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Khaleijo

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  1. Interesting, I do get the first 525 CC about 30 days after I bought the 60 days and then again one or two days before the 60 days run out. The email about getting the coins often helps as a reminder to add the next 60 days. Always thought that makes sense as there are options to call back the sub payment through your bank and if the coins already went out, someone with not so good intentions could just use the coins and send the stuff to another account before then getting back their money. The first account is getting banned of course but if they get their money back they have lost nothing but a throwaway account and gained CC for free. Although doing this with the same credit card and stuff certainly will get you flagged at some point. Though if the coins are actually supposed to be given during the first days of a sub then at some point things got out of sync for me I probably should ask CS to look into it, even though in the end 60 days still come with 2x 525 coins for me too. Is there any official statement when the coins are supposed to go out?
  2. Other than the chain kick at the end or other mechanics forcing movement our tank doesn't/didn't move away in SM but just stood right at the edge of the platform corner, can't say how far that is from the boss right now. Hence the confusion what changed there with the stacks and circle, since before the patch the stacks would not start anew until the circle went off, now they do though. Looking through my combat logs from last week I assume the de-buff applied is Desublimating Shadows and the circle is Shadow Mass which is taking 5 seconds from being applied to explode and cause damage,, correct me if I'm wrong there. In this example at the early stages of the fight it usually works as it did before, although sometimes exploding into the first stack, the whole sequence taking about 12 seconds, depending on what other mechanics are happening. In the later /final phase though it mostly explodes into a 3 times stacked Desublimating Shadows and comes no longer somewhat regularly with now at times only 8 seconds between two Shadow Mass explosions, although the hit frequency of Energized Shot (a triple hit every 1 second) doesn't change thus the Shadow Mass which in the end is triggered by a sequence of 4 Energized shots shouldn't happen more often either? 4 hits = 4 seconds for Shadow Mass being applied + 5 seconds until it goes off should be at least 9 seconds, so it going off at 8 seconds already should not happen.
  3. Can't speak for HM but in SM last week the tank void and stacks worked quite weird for our group. As I understand it the tank de-buff is supposed to stack up to 5, then the purple circle builds up and explodes, rinse and repeat. The stacks would start anew after the circle went off, that is how we remembered it from before the recent fix patches for R4 at least. Last week though the stacks were, while always on the tank, sort of all over the place. At times it would more or less stack properly to 4 followed by the purple void exploding, at other times especially in later phases it would stack to 2 and have the void going off or even void going off while the buff also was still stacking up at the same time, meaning all in all it would go off far more often than before. The building of the stacks and frequency of the purple circle exploding was totally inconsistent over large parts of the fight, Since there is only 1 tank in SM, there is no tank swap involved so that can't be the problem with that.
  4. Uhm, how exactly would that be true if there no longer were any further costs to use the same dye again? Without being traded via GTN no credits would taken out of the game by the GTN tax any longer, so that would actually make inflation worse. Now while in general I understand where the wish for dyes either being reusable or in collection at minimal or zero costs come from, they were meant to be one time use/consumable items from the very beginning, before there even was a CM, in order to encourage crafting and trade among players. Sure, certain CM dyes are really expensive, on the other hand there are also often alternatives through crafting or reputation vendors that are far cheaper to get. Black/black is a favourite and really really expensive, though with a lot of armours primary black variants from Artifice or the CM reputation vendors at the bazaar have pretty much the same outcome due to parts of an armour often not getting recoloured anyway. From a business point of view it's very unlikely that EA/Bioware would give up the money from the current concept of dyes just like that. If that ever would be implemented in consequence I'd assume the unlock costs for collections would turn out to be quite high, to offset what the repeated sales won't bring in any longer. Not sure if that really would be better and what people want. So I'd rather have some cool new colours being added to the Artifice crew-skill instead of a general change of how dyes work. Either directly or by getting new schematics from some coming faction vendors.
