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AnaxagorasZ

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  1. A robot on your ship, like the targeting dummies but for tanking and healing tests, would be nice. The robot could be explained as rigged with dummy ammo so as to resolve the storyish "Why can't he come off the ship and fight at my side?" issue. The robot should have a setting prior to beginning simulation (and ideally a timer, say 5, 6 or 8 minute test). During the test the robot would attack you (to test your damage mitigation, your healer companion could, optionally, participate since you could very well bring a healer friend on board your ship to help test) or your companion (to test how well your healing is doing). It should also have a difficulty setting that one could adjust, with settings to match (at max level) Story, Hard or Nightmare operations. Basically the combat dummies are nice, but only for a certain section of the population.
  2. Something that this game doesn't have that every other MMO I've played has had is definitely target lock. Just something that prevents accidentally tabbing off your current target and locks the camera to face them. It'd be awesome. I can probably provide videos if helpful for clarity.
  3. This game does and has always needed some version of /anon or /invisible. All something like this really needs is that. Then make it so that not only are you searchable/viewable on a friends list (this game doesn't require consent for someone to add you), but if you get whispers it could auto reply with a message that would be identical to that person being offline and actually let the whisper through (hey, you might want it). There's no reason to let the whisperer know that you're actually getting it if you're hiding your online status. And yes, there are people you don't want to talk to at any given moment without going so far as to block them or anything. Why not?
  4. Against. No, the legacy requirement doesn't change a thing. Really this game is so easy to level up in that the idea is laughable.
  5. It's a game and nobody should make you do anything, but at the same time nobody should reward you for opting out of content, either. The PVP content in the Gree event is what it was intended to be, PVP content. There are two quests that are PVP based and one which is optionally PVP (the Heroic quest), and they're fairly well designed as such. Competing for resources is a classic method of adding PVP content. Fighting over resources and performing PVE style content while under the threat of enemy (player) attack is always going to implicitly be PVP content. It's also worth noting that this event is going to be recurring, which means that you can still reach the same goal as someone who participates in both PVE and PVP content, it will just take you a little longer (since you have chosen not to participate in some aspects, and make no mistake that it is a choice). If you think about what you're giving up the rewards are fairly minimal, two quests and a slightly easier time with a third. The heroic is easier in the PVP area because you're under threat of attack and likely to be wearing PVP gear which is consistently worse for PVE than PVE gear, thus requiring adjustment of the mobs to bring balance. That all said I do think that the PVP flagging system should be changed. I have zero issue with venturing into a PVP area force flagging you for PVP. That is sensible and results in a warning before it happens. One thing that might not be bad would be to slightly enlarge the PVP zone so as to reduce the number of times that it's possible to wander into a large quantity of guards who are designed to stunlock and murder a lone attacker (Republic and Imperial bases, for example). It's quite possible to accidentally wander into these areas and be stunned or killed long enough for the PVP flag to trigger accidentally, which should never happen. Some other changes that would likely help: 1. It needs to be easier to remove the PVP flag. This should be manageable in a way that is not safe, as the chief reason for the player to not be able to remove the flag quickly or safely is that a person could attack others, cause a scene, etc. and then quickly unflag themselves and laugh at the people angrily challenging for a rematch. A good counter, I think, would be for a player to willingly submit to a 1 (or perhaps 5 to match the current unflag time) minute CC effect. Any attack (or aid, such as healing) made on the player during that 1 minute would break the CC with no other ill effects other than requiring the player to repeat the process to remove the PVP flag. At the conclusion of the 1 minute period the CC would end, removing the PVP flag and add a 10 minute duration debuff that would restrict the player from voluntarily participating in PVP. 2. It needs to be harder to flag onesself for PVP so that it cannot be done by accident. Some things that would help with this: a. Companions should no longer heal flagged "Friendlies" if their controlling player is not flagged. b. Healing AOEs should simply not work on unflagged players if the caster is not flagged. c. Resurrection should not be enabled from an unflagged player to a flagged player (this currently flags you). Being a good Samaritan should not flag you for PVP by accident. If you flag yourself for PVP so that you can resurrect the flagged dead then good for you, but it shouldn't be a surprise. d. AOE damaging abilities should not be capable of targeting, damaging, affecting or otherwise "hitting" hostile flagged targets if the caster is unflagged. This includes companion abilities. e. PVP flagged players should not be permitted to join a group unless the leader of that group is flagged. The group as a whole should consent to either be flagged or not. Joining a group that has the leader flagged should include a warning prior to joining the group, and should flag all members immediately. This removes the tactical advantage of having several unattackable group members waiting in the wings in reserve in case someone takes the bait. This may seem silly or extreme but, as a healer, if you join a group that has ANY flagged members you are currently, with no change to the existing mechanics, either accepting that you are going to be flagged or voluntarily going to be derelict in your duties by not healing the PVP flagged member. Better to get the whole thing over with and out of the way at the outset. Beyond that if you step into an area that the game tells you is PVP only then you just have to deal with it. An excellent argument can be made that if you step into an area that tells you it's a PVP environment, you have no right to be angry about PVP happening. And to anyone who disagrees: LOL U MAD, BRO?
