one away. If you make each class so that there is only one way to play it, requiring power rotations to play it, then the game becomes monotonous, like working the assembly line at the JEEP plant or playing Pac Man and following the pattern.
  11. It's certainly a good choice to teach players the traditional group build (tank, damage, damage, healer). That can be taught in any of the flashpoints though. Directive 7, False Emperor, and either of the CZ-198s are good for that too. When I suggest taking it out of the game, the intention of that is to repair it or replace it with something that can be just as challenging and even enjoyable for players that might like it, but something that works. I honestly cannot see at all how you have managed to never encounter a bug in Blood Hunt, when on my server (Ebon Hawk) the bugs in that flashpoint are so regular that people make note of when they manage to get through it without encountering a bug. I have completed it many many times, but it is rare when someone in any group I have or anyone I know in the game does not encounter some major bug in that flashpoint. If the bugs were not so regularly encountered and game breaking, then I would not be suggesting this. This flashpoint would be fine if did not glitch so often. It worked perfectly fine until Knights Of The Fallen Empire came out and it was turned into a tactical flashpoint (Big mistake that was). This is when the major bugs started with it. Major bugs have also been encountered over the past year in Maelstrom Prison with two bosses. Both problems associated with the change to making these flashpoints into tacticals.
  12. @ benmas I tried exactly what you suggested along with every other possible option the game allows and none of it worked. I was angry, but not "raging." Exagerating that someone who is angered,frustrated, or upset is emotionally sick or "raging" as you said is typically received as insulting. Most people don't actually rage, and neither did I. I've also been playing the game for over 3 years, but only for about 1.5 years as a subscriber. I obviously know how to play. Your accusation that I need to learn how to play is irrelevant to the issue as well as false. Trying to insult a stranger just makes you look bad. I also couldn't care less what the bosses' names are. I have more important things to remember in life. Call them whatever you want. Jack 'n Jill. Bioware knows which ones I am referring to, and so does everyone that is reading this thread. The issue obviously is that the game bugged heavily. What I suspect may have happened. It may be that Khem was knocked straight up by the knockback attack and got stuck in the ceiling. It is possible that Khem might have appeared to vanish if this happened. That may have also bugged the flashpoint harder. It does not explain how Khem did not dismiss after my character died in the lava below or how I remained in combat after death, and after force quitting the game and relogging into the character. It also does not explain why I was not allowed to exit the flashpoint. I have encountered a lot of bugs associated with this knockback attack. Sometimes a player will receive that knockback and be killed in mid flight from full health even though the player would have landed on the platform. I have also been knocked off of the platform from standing in the dead center of the platform, then fall into the lava and reappear back on the platform without being killed. In one fight I was knocked off of the platform and into the lava twice while evading the area blast markers that appear on your character (the boss charged me and hit me with that knockback). I fell in the lava but did not die and was whisked away back onto the platform magically. (I was playing a Sorcerer Healer at the time so standing In the fight was not a reasonable option.) Then there is the Rancor that teleports around the arena instead of leaping. This flashpoint is a bugged up mess of garbage. It's not unreasonable at this point (1 year after Knights Of The Fallen Empire released) to make the demand that the flashpoint either be finally fixed of bugs, redesigned so that it works, or taken out of the game until it can be redesigned or replaced with something that works. This may require examining all of that flashpoint's code, and re-evaluating the game development decisions that lead to this flashpoint's design. Fixd it or replace it!!
  13. One more important note: There has not been a single occasion since Blood Hunt was turned into a tactical flashpoint in which something in it has not bugged when I or my friends have been in it. Every time one of my guild mates or friends has drawn the short straw in group finder and had Blood hunt, they tell me about it the next time I log into the game. They always have a horror story about how it bugged or the group was so bad that it was uncompletable. From now on, I am quitting Blood Hunt and not doing it again. This attitude that Bioware displays about not giving a crap about their customers' satisfaction enough to create a good, reliable, and enjoyable product beyond the game's original development still bothers me greatly.
  14. Some of you should work on your reading skills and read my entire post before replying foolishly with irrelevant replies such as, "learn to play issue." The problem with this flashpoint is not difficulty, but bugginess. It is the bugginess that makes this flashpoint not fun. Also the vastly overpowered knockback of Joss and Baulk makes this flashpoint dreadful. I was using my companion Khem Val as tank with 2 other players. In the middle of the Joss and Baulk fight Khem Val vanished. He was not knocked off of the platform. He was staning in the center of the platform tanking both Joss and Baulk in the last stage of the fight. Khem suddenly disappeared. POOF! Gone! On my user interface Khem was still alive and present, but in the visible play area he was gone. At that same moment, Joss and Baulk reset and the fight ended, but not for me. For my team mates, the fight was over and they could exit the Flashpoint, which they did. I was however still locked in combat. I was not permitted to exit the flashpoint by the game which believed I was still locked in combat. After my team mates quit this stupid flashpoint, I attempted to suicide myself into the lava below the platform, and that DID NOT break combat either. I selected to go to the nearest medical station and appeared in the hallway as you normally would. I was still locked in combat, even though I died and Khem now appeared as dismissed on my user interface. So I ran to the flashpoint start to try to use the pilon to exit the flashpoint. I clicked the pilon, and teh game denied me to leave the flashpoint telling me that I was still in combat even after Joss and Baulk had reset, Khem was dismissed, and I died. So I tried /stuck. /stuck worked to kill my character, however it created a new problem. I was not even given the option to go to the nearest medical station for resuscitation. Now I was dead, and stuck in the flashpoint. The game would not let me log out, or quit. I had to force quit the game. When I relogged into the game, I was not allowed to load into any other character. The game stated that my character inside Blood Hunt was still logged into the game. So I waited an hour and tried to log back into the game. At this point I was able to load in my character which was stuck in Blood Hunt, and appeared back where I was prior to entering that crappy flashpoint. @ Xcurtx, Kaldron_Fell : foolish and useless comments like those you offered are not only a waste of everyone else's time, but you wasted your own as well. @ lcharas We had all of the flashpoints checked for the sake of the weekly. If not for being extorted to play those now cliche flashpoints to get crystals (carrot for the jack asses to follow), we would have unchecked that flashpoint. My guild mate convinced me to give the stupid flashpoint a chance even though we typically just quit group and wait out the penalty time and requeue. Honestly, since Bioware turned all of the story mode flashpoints into Tacticals without redesigning them to be tacticals, I have not found any of them to be fun anymore with the exception of Hammer Station and Mandalorian Warriors. Kuat Drive Yards was the model for how a tactical should work, and Bioware should have stuck with that model and created new tactical flashpoints based upon that model. What they did instead was laziness of management, and an executive decision to not spend any resources on game development.
  15. I forgot to mention: Also during that flashpoint, the Rancor Boss was teleporting around the arena instead of leaping. I thought that you claimed to have fixed that Bioware. WRONG!!
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