  5. Nicht alles sind so gesehen tatsächlich Bugs/Fehler sondern Mechanik Änderungen. Die ganzen genannten Probleme mit den Gruppenquests sind jedoch definitiv Fehler, auch wenn möglicherweise die Änderungen in Sachen ablaufende Dailyquests oder auch das neue 'shared tagging' verantwortlich sein dürften. Wann das gefixt wird steht leider in den Sternen. Was den Rest angeht:
  6. Die Kristalle in der Sammlung gab es irgendwann einmal als Abonnenten Belohnung, sind daher wohl nicht mehr zu bekommen, beim Season Händler hab ich sie zumindest nicht gesehen. Im Spiel sonst gibt es Violett- Schwarz wie auch Orange-Schwarz oder Cyan als seltener Random Drop in den älteren Operationen, in Schrecken aus der Tiefe zum Beispiel von dem Lobel Miniboss oder den anderen Bossen, auch in Abschaum und Verkommenheit, eventuell auch noch in Explosiver Konflikt, wobei da die Kristalle früher in den Kisten vor den Panzern und auf dem Weg zum Minenfeld drin waren, nicht sicher ob das immer noch der Fall ist oder die jetzt bei den Bossen droppen können. Bin leider gerade nicht im Spiel daher kann ich nicht nachschauen, ob der Händler der zur Arena von Zakuul gehört auch Lila/Violette Kristalle hat, eine Version von Rot-schwarz hatte er soweit ich erinnere, aber war lange nicht mehr dort. Last but not least, falls jemand vor 4.0 die Baupläne dieser Dropkristalle durch Zerlegen erlernt hat (seit 4.0 ist das nicht mehr möglich), kann der/die diese auch immer noch bauen.
  7. Ja, kannst du, allerdings ist die Voraussetzung dafür dass du bereits einen Charakter mit Dunkelstufe 5 im selben Vermächtnis hast/hattest, um bei der Charaktererstellung nicht nur die Machtklassen der hellen Seite zur Auswahl zu bekommen. Die gleiche Voraussetzung gilt meines Wissens nach auch wenn du das auf höherem Level für einen anderen/ zweiten Kampfstil wählen möchtest. Umgekehrt ist das genauso, für einen 'Jedi' oder eben Fähigkeitsmäßig hellen Sith auf Imperiumsseite braucht man den Erfolg für das Erreichen von Hellstufe 5 im Vermächtnis. Das betrifft so allerdings nur die Machtklassen, die Techklassen haben in der Hinsicht keine Einschränkung.
  8. Der Handelschat ist eher Symptom und nicht Haupttreiber denn da werden die Credits nur hin und her verschoben, nicht generiert. Die Frage wäre ob es für den Spieler zu Spieler Handel auch eine Gebühr geben sollte, wie für das GTN. Zum Teil kommt die Creditmenge sicherlich auch durch nicht ordentlich nachverfolgte Exploits und Bots über die Jahre zustande, Fakt ist aber tatsächlich dass es im Spiel schon sehr lange nicht wirklich Creditsinks gibt und seit Jahren durch Questbelohnungen und insbesondere, bevor 7.0 das massiv zurückgefahren hat, durch Eroberung Unmengen an Credits generiert wurden. Durch komplett 6.0 gab es für jedes Mini Eroberungszwischenziel XP und auch Credits, mit dem Speeder geflogen, Credits verdient, Dekos