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Armonddd

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  1. This is outrageous. What BioWare has done is announced their intended end-point for raiding. Since, by design, the most efficient way to farm 224 gear is to play hard mode instead of nightmare mode, nightmare mode requires a significant incentive for people to want to play it. Currently, that incentive does not exist -- nightmare mode offers nothing unique, and progression nightmare runs will provide less gear (for more effort) than simply grinding the highlighted hard mode. The game is rapidly running out of content. Let's see what else the game offers: Warzones can be fun for some, but not all, and strongly favor small pockets of organized groups over casual players. Ranked arenas are niche enough that people have to ask if they're going. On many servers, the community is nothing short of abusive to new members. Galactic Starfighter can be played just fine as preferred/f2p, due to its strong reliance on pilot skill over requisition earned. Open world PvP straight up doesn't exist on a lot of servers, and is largely dead on PvP servers. Space missions haven't been supported in years. Crafting does not actively engage the player; rather, it enables the player to do actual content. Filling collections is an ends, not a means, though when it requires the player to do more than spend money, it does push players into other content. Decorating strongholds is engaging, but often "ends" when the player is satisfied with their work. (Personally, I've not touched mine since I finished filling them up for conquest.) Roleplay is properly engaging content, but requires an active community to support it. It's almost like Rydarus and KBN were completely correct when they said the game needs proper content instead of more story if it's going to justify a subscription. This reddit post excellently summarized many of the game's current issues; choosing for nightmare mode bosses to drop 220 instead of 224 or even 230 gear only exacerbates the situation.
  2. Not really. The point is to make noise until things change, because BW has shown that nothing else works.
  3. If they've acknowledged it without my noticing, I apologize for the post. If they haven't, the post is justified.
  4. I imagine many of us have this problem: we want to send out our six highest influence companions to craft, or gather, or what have you, but we now have dozens of companions that can do so. As a result, we need to do a lot of scrolling to find the ones we want to send. It's especially bad on newer alts, because the difference between influence 5 and 15 is significant, but the green influence bar below the portrait shows progress out of the 250,000 maximum; this means it's hard to visually differentiate between an i5 and an i15 companion without mousing over the bar. If our companions were sorted by total influence, this would be much easier. I'm not even sure what they're sorted by now. Most recently acquired, perhaps? I don't think we'd lose much by sorting them.
  5. This is why modeling should be given the same amount of attention as texturing. I bet if we look, we'll find the checker pattern you can see under Shipyards B.
  6. Going back to the regen for a second. At this point I don't actually know what the t5 talents do, much less how their tooltips read as of the version of the debuffs they apply. But can anyone tell me if the tooltip says it stops regeneration, or if it reduces regeneration by 100%? Because if it's the latter, then minor components letting you get around it seems logical in its own way. If it's the former... well, an artist took notes on what a programmer said
  7. Solid strategies. The first step to clearing out any bomber nest is using ion AoE to take out the mines. The next step is taking out the bombers themselves. These are two very efficient ways to do just that -- though against unskilled bombers, a single gunship may be able to position themselves to get the kills with slug. I still dislike that bombers are so effective that they need two ships to flush them out. I don't really remember EMP being mentioned. On the other hand, long-range ion weaponry was prominent at the Battle of Hoth and showed up from time to time in other parts of the movies. It's not very surprising to me that someone figured out how to miniaturize it for snubfighter combat. (The effectiveness of that miniaturization, on the other hand, does.) Also, it's not a FTL shot. Bear in mind that max range is 15 km, while the speed of light is pretty close to 300,000 km/s. Light travels that distance in 1/20,000th of a second. If you're running at 60 FPS, your shot goes 900 km/s, or 3.24 x 10^6 km/h, which isn't something humans see every day but still an order of magnitude under some particles.
  8. The testing I did on this is so old that it might as well be speculation at this point, but I believe the secondary targets are ignored for accuracy, adding neither shots fired nor shots hit. That's intuitive to me, because the secondary hits aren't rolled. I would expect the same to apply to EMP AoE.
  9. You're right, that did happen. I feel like a bit of a broken record here, but I'll reference Guild Wars once again. In that game there were thousands of skills available to choose from, and you could only put eight on your bar at a time. It was a mark of status to be UAS (unlocked all skills) or UAX (unlocked all X -- skills, equipment, and later NPCs). How did you get there? Play PvP and get currency -- you even got currency on a loss, so anyone could grind their way to prestige. There were also title tracks for Serious PvP. There were anywhere from eight to twelve PvP formats in the game (depending on how you count depreciated and seasonal formats), with 4-6 titles you could advance only through PvP. Checking title progress before sending invites was how you did your own matchmaking. One title track even had special emotes; getting a was a sure sign that you really shouldn't feel bad about the stomping you just received. There's ways progression can be done well in PvP. Cosmetic progression, horizontal progression, and prestige progression -- those are all fine. Vertical progression, where your actual power level increases (often significantly) based on how long you've been playing? Nah.
  10. In the context of the suggestion that I roll a new alt and keep one component un-mastered for the sole purpose of gaming the matchmaker, it's a relevant issue. There may be a few other people queueing with mastered ships, but that's not going to be super common during the off-peak hours. During peak hours I can group up and game the matchmaker that way; during off-peak hours, I would be forced to gimp myself.
  11. sometimes I look up in the sky and I think donut.
  12. Of course not. Vertical progression in a PvP game is inherently unfair. I'd liken it to a D&D campaign where some players are higher level because the DM said so, except even that amount of frustration is partially alleviated because you're at least on their side every time. It's a testament to the theme and core gameplay mechanics (which are really, really strong) that new players still pick up the game for long enough to become veterans.
  13. Three problems with this. I can't un-master my components. Why should I have to gimp myself in order to enter a match? It's not fair that I am the only one in the match who has earned mastered components but can't use them.
  14. But I've gotten pops while afk. GSF doesn't care about these things like WZ does. See also: vote kick system.
  15. A personal attack against you just means that someone is trolling you. The appropriate response is not to respond. Also, if no one understands your point after several pages of explanation, maybe they're not going to.
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