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TheDarkWarlord

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  1. Just one thing (actually 2 things that affect each other): If you're going to have 10sec "force-fields" that restrict you from immediately getting back into the action after you die in a WZ, you should AT THE VERY LEAST reset all CD's upon respawn. If that's too much to ask, then just get rid of the force fields. What's the point of going "all-out" in a fight to the death if when you come back you're going to be less equipped and more limited in terms of being on-time? CD's not resetting on respawn are one the absolute biggest reasons PVP in this game feels like a stun, stun, stun fest.
  2. This is moving in the right direction. I agree that a filter system needs to be in place for missions that net certain types of materials. I also agree that it would be nice if players could have a "Master List" of all available missions up to their current skill level that they could sort to "prospect" for the materials that they wanted. However, the caveat to a "Master List" would have to be increased mission time so as to maintain balance on the GTN. If anyone could just up and choose what missions they ran for which materials - anytime they wanted, no mats would be rare. It would just depend on how much time you had to farm the missions, which is sort of how it is now. As it stands, this idea is just one of many that I have to give substance and incentive to maxing out companion affection besides +10 Presence bonus which feels like a cop out imho. The affection system SHOULD be reminiscent to that of the grandfather games (KotOR I, II) where based on how much you have with which character, you get a stat bonus OR IDEALLY - a special ability that you can only use with said character as your active companion. That's another post though. Muljo is somewhat tracking what I originally intended as the idea. NEW missions, that yield more quality materials, unlocked and thrown into the current rotation (i.e. NOT PERMANENT), upon reaching maximum affection with a particular companion. Example: Jedi-Knight w/ Slicing Crew Skill AND T7-01 (+10 Bioanalysis Efficiency, +2 Slicing Critical) maxed @10k Affection unlocks a new set of missions that yield rarer materials, schematics or Slicing specific items(i.e. equip-able item that provides +bonus to crewskill/ stats, must have 300 Slicing to equip). They would rotate themselves into the mission pool at random. The trade-off for running such a mission could be increased mission time, i.e. 6-12hrs+, affected by legacy unlocks, not unlike Fleet Pass, Sell Junk or Quick Travel. In addition, the +10 to T7-01's Bioanalysis Efficiency rating could be used as a check against wearing/ equipping special items related to Bioanalysis crew skill. The only drawbacks I can see to implementing such a system would be the current "companion gift" system and "companion choices" affection ratings. 1 of 3 things would have to happen to make this work. Either (A) Companion Gift missions decrease in frequency on the mission rotation (B) Mission frequency remains untouched and Companion Gifts give exponentially LESS affection. © Dialogue choices affect companion affection exponentially MORE +/-. After all, you wouldn't want to implement a system like this and make it so that it's a cakewalk to max out all of your companions. In fact, it should be impossible to have more than 3 companions at 10k affection, that way it is a matter of player CHOICE which benefits/ crew skills they receive bonuses for. Discuss?
  3. A way to implement it that wouldn't feel cheap would be to design treasure hunting quests that spanned multiple planets to attain special power crystals. That said however, I also think that Lightsabers should go BACK to the KoTOR II construction method: Emitter (Color Crystal), Lens, & Power Crystal as part of the Hilt component. Mod and Enhancement remain as is. Different combinations of those 3 main components could serve to change the effects of the lightsaber. For instance, impact effects, flourish effects, sound, blade length/ width.... Imagine a Jedi Knight wielding a lightsaber that shone like a Broadsword and crackled like thunder when it struck. Or an Sith Assassin wielding 2 short sabers with blades that weren't visible until after they made impact. Who WOULDN'T want to run OPS to get the components necessary to make such weapons? These are the types of involving, creative quests and ideas that players yearn for in these types of games. Give the player an incentive to quest for the items (Think the Fangs of the Father questline from WoW) and all of the sudden people who strictly run solo, will guild up. People who were idle on their main, might pick them back up and try for them. I realize the Cartel Market kind of takes ALL incentive out of BIOWARE wanting to do something like this, but hey, one can wish. *Note: This post is originally a reply to another thread. I felt the idea warranted it's own post and discussion. Thoughts?
  4. Have 5 animation sets per race, to be governed by their corresponding stages of alignment. Neutral/Grey are "Default" animations Level 1-5 Lightside animations are more and more "HEROIC" as you progress through the stages. Level 1-5 Darkside animations are more and more "SINISTER" as you progress through the stages.
  5. Comprehension... The fact that someone might misconstrue the meaning of the tooltip is inconsequential. The tooltip means 20% for each individual item. It's a GAMBLE. You don't go to Vegas and get mad at the slot machine because it's 1-100 chance to win and you played 300 times and lost money. Or maybe you do... but who's fault is it that you're upset? They're not lying. Every time you right-click, you have a 20% chance to get a new schematic . If it were 25% it would pop more, 50% even more so. As someone who understands the whole process, it is my opinion that 20% is good where it is. I haven't had any issues because I plan ahead when I RE anyways and make sure that I don't spend money when i'm crafting. If Bioware really made it 1 in 5 how you interpret it, then literally EVERYONE would have Maxed out crafting with full artifact quality recipes and schematics...
  6. I second this, particularly the Crystal determining the Saber FX. A way to implement it that wouldn't feel cheap would be to design treasure hunting quests that spanned multiple planets to attain special power crystals. That said however, I also think that Lightsabers should go BACK to the KoTOR II construction method: Emitter (Color Crystal), Lens, & Power Crystal as part of the Hilt component. Mod and Enhancement remain as is. Different combinations of those 3 main components could serve to change the effects of the lightsaber. For instance, impact effects, flourish effects, sound, blade length/ width.... Imagine a Jedi Knight wielding a lightsaber that shone like a Broadsword and crackled like thunder when it struck. Or an Sith Assassin wielding 2 short sabers with blades that weren't visible until after they made impact. Who WOULDN'T want to run OPS to get the components necessary to make such weapons? These are the types of involving, creative quests and ideas that players yearn for in these types of games. Give the player an incentive to quest for the items (Think the Fangs of the Father questline from WoW) and all of the sudden people who strictly run solo, will guild up. People who were idle on their main, might pick them back up and try for them. I realize the Cartel Market kind of takes ALL incentive out of BIOWARE wanting to do something like this, but hey, one can wish.
  7. 20% chance doesn't mean 1-out-of-5 RE's will pop a schematic. That would be a cumulative % chance. Your percentage chance for getting a schematic is 20% for each individual item. They are not related. I've had times where I rolled 4 or 5 schematics out of 10 reverse engineers and streaks where I haven't rolled a schematic for days. It sucks the higher level you are because of how long it takes to get artifact quality materials (25+ min/per, with no guarantees) but that's just how it goes.
  8. I don't necessarily agree with a brand new tab for crew skill items per se, HOWEVER-- I DO feel that items that are accrued by companions NOT CURRENTLY SUMMONED should go straight to your ship storage compartment as opposed to your inventory. After all, you can only have 1 companion with you at a time. Why do ALL companion fetched items go to your "carried " inventory"?
  9. How about adding another incentive to maxing out companion affection? One way I thought that would be pretty effective would be to make New Crew Skill missions that were only accessible to companions with 10k affection. They could net better mats for crew skills, more often - especially if said companion had +Critical toward the crew skill.. Discuss..
  10. You would be right if you were talking about the multiple actions coming from ONE client... Multi-boxing is just that... MULTIPLE BOXES, i.e. One-Action from each box. Each account is within the TOS. Thank you come again.
  11. This is one hell of a compilation! Good job putting this thing together! Bioware would definitely be wise to make use of it in some way, shape or form to consider planets to add for future expansion.
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