umgestellt, Credits verdient, Gefährte zum Verkaufen geschickt = extra Credits bekommen. Dazu die Wochen und Gildenbelohnungen während es Leuten laut ihren eigenen Beschwerden als das generft wurde, zuhauf möglich war 30 oder auch 60 Chars in der Woche durch die Eroberung zu bringen, das sind Millionen und Milliarden an Credits die da generiert wurden und kein Gegengewicht hatten dass man groß was ausgeben musste. Skillkosten usw gibt es ja alles nicht mehr, Speeder/Raumschiffspritkosten fällt durch die H2 Transporte auch weg. Sobald man in 6.0 sein Setbonus Rüstungsset hatte gab es da groß keine weiteren Kosten. Nicht für weite Teile der Spielerschaft die sich weder irgendwo dumm und dämlich gewiped haben oder unbedingt die passiven Bonis auf den Rüstungsteilen optimieren brauchten. Auch jetzt ist es weiterhin so, dass zum reinen Spielen man fast nirgendwo Credits bezahlen muss und eigentlich in Summe mehr oder weniger immer Plus macht. Hier und da vielleicht mal ein Aufwertungskit aber das wars und wie schon geschrieben können sich das weite Teile der Spielerschaft auch sparen, weil es überall wo das Levelcap greift ohnehin fast keinen Unterschied ausmacht. Was übrig bleibt ist das Luxuszeug, Kartellmarkt, Haustiere Mounts, Waffen,der ganze Fluffkram im GTN ist teuer, keine Frage, aber fast nichts davon braucht man zum Spielen wirklich. Speeder kann man auch beim NPC Händler für weit weniger Credits bekommen oder mit Cybertech selber herstellen, Färbemodule und Farbkristalle kann man ebenfalls herstellen wenn man nicht partout schwarz schwarz haben muss, bei den Ruffraktionen, den Odessen H2 Kisten und auch den Berufen gibt es durchaus auch schicke Rüstungen für stylisches Aussehen die nicht Millionen und Milliarden kosten, sondern eher Zeit und etwas Spielaufwand. Selbst die goldenen Aufwertungen kann man auch selbst herstellen, obwohl man sich auch da streiten kann wer die wirklich braucht (alles unter den schweren HC Operationen und NIM würde ich in der Hinsicht ausklammern, weil da die weitaus günstigere Lila Version voll ausreicht und viel mehr durch Verbesserung des eigenen Spiels erreicht werden kann, als die paar Wertpunkte extra.) , ja das dauert seine Zeit aber letztlich kommt es am Ende billiger als die im GTN zu kaufen. Und was man bei der ganzen Diskussion auch nicht vergessen darf, der Punkt dass die GTN Preise so hoch sind ist auch eine Gelegenheit da als Neuling gut zu verdienen, indem man in den Materialmarkt einsteigt, halbe Stunde über die Planeten laufen, Ressourcen einsammeln, verkaufen. Das heißt nicht dass man sich dann gleich alle Platin Kartelloutfits leisten kann, aber man kommt zu einem guten Polster mit dem man sich dann alles mögliche kaufen kann. Letztendlich fährt im RL ja auch nicht jeder einen Porsche oder Ferrari sondern manche schlicht einen Polo oder Golf. Bringt einen auch ans Ziel.
