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Autorch

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  1. Definitely improvements to the crafting and mission system as mentioned. The ability of the dropdown for what level of mission you're sending to "stick" at what it was last at, I've wanted that since the beta. I've also wanted the stupid simple display of how many companions are out on missions vs. available. It shouldn't say "Max Deployable: 5", it should say "Deployed: 3/5" and so on. Other improvements like mousing over a mission in progress and having a tooltip remind you of what grade of materials that mission is out for, and its expected yield, would be nice. Hell just making the window bigger and/or the companions positioning sortable would be nice. The ability to know what subgrade of materials are coming back would be nice too. I don't see that masking it has much value. Why not just say "Electrum" and/or "Neutronium" rather than "Grade 5 Scavenged Metals"? If I want Electrum, I don't think it breaks the game to be able to send on a mission specifically for that rather than have to gamble on it all the time.
  2. How hard can it be? Here's my rule change for PVE servers: In order for players to interact (heal, damage, buff) they must be same-flagged. Differently flagged actions have no effect--you can't damage, heal, buff, or debuff a player that's not flagged as you are. I don't see how this is any harder to code than a range check; the rule just becomes must be in range, and must be same-flagged. The hard part is probably removing the previous stupid rules. Flagging is a 30 second channel outside of a warzone. In warzones you simply are flagged and on leaving the warzone you return to the flagged state you were in before you joined. Flag channeling rules are the same as quick travel: Can't be in combat, can be interrupted, brings you out of stealth, etc. You are insta-killed after the ten second warning for blundering into an open-world PVP area (Outlaw's Den, Gree, etc) if you have not flagged yourself. You cannot unflag while in such a zone. You must leave and do your channel. NPC guards of the opposite faction do 500% increased damage against players who are not flagged, and always have a 100% chance to hit. Normal rules apply to flagged players attacking NPC guards. The same insta-kill rule applies for blundering into opposite factional areas as well. Boom done. There are probably exploitable edge cases somewhere in there, but I can't think of any at the moment. PVP combat becomes truly by consent on a PVE server, as advertised, with max 30 seconds of down time instead of five minutes plus travel to a "safe" area. if you argue that's somehow inconvenient, I refer you to the million and one posts telling me to return to base and watch my screen for five minutes until I unflag, don't ever go to the Gree dailies, and so on.
  3. I own both. The Orbweaver is in the closet and the G13 is on my desk. Your preferences will vary; some people think the Orbweaver is the best thing since fried rice. I don't, and I'm a Razer fan--the keyboard and mouse on my desk are both Razer. But they've got some catching up to do both in the software and thumb-module design of the Orbweaver to be as good as the G13. About the only thing going for the Orbweaver is that it's somewhat adjustable, so certain hands and bodies are going to find it more comfortable than the G13, but I personally didn't.
  4. I can confirm there seems to be no consistency to getting credit for this or not. On various characters I have had the quest from the terminal, not had it, done it through the group finder and done it manually, story mode and hard, and the game seems to be flipping a coin as to whether or not I get credit for either quest.
  5. As you probably already know, it's on Makeb, and I've dug it up from all three zones there. It's just random. I've found it a bunch of times when not interested in having it--I think I have four in my bank. This from before they took all the fun out of seeker droid, however.
  6. Hilarious, sir. I only wish those were really the items coming up now; at least the digs might be worth some laughs.
  7. And for my part, I sat in the gree base for ten minutes, didn't get unflagged, and had to return to fleet as described. That you personally are not experiencing a bug does not mean the bug doesn't exist. I also play multiple healers--I have 9 55s and one of every healing class--and it's happened on every single one.
  8. I too support a better flagging system. The one that exists now is simply broken. Here's the situation that continually happens to me, which not one single person has brought up: I'm a healer. I cannot do virtually any of the Gree group content without getting involuntarily flagged. I don't do the PVP quests, I'm not in the PVP area (all of which gets perpetually suggested by the genius trolls who love PVP). All I have to do is heal a flagged player, which is going to happen on the daily heroic, any world boss, or Xenoanalyst. Then I go out and about my business, and I get ganked while fighting other mobs. Happens every day at the Gree event. I deal with it, sure. But why do I have to? The only alternative to this is to return to the FLEET, yes the fleet, because regardless of what happens in YOUR game and what YOUR tooltip says, the only reliable way I have found to unflag is to return to the fleet and manually toggle it on and off, then stay logged in for the next five minutes. Doing anything else does not reliably work, and I've even had to submit tickets when it wouldn't unflag on the fleet either. I would support, among other ideas: A 1-minute flag reset on any involuntary flags like this that actually worked; ie, if I'm not healing a flagged player or attacking a flagged player outside of a PVP area, then my flag resets. The unflagging working the way it's supposed to, where if I go back to the base or any rest area for five minutes and leave it alone, it goes away. If you think it does currently work this way, you need to roll a healer and head to the Gree event, then come post about how well it's working. Heals on flagged players from unflagged players have no effect. I would LOVE this. I'm sure the number of flagged players joining groups would drop off a cliff.