  6. I'd even take if the Companion would say something special to their Romance when you right click them (not every time, just cycle it in with the usual canned responses) and then add another at marriage level (again, into the queue with the other right click responses).
  7. We all know that there are features that people want. The little things (hood toggle), the big things (some radical new feature that may/may not be a good idea but would take money to develop), etc. Not to beat the point to death all over again but these features do cost money to develop. Since we have a system in place (the Cartel Market) for converting Earth money into credits, why not capitalize on it? There are certainly features we'd all like to see the development team spend time, effort, and of course money trying to turn up quickly, perhaps it would have potential to do something of a Kickstarter style thing. The way it would work (in my imagination) is that a developer sees something worth developing in the suggestion forum, Reddit, the dark side of the internet, wherever, and says "Hey, we should do that!" Following that, with some sort of approval, that developer could imagine a budget and then convert that cost to Cartel Coins. People could then offer to pay Cartel Coins if the project meets the budget asked for. You could, of course, provide additional rewards for further levels for people who want to see the project succeed even more. Some examples of things you could offer people in addition to the base buy in (for which the reward would be, I imagine would be the unlock itself) could be a cartel pack, maybe a title, things that wouldn't be hard to code as such but could get the ball rolling. Something like this could be a big help with devoting developer time and budget towards features that fans want, but have no way of hastening along. It could also directly relate to features that would make the game stronger and more player friendly while at the same time creating a direct link between the funding of said features and their realization in the working game environment. It probably wouldn't hurt and it would definitely be a nice way of gauging popularity of a proposed feature and making it happen in a timely, paid for manner.
  8. How did you not see it coming that the Cartel Market would eventually have it's own reputation system? It was pretty much inevitable. As long as they don't put anything imbalanced or game changing in the Cartel Market and keep providing content for subscribers I say let them do as they like with it. Of course some things in the CM are going to make you want them, it would be a pretty piss poor shop if nothing in there was attractive, but have you looked in the new vendors? Most of the stuff worth buying was previously in Cartel Packs. Did you expect people to keep buying the old packs to keep the supply of old Cartel Pack items flowing? For a lot of people the new vendors mean that eventually they will get the thing they wanted instead of buying things forever to no avail, which was a major complaint about the packs.
  9. I think I'd like both a deserter debuff and no premades at all outside of ranked warzones. Then make it so you could queue as a group (instead of an 8 man ops group) for RWZ, give people a way to get into RWZs.
  10. One thing that I'd thought would be cool would be that, starting at say Legacy 50, one would be considered to be from an "Established Family" (or whatever). Then give a discount on Legacy unlocks/Character Perks that would increase every 5 levels. With a 5% unlock discount at 30, 35, 40, 45 and 50 that would culminate in a 25% reduction, or at 10% it would be a 50% deduction. That would be nice for people with high legacies, the type to clearly enjoy leveling alts and such... make it less of a hit to buy up all those EXP bonuses.
  11. As a healer I used DPS companions (including Vector) for the longest time just fine.
  12. The long cooldown on the fleet pass kills it, as well, I think. If it was just a matter of finding the people on the planet where they level and then everybody uses their fleet pass it might be easier. Sure, it's a matter of a mild inconvenience, but then when the inconvenience is enough to effectively waste all that content... well, I think it would bother me if I'd developed it.
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