  9. This thread was pretty ridiculous at the beginning but this running in circles for the last few pages and turning it in the elitist vs casual and sale raids source of all evil is topping that. Inflation is a problem, but sales runs, no matter if people would like to ban them or not (I don't think that is really possible), are not the cause. If anything they or rather their prices are a symptom of way too many credits being accumulated in the game. Except for being in my eyes a stupid concept in the first place, sale runs cost billions just like platinum cartel market items cost billions, because there are players that pay these sums and do have them without necessarily having bought credits from illegitimate sources. There are people who do, but there are also quite a lot honest billionaires in the game. The game is running for ten years now and while many players left over the years there are also a die hard core player base that did not and have ten years of quest rewards, trading on GTN and stuff in their bags and bank vaults. While there also have been exploits and of course bots are running around too, don't underestimate what amount of credits the easy conquest in 6.x and parts of 5.x generated either, both from the included credit reward for each small conquest task as well as the weekly rewards. Those small sums constantly and the xxxk credit tokens really added up if you did conquests with many different characters while being in guilds. People in this forum stating they'd bring 69 characters or even more through that every week... that is a ton of credit generation while at the same time there weren't any real credits sinks in the game for a very long time (and there still aren't any big ones, except for maybe the Night life event right now). These credits are now within the game and are traded back and forth between players even without the added credit-seller input. The GTN fee takes a bit away but not that much in the end since even with heavily nerfed credit rewards since 7.0, there are still very few credit costs to every day playing. Except for people wiping their a.. off in PvP or PvE all in all, most players will have a net gain from a pure playing point of view. Sure if you want decorations, style armours and the like that costs a lot of credits, but just playing the game, even with aug kit, slots and the likes, if you bother to craft what you can yourself, you easily gain more through quest rewards than you pay for every day costs. You pretty much always make a net plus and thus actually add to the inflation too. If you then bother to join the market for materials or even sell legitimately bought cartel stuff your credit accounts will rise and rise, although that is rather a redistribution than a generation of credits. Now back to sale runs: The classic sale run for end-boss achievements, titles or Brontes wings worked that way that a group would prepare the ID, the buyer joins for last boss and is carried through and gets the special loot or title. These people are very easy to identify, no normally progressing player has either only the end-boss achievement or got all of them in a short time frame of a few hours, or end-boss before anything else. Just like you can see if someone got those achievements by over-levelling everything in 3.0. All the achievements have timestamps, knowing what to look for, buy-in raiders are easily recognised. Not saying that all of them are bad players, some are actually good enough to play on NIM level (not always is/was it possible to 7-man all bosses, so the player has/had to be good enough to at least not die and not kill the others with mechanics) and just don't have the chance for a regular group due to time restrictions server they are/were on or what ever, others are not really interested in raiding at all and just want a specific title or mount for personal reasons, though of course there are also those who are there for the bragging rights. Though again, if you know what to look for you'll know them by the timings of their achievements and can avoid them. Fact is the NIM Crystals made carrying more easy on top of the occasional over gearing phases and the general difficulty level of NIM at times being easier than in other expansion cycles. I'm mainly a HC level raider so the times we went in to NIM were usually when that was made significantly easier either by over gearing or actual nerfs. For NIM at their release level my group is not good enough or simply does not want to put in the necessary effort to reach that level, so in general we have fun in HC difficulty. Using crystals would have gone against our understanding of why we do raids, so we never bothered with those either. As I see it without ever having participated in any, neither as seller nor buyer but knowing people who did sale runs back in 4.x and 5.x , 7.0 made sale runs actually more, well, not difficult maybe, but stupid. The Crystals were taken out with 7.0 now and before the 7.1 nerf of the operations, I'm pretty sure there were not as many groups that were actually able to carry a true dead weight as there were before, so my estimation is that sale runs