  9. The top-level orange armorings and weapons are no longer reverse engineerable. At 50 the pattern was 2/2/2 to make the cheapest items to get to the cheapest augment kit parts (2 white crafting binder materials, then 2 greens of each of the primary type for that profession). Now the pattern is 2/2/4 to crank out the cheapest items to RE for kit parts--the orange belts continue to be 2/2/2, yet they can't be reverse engineered. I'd like this changed because one of the few, if not the only, advantages to these professions is their ability to crank out augment kits and kit parts. I didn't notice this breaking the game at level 50 and I don't understand why it needs to be different now. If for whatever reason the orange 54's need to NOT be REable, then why not just give a trainable green 54 item that can be done for 2/2/2 again--the same end would be served.
  10. I have have yet find a group to finish both these quest chains, and if I drop the quest, I drop the items, therefore the unfinished quests have to stay on my log, taking up needed space. Suggest that either the quest chains become doable to finish solo or that the items become an ability outside the quest chains so that the quests can be dropped and still retain the abilities.
  11. Will do. Am on imp side also. Will mail you in-game.
  12. I'm at the final quest, The Shroud's Last Stand. I've actually been partway through it before the group I was in fell apart. I'd really like to get this freaking thing off my log. Looking for three others in the same situation. Certainly willing to repeat the All The Pieces step just to complete this one. I'm on EST time zone, usually available Tues-Weds-Thurs nights.
  13. I am in agreement that, while the concluding missions themselves may be good, the idea of a long solo questline capped by a group mission is beyond stupid. At this moment, I am stuck at the final Shroud mission because after completing the second to last mission, the PUG fell apart. So now I have to find three other people in the same situation or willing to just do charity work, or bribe them. This is just poor social engineering, whatever you may say about the artistic or code engineering of the questline. Yeah yeah, join a guild, find a group. Whatever. Obviously since you yourself had no trouble, everybody should be just like you.
  14. I think I would agree on the helpfulness of barrel rolls. I think that you kind of expect that it does something magical, like you're invulnerable to blaster fire for the 2 seconds or less that the ship is rolling, but that is obviously not the case. I believe at this point that it really actually does what it does. It's not just a cute graphical effect. It really will evade an incoming shot because your ship really is moving and so is its hitbox. In other words if a shot was coming at your dead center and you rolled at the right moment, the shot would miss because you were rotating around that center point. It's a real dodge and not a fake one. Thing is that incoming fire happens so fast, and the ship is so big relative to the screen, and the roll loop so tight, that you can just as easily roll into a blaster bolt that wasn't going to hit you, as you can roll out of a bolt that was. I think the end result is what's already been said--it tends to be helpful but not by very much most times, and it's not necessary to use at all to have 100% completion on these missions.
  15. I think the difficulty is just right. I found it hard at first, and I know people have done them in Grade 6 gear, but I'm not that uber and I think full Grade 7 is more realistic to make sure you have before you do these. Which the OP does have, I'm just sayin'. But yeah. They're hard at first. It's frustrating after the other ones were so easy, I sympathize. Then after a bunch of times you start actually living, maybe not completing the objectives but at least you made it, and then you live more and more, and one day you're finding that you're not only killing it but consistently getting all the bonus objectives too. You just have to persist. It all occurs the same way every time so it's a matter of memorization more than anything. I think the difficulty is right because even after you reach 100% completion on everything, you can't sleep through them like you could with the previous top 3. If you're not on it you'll get killed or miss the objectives. As it should be. As a soon to be Hyperspace Legend, I think that the essential skill is having faith in what's going to happen when you pull the trigger and NOT waiting to SEE it happen. If you're aiming at a turret and you put the button down and hear/see your ship fire four shots, release the button and target your next turret right then. Those four shots will hit the turret and it will blow. You know it and you don't need to waste seconds to watch the shots impact. Target the next turret and squeeze off another four, don't bother to watch that it worked, just have faith, rinse and repeat. Eventually you'll get good enough at this that you're killing most fighters that way too. Similarly if you volleyed missiles at four things you KNOW blow up with just one missile, like most fighters and ship turrets, don't bother continuing to fire at any of those four things the missiles are going to. The missiles don't need your help then. You should be shooting at other stuff the missiles aren't currently on their way to. On things that just have a pile of hit points like bombers, yeah, missile and shoot it if you can afford the missiles, but don't waste your shots where you don't have to. Anyway. I like space. Sometimes it's the only thing I get to do in a given week when I'm busy, so I like that they upped the reward credits in 2.0, they should never have nerfed them to begin with. Helps a lot with keeping up with operating costs when you don't have time to play more.
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