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Tikigit

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  1. Introduction of more optional missions in some of the wider level range planets for replayability of alts. Currently when repeating a planet, to achieve the general level bracket of the next planet when leaving you have to do every mission on that planet or do a fair bit of Warzone matches. Would be nice if there were a wider range of missions on some of the larger planets, so that when playing one imperial character I could choose to do non-story missions A,B,C and D around one town/camp. Then when making a 2nd imperial character I can do A,C and D from one town/camp and decide to spice it up by doing E from a new town/camp. Just a option to leave some content for my alts to do, rather than having to take every character through the exact same content in its entirety. If that happens, I'll happily play for months to come and ask for little else except some better looking Imperial Agent armor styles.
  2. That would actually explain a lot. PMSL. Someone suggested when the new site design went live that it was a waste of staff who should be coding features into the game... so add website developers alongside marketing and community staff!
  3. I have actually found the opposite to be true when comparing my Jedi Knight to my Imperial Agent. My Jedi Knight sometimes has to go back to speak to the Jedi Council, but that's about the extent of the back tracking. My Imperial Agent however has had to go all over the place, sometimes to Korriban, sometimes to imperial fleet, other times to Dromund, then times going back to Nar shadda.... Same in fact for the missions/quests, with the exception of quesh my knight has had a pretty straight path from one side of the planet to the other. When playing on my Imperial agent (Stopped playing them when I got them to quesh), I was doing a lot of back and forth between two points some distance apart on the map. So perhaps it's less of a republic/imperial factor, and more a class story layout issue?
  4. Maybe after the over marketing and hyperbole behind 1.2, the marketing guys sat down with the developers and had a long chat about how to scale marketing of updates better with the impact of the content present in that update.... the change in marketing of updates would nicely work alongside the shifting of weekly Q&A questions to more "Immediate things being done". Probably a good thing in the long run in my opinion. That said, perhaps a lot of the buzz they generated over 1.2 had a lot to do with the fact that update 1.2 was very much the "State of the game on release if it wasn't for that pesky deadline " update.
  5. It could be introduced as a aspect of the legacy unlock when you get a human cyborg to level 50. So get a cyborg to level 50, and then the other races get extra cosmetic options on creation that apply cyborg implant details. Only downside to this route is that people who want a Chiss or Twi'lek for character personality/story reasons but want some cybernetic features to the character, would be forced to either play through the game with a cyborg they may have no interest in playing or feel they have to mindlessly grind legacy levels and purchase the unlock for xxxxx credits.
  6. Noticed on my server (Bao-dur) that this occurrence is often tied to time of day. Around 2pm-5pm Imperials seem to be more end of game arm chair generals who after losing blame it on everyone else for not sticking with them or because everyone didn't psychically know what they were trying to do when they storm a heavily defended republic objective on their own, and imperials will lose pretty much every single match. Around 8-11pm, there are more prominent continuous communication focused imperials who report their situation when defending, who work with other similar players in the warzone well enough to get everyone else on the team to notice and follow their lead, and 9 times out of 10 imperials will win the warzone by a fair margin. Not really anything Bioware can do, barring introducing team work screening tests in warzones and blocking out the solo rambo masses at certain times of the day or continue to work on implementing ranked warzones and hopefully eventually extending it to act as a general player match-up system regardless of level that actually takes into account performance... But then that requires players to vote MvP based on actual team contribution not just "That person is in my guild and/or saved me once in a fight so I voted for them even though there were others that held the team together and did more."
  7. Are you sure it works across servers? Could have sworn that to send mail disregarding faction, the characters had to be part of the same legacy.
  8. Yeah am with Virgin, which is why initially I put it down to problems with the connection between me and the servers as part of the upgrades being done rather than being a potential server side issue. However, after 2 months of the problem being pretty consistent regardless to the time of day and being exclusive to this game and having frequent spikes in-game only to exit the game and go download a game from a DD retailer and get speeds of 2.4mb/s, or go play another MMO and have stable latency rates.... starting to think the chances of it being service provider caused are much lower.... unless there has been a seriously outstanding infrastructure problem between me and the game servers in Ireland (where I believe Bioware have them located) for months now.
  9. What were Sky (or should I say BT) doing to cause the problem? Or do you mean it was a overall service problem and you were experiencing decreased performance with everything, not just with this game?
  10. I play from the UK, and initially during early access and the first month of release latency rates were pretty stable at around 43ms with only the very rare spike to 300-400ms. However latency stability appears to be ever decreasing, with 43ms still being the 'normal' but with the latency spike frequency becoming more common place and much more severe, now ranging between 1000-3000ms and above. Noticed this behaviour for the last 2 months or so but initially was willing to put it down to some problem with the connection between me and the game servers rather than the game server(s) themselves, but the problem is pretty consistent and a healthy number of people seem to be reporting the same from across the UK. The behaviour doesn't seem to be time specific, and happens just as frequently at 3am GMT when I am the only person on a planet as it does at 6pm GMT when there are 15-40 people on the same planet so I don't think it's to do with population load.... it just seems that the game server(s) are becoming unresponsive for extended periods with latency sometimes hanging around 3000ms and then cutting out completely and slowly increasing to 36438ms (Which appears to be some form of cap figure). When cutting out completely and being disconnected, I find I am able to quickly reconnect to my game server and continue playing without any unresponsiveness, but it's normally not long before latency spikes occur again. Anyone else having similar experiences with the European servers whilst being local enough to them for the behaviour to be abnormal? To pre emptively attempt to answer some likely poster 'questions': * I am not downloading anything whilst playing. * The problems happen more frequently when PvEing than when in a warzone, though when it happens in a warzone the side effects are much more severe and generally latency does not stabilise until over a minute has passed (Using the match timer to monitor duration). * My internet connection itself is not being disrupted, the problem exists between the client and ToRs game server(s). * Latency in other games is stable and consistent, ToR is the only MMO or otherwise remote server Multiplayer game I currently play where I encounter this behaviour Further details: When latency is stable at around 43ms, there really isn't much of a change in latency except what you would expect (increase to 50ms or so). However once the first spike to 300+ms occurs, it seems to trigger consistent behaviour with latency spikes occurring at regular intervals until I stop playing... very rarely have I ever noticed a latency spike occur and then it settles down and doesn't reoccur.
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