declined except for maybe the best groups that were still able to carry and thus of course increasing their prices due to less competition. Of course one could also say the demand increased since due to the higher difficulty and the missing crystals now fewer raiding groups were able to play for what they want themselves. At the same time except for wanting something like 100% achievements in everything, titles or mounts there have been less and less reasons to buy a sale raid for a long time now, because that gear level doesn't matter anywhere else than raids these days. PVP is capped and you don't need NIM Loot to be competitive since 6.0, yes it's not perfect and partly bugged, but wearing 340 gear actually has a negative impact on stats as far as I read in the PVP section of this forum. PVE outside of operations is also level-capped in almost all places. So you gain next to anything from this miracle top gear other than bragging rights and even those are questionable if your achievements clearly tell you have not earned them by actually playing and wiping for them. So really serious question, why would anyone even pay these ridiculous amounts of credits, crates or whatever for something (the gear) that has next to no use and also will be rendered null with the next update or the one after anyway? A title or mount I didn't earn by acquiring 'fairly' by playing myself wouldn't be worth it in my eyes either, but those at least stay in some way, but current max gear? Once the crafting update comes, other new stuff, R4 NIM; or one day 8.0 any current gear is going to become trash that will be deconstructed or vended. It just makes no sense to buy an overpriced sale raid for that. Especially if you aren't even interested in operations in the first place, because that gear has pretty much no effect anywhere else. The other argument that came up to at times is that everyone should be able to succeed in the new ops and if they can't that increases sale runs, maybe it does increase sale runs, I really don't know, but the ops release simply follows the very same cycle this game had from 1.0 New operations stuff is released and is rather difficult in comparison, people enjoying the challenge have their fun and a few months later the first round of nerf happens and is being followed by more with time, opening up the content to a broader audience. Rinse and repeat. That was the case in 1.0, in 2.0 in 3.0 (remember Temple SM Underlurker or Revan HC anyone?), well no new ops in 4.0, but neither Gods nor Dxun in 5.0 and 6.0 were easy random or GF material when first released. It was always for the regular scheduled groups first and for random audience later (I don't consider a NIM raid oriented discords or lfg channel found groups as actual random group either, especially on the smaller servers, most have played together with each other somewhere at some point and it's not a true random level of skill at raiding), after knowledge about mechanics and tactics seeped through to more players and maybe the first nerf happened. R4 is out for a month now? Just wait for the nerf rounds and everyone who wants, gets their chance. One more reason reason not to buy sale raids for gear, except for the 'but I want it now!'" people. 6.x was a bit of an outlier in that that there was none of that usual over-gearing cycle we had in other expansion, where new introduced higher gear levels meant that that the previous highest level became easier to get while at the same time content was nerfed too, 5.x started with 230 and ended with 258 shortly before 6.0, far from everyone could do NIM in 230 but once a lot reached the following ratings levels or even the 252/258 stage with time and updates passing, that number of players going into HC and NIM increased significantly. Just like currently 330 is available from vendors instead of only NIM before. There is still effort involved, but the audience able to get the higher rated stuff is broader than before, making things easier for them (at least in the few places where gear still matters). Compared to other games Bioware did a lot to make sale raids less interesting from the buyer point of view. Achievements titles and mounts are still a thing and probably will be for as long as it is possible to carry someone to them. The only way to stop that would be to make it so hard or difficult that you can't carry anyone, but that opens another can of worms of how many players are going to be able to regularly succeed there then? Of course you can follow large amounts of credits and start to ban people, but that will just change the currency to crates or to RL money, not really stop sale runs. Generally though I'd consider titles and mounts in the same category as platinum cartel market items, pure luxury and fluff, so if someone thinks they 'need' to pay those ridiculous prices for those, doesn't really affect me having fun with my raiding group. Buying a raid for 340 gear rating though simply is stupid and a waste of credits and time, that is no P2W, that is find someone stupid enough to pay for something that has no real effect and that they'll get for free sooner or later anyway.
  10. Grundsätzlich gilt, Operationen sind Gruppencontent und für 8 bzw 16 Personen vorgesehen. Da die Operationen heute alle auf das maximal Level skaliert sind, ist es nicht mehr wirklich möglich sie alleine zu machen. Bevor 4.0 die Levelskalierung brachte ging das in den damals alten Operationen wie Karragas Palast oder Ewige Kammer durchaus, da man zum Teil 5 oder 10 Level über den Gegnern war und diese dann schlicht kaum mehr trafen und ihre Fähigkeiten auch nicht mit den höheren Lebenspunkten usw der späteren Erweiterungen mithalten konnten. Jedoch brauchte man um Operationen zu betreten schon immer eine Operationsgruppe, also zumindest einen 2. Spielcharakter um die Gruppe zu bilden, auch wenn dieser nicht zwingend die Operation betreten muss. Wüter selbst war zu der Zeit der aktuelle max Level Content, mit der folgenden Erweiterung kam dann direkt die Skalierung, also war es nie möglich diese Operation in dieser Form zu überleveln. Besseres Gear reicht zwar aus um bei einem erfahrenen und guten Team mit weniger als 8 Spielern los zugehen, aber alleine reicht weder der ausgeteilte Schaden noch überlebt man den reinkommenden Schaden. Wenn vorgesehene Mechaniken von mehreren Leuten gespielt werden sollen, steht man alleine auch vor einem Problem. Zum Standort der Operation: Die Wüter Operation befindet sich auf Rishi in der Stadt in der man für gewöhnlich dort landet wenn man per Raumschiff hin fliegt. Der Eingang selbst ist in der unteren Ebene der Stadt, von der 'Hauptstraße' aus der dritte (oder vierte?) Steg der nach links nach unten führt. Dort steht ein großer Container neben dem Eingangsportal und sofern man die entsprechenden Vorraussetzungen erfüllt (Level 80 und potentiell Story von Schatten von Revan gespielt) hat steht dort auch ein Questgeber für die 1x Story Quest der Ops. Eine weitere Option dort hineinzukommen ist wenn Wüter gerade in der Operationsrotation im Gruppenfinder ist. Zu bedenken ist hier allerdings dass nur sehr sehr wenige Operationsgruppen wirklich über denn Gruppenfinder zusammengestellt werden, für gewöhnlich bilden sich die Gruppen manuell über Flotten- oder /LFG Chat (beitreten über /cjoin LFG wieder verlassen dann mit /cleave LFG) und listet dann als vollständige Gruppe im Finder. Wenn du da also rein möchtest einfach ein Auge auf den Gruppenfinder für Ops haben und wenn Wüter in der Auswahl ist, sich einer sich bildenden Gruppe auf der Flotte anschließen. Alternativ einer netten Gilde anschließen die auch Operationen spielt. Willst du selbst eine Gruppe aufbauen, startest du mit einer normalen Gruppe, diese wird dann wenn keines der Mitglieder in einer Phase (Story, sonstige Quest oder Festung) steht, über das Rechtsklick Portraitmenü des Gruppenleiters in eine Operationsgruppe umgewandelt. Erst dann kann man überhaupt mehr als drei Leute in die Gruppe dazu einladen. Hat man genug Leute der entsprechenden Rollen, Tanks, Heiler, DDs gefunden, kann man entweder zu Fuß nach Rishi gehen und dort den Eingang benutzen oder eben als vollständige Gruppe den Gruppenfinder benutzen um automatisch in die Operation geportet zu werden.
  11. As for the initial title of the thread, if you want to nitpick 6.0 mindless Hammerstation farming made even more than 95% of the game obsolete. Yet how does it punish you? With the new patch 330 gear is available to everyone without having to step into NIM ops, all old Ops in all diffiulty levels were nerfed significantly too. So please explain where exactly do you feel punished? The game outside of Ops did not change, so stuff formerly possible in 326 is still the same and the only advantage 330+ might give there is a tiny tiny bit of time saved and that only where level sync doesn't cap the stats in the first place. What class you play has way more effect though, I could do Belsavis Imp H2s with my sorc healer or with my assassin tank, the latter only has to fight a handful of enemies due to stealth and thus is way faster with or without max rating gear. Doing it with a DPS stealth class is even faster. In general, new content bringing new gear is pretty standard for even single player games, it occurs with every expansion, often making getting the 'older' gear easier too at the same time to enable the players to quickly start into the new content. In Swtor it happens either in form of actual new gear pieces or sometimes just new augments, the principle though is the same. With R4 it comes down to do you enjoy playing ops or do you not, if not, just do what you did before it was released and have fun playing the rest of the game. If you enjoy ops, have fun progressing new boss mechanics. Given what little boost the higher gear levels give in any level synced content personally I don't really understand the drama, class, role or even just crit luck has more effect than a gear rating of ten points more or less. The sync generally makes gear almost obsolete in large parts of the game so why stressing yourself instead of simply having fun and enjoying your playtime. Why bother with Ops stuff if you don't want to play them anyway. Even in FPs, knowing how to play your class and/or the boss mechanics pretty much always trumps gear levels as long you don't run around in stuff for five or ten character levels lower than your character actually is. Ever since level sync and then capping stat in PVP, gear doesn't really matter much in SWTOR except for ops (that have no stat caps), once you are past the gear rating the stuff you do is scaled for, there just is the juicy carrot left dangling in front of you, but it doesn't have that much of an effect, it's mostly just shiny orange paint rather than a tasty vegetable. Now if the scaling is badly balanced, that should be fixed of course, though gear ratings have little to do with that, if content is supposed to be scaled to 318, 326 or whatever, it should be scaled to exactly that stat budget and not with 'oh they'll get better gear anyway' in the back of the mind. Down the line though, with the next content and gear update there will be another catchup opportunity in place to the current max rating stuff, just like Hyde and Zeek now. So all you need to do is play the game how you want and get things once they are in easy reach.
  12. Der Titel Zorn des Imperiums kommt erst später.
  13. Wechselst du denn zwischen den Kampfstilen direkt oder hast du für jeden Kampfstil ein Loadout angelegt und wechselst darüber? Denn die Speicherung der Fähigkeiten, deren Belegung und so weiter ist nur in Verbindung mit einem Loaudoutsetup vorgesehen. Das manuelle auf andere Skillung im Charakterscreen dagegen ist ein Reset der Skillung und man muss dann Fähigkeiten und so weiter wieder neu zurecht schieben und belegen.
  14. Es gab einen Exploit mit den Conquestgear Händlern, deshalb wurden vorher schon die entsprechenden Händler deaktiviert bis ein entsprechender Fix durch ein kurzen Serverdown aufgespielt wurde. Dauerte 15 min ? Kein Grund für den Smiley.
  15. Funny to draw comparison to the times when there was mainly a classic MMO and group oriented player base because the game while solo friendlier than others of the genre wasn't considered a solo game at all. Also looking back the KotFE/ET time, it was already tried to focus solely on story and solo content. Consequence: the game almost tanked, (granted the odd payment system with how to unlock all that story permanently with one month of sub and the fact that the story suddenly was not even playable with a friend surely didn't help either) . So the third instalment of the story was scrapped and the devs returned to do group content too. Emphasis on too, because the story/solo part was not axed or something like that, it's still there and still is going to be developed, the balance simply was shifted back to bring group stuff too. Because that part is needed, solo and story alone aren't enough to keep the game running even with the CM, ranked PVP and operations also still are the only activities you actually really need an ongoing sub for to play. To get more group players, group play has to play a better role during the levelling phase, not mandatory but half of the expansions stories we have by now are purely solo and can't be played together, not like the 1-50 game when only the class story was restricted and playing different classes you didn't really notice that at all. These days you'd have to do everything twice which isn't much fun to anyone enjoying to play together and the actual group interactions we had back then with the planetary arcs. Many have left because of that, many who if not regularly still occasionally would do various group activities. Now about the issues of finding a regular raiding group fitting your needs, I only can say as someone who is guild lead and raid lead for almost the whole ten years I play Swtor, why don't you built one yourself? TH is one of the smaller servers due to the language, yet there still are many active guilds and raid groups. As far as I see it more than there were during the 5.x content draught or worse 4.x. The English speaking servers have a bigger player-base in general, from all over the world playing at all times. Find other off peak hours players and form a group. Why complain about how GF being so toxic and impersonal because of the lazy one click required, when at the same time you apparently can't be bothered to form a group for what you want to do either? Player skill declined, sure, because the levelling part of the game asks pretty much no level of skill at playing the game. It got a bit better since the comps were nerfed, but there was a long time when the game would essentially play itself while the player was making coffee or doing their laundry. So you can't really blame new players for not knowing stuff, you have to teach them in order to get ready for the more demanding content. That is work though and often enough thankless, maybe half of the players will listen at least a bit and gradually get better. When it comes to teaching to raid the rate is even lower, but then that never was different even back in my WoW times (BC, Lichking and Cataclysm) we would recruit about ten to 15 newbies to maybe get one decent and reliable raid member. Still, by teaching them and the way how you teach, you also have a direct impact on the level of toxicity too. If it's more normal for new players to get patient and decent explanations, it's more normal to listen to them and follow them and they also are more likely to say they are new because they don't have to expect to be kicked just for that alone. But teaching is work, or better said, time that potentially goes off your maybe limited playtime, off your fun time. So many don't do it, but rush things, like NIM players speed running SM for TF, even if taken into that group a newbie learns absolutely nothing like that, the same with rather having only people with experience to get through the activity fast or only put people who already know the important stuff on the relevant positions and tell the others nothing about it. That way though, the situation doesn't change. If everyone would share their knowledge a little bit and at times listen to others, the general skill level would rise again because more players would know more about the game. Doing mechanics even if you might be able to burn through them is part of that too, how can you expect someone to know mechanics to start into HC if what little is there in SM is ignored and often not even mentioned? I really find it hilarious to see people complaining in general chat about a lack of groups for the more interesting Ops, who on the other hand at the same time do speed runs EV und KP all day or drive rounds around the fleet. That simply is not realising, you are part of the problem too. Because they could also built a group for something else but won't because of the risk of a wipe or that it takes longer because of explanations or that maybe they won't be able to finish it, so they rather don't start it at all but do something boring ad nauseam again or just nothing. The inexperienced players don't get a chance to see and learn new stuff either. Back at launch we didn't finish every FP or Ops either, sometimes the group simply wasn't good enough, so what? Without toxicity it usually is fun nonetheless, and the level of toxic behaviour is our own responsibility. All in all, the less people are doing the patient teaching and explaining, the more clueless people run around out there and the more work it is for those who still try to help players by explaining stuff. Because yes, there are good guides out there, but those often start at a level new players simply aren't at yet. They often already require quite a bit of knowledge about the game and given that most veterans didn't learn everything from guide sites either, but got many explanations in person to person contact, it's a bit odd to expect today's newbies to catch up solely by getting a guide linked. Teaching newer players is work, just as leading a guild is work and time consuming or organising a raid group is. The better run and more active, the more effort is involved behind the scenes. Naturally not everyone has time for that, but in my experience many of those who do scream the loudest for not finding people to play with, do not even attempt to better the situation. They expect ready made groups at their login, they just need to join and breeze through what ever content. But they themselves wouldn't ever start a group for even EV SM, nor would they log into a character that fills a missing role or bother to explain stuff to others in a constructive way. They would not start with HC and work up their way to NIM together with a group either but only join an already ready made guild/group. Again not everyone has that time but someone still has to put the time and effort into it or there simply isn't a guild or group. I can understand of course that long term veterans aren't keen to re-progress old stuff on a level they already surpassed, but without doing it at least occasionally, one day without anyone doing the introduction for new raiders or group players in the various levels, there simply will be no players left on your level.To keep a healthy level of upcoming raiders and group players someone has to built them up, that is the base work and the reason why successful guild/groups have things like raiding academy or FP evenings and the likes. If everyone just says, yes of course we want new capable raiders/players but nobody is doing anything for ensuring that, well tough luck, of course you'll run out of players to play with at one point. So maybe start small with politely explaining a boss or class mechanic in a FP next time, instead of ignoring it, that's something everyone should be able to do and is a good start to create a positive grouping environment. Form a group even if you don't get far, next time you might get further and usually at least one or two players in the group will have learned something out of the experience and get better. In the end though in my opinion the main issue is just lack of content in general, solo, small group, large group, there just comes too little and too slow. (and in the recent years buggy ... ) people get bored and leave, not all of them come back when new content is released.
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