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Spangles

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  1. Same application unable to start correctly (0xc0000005) - i did not install or update anything except graphics driver, roll back does not help. I tried to reinstall but cannot launch to patch with the same error message so i no longer have the game installed even.
  2. I think Badperil has an excellent idea which has a very new and exciting dynamic to it. Basing the engineer on a turret/probe set of skill trees would also allow scaling of different abilities and skill lines with range/speed restrictions etc. This makes it a good class for countering other imbalanced PvP builds and tactics. I was inspired by Wjrasmussen's idea of the droid class, because there you have the perfect synergy. I would suggest rather that instead of a second new class the droid should be added as a 4th optional skill tree, available at advanced class selection as a replacement to one of the usual 3. This can be repecced perhaps also, for the benefit of long time players. It can introduce and field test some of the engineer potential more simply. The skill tree can include one basic assault probe and defense turret, similar but with fewer customisations to the engineer, so all players can use the new dynamic, if they use points and drop a tree they don't use. The next tier is implant cybernetics, which allows players to interact with engineer turrets and probes directly for synergy. Then cyborg which gives a player a choice of passive buff from the engineer turrets and probes. The top tier then is full conversion to a droid class which gives a second tier of functionality to the players turrets and probes, although not as powerful as the engineer's, and increses both the active and passive effects of interaction with engineer's devices. Finally I would suggest that at character selection players should have the option of selecting a droid class. The available customisations to appearance being graphical replacements made to body parts if a player upgrades to this tree. The droid class simply has the full graphic. Leveling to ten then would require some storyline. At ten a droid can then choose to adopt trooper or smuggler or engineer for second/third tree. Thus only living jedi can become jedi droids, any player can fully convert to droid and it is possible to play as a full droid non-force user. The synergy of being a droid engineer means carrying around the benefits available to other engineers and droids when they are working together, while losing one specialisation from the tank/heal/dps trees of engineer class. This all leaves room for development of alternate story options, side missions and class content as a focus as suggested by Chembox and Venomlash. The devs can flesh out the core content, leveling and introduce droid trees to work with the low level turret/probe dynamic and provide endgame content, then when it is working they just need to add in a droid intro and engineer storyline to ice the cake when they are ready. All the features will be familiar, and the engineer class will add new tiers and funcionality as well as number of units deployable etc.
  3. Brilliant, and simple must have been considered. Maybe a chance to proc alternate animation rather than toggle?
  4. All good info ty The best place for me is definitely west side of minimum security - Belsavis start area. At lvl 39 I found all lower areas were 95% galactic fragments, and adjacent areas in Belsavis start giving alien ones with color crystals. With my Sage I can move around and farm with no aggro, and Force Speed easily gets me away from the lvl42ish mobs. p.s. quick check and my usual 8-12 Hypertech after a few hours is atm 27 after an hour.
  5. I'm still getting some problems in combat, but fairly minor and rare now. It seems to be related to the end point of movement slowing cc...maybe. Playability is 95% improved since the serverside fix. It's a shame people start raging off topic about "community", but it's a forum.... Really the reason we folks are such haters is because this appears to be a massive phallic symbol of all that is rotten and broken about capitalism. If it is true the devs simply bought a single player game engine and messed about with it, instead of creating a working one, then it is hardly surprising it doesn't work. What is criminal is that the game can be shipped and we pay hard earned (in some cases) money to buy the game AND subscribe. I was not given the thing I payed for, and did not get the service I continue to pay for. Furthermore, while I have few problems, I have a buddy who since the recent updates has the dc problem. Sometimes every hour, sometimes just 5-10 mins he dc, freeze up, takes 10 mins to get relogged - the enjoyment and immersion is gone. We are leveling together so my game is equally affected. Meanwhile the devs, the team, the corporate fatties all laugh their way to the bank because "OOPS" we accidently voted with our wallet to be ripped off again. They thought "all they care about is lightsabers" and we collectively said "ooh lightsabers!". This problem is endemic in capitalism though. Uncomfortable chairs.. that break; teapots that don't pour straight; handles that fall off because they are just not strong enough. Humanity has evolved for millions of years and technology has perfected many things, so why do we keep being handed out third rate cons? These forums are where we can air our views and take stock, they are the only bastions of true democracy left on this god forsaken planet.
  6. Only played 2 WZ since the last serverside fix, but so far I have met several "Bugged" players (imp abilities?) and situations in heavy combat and I would say my problems are fixed Tank you very much machine gnomes and if you want me to properly beta test anything for you again I charge very reasonable rates - wait don't I pay...? edt- Yup at least my medic trooper is functional now. So does this mean exploits like the Huttball gamebreaker are now top priority? (force pull ballcarrier into res area to reset ball and ballcarrier) or more ABC work to do?
  7. just to clarify - this is not a simple delay/synch issue. I am still experiencing a complete loss of input capability. Voidstar with my Shadow i stealthed near combat, but was not directly involved, when I reached the door I could not destealth... I was rotating my camera to scope the area. When i rotated back I have managed to destealth, but am stuck running, so cannot plant the explosives. This is not even in combat....
  8. I disagree the game is frustrating, frequently unplayable, and I reiterate "should not have been shipped with these issues". I just rolled my 4th class (republic) to see how it plays, but gunslinger, shadow, medic commando are unplayable imo. Certainly PvP is a waste of time. I just moved to another server because I found the Sith who was bugging me out most is in my guild -.- edit- just got into pvp first match 1v1 - i can shoot, but can't use medpac, wz medpac, no cds on, but no ability with cd seem to work... taken down from 2/3 hp to dead while firing of a couple of lame Hammer Shot and..... finally... a farewell Explosive Round. How is this not gamebreaking? Sure it might only happen once or twice in a wz but that can lose it very easily. e.g. i was solo defending a door in voidstar at the time.
  9. Display fix helps, but no change to he feeling that my controls are frozen out.
  10. y i really so badly need to be able to hotkey switch ambience on during combat with 2 Sith and a gunslinger bugging me - i find it improves the quality of the experience.
  11. lol@ bird attacks. Folks rave about WoW,.. but Cata had herbs that would aggro on you, attack, and break you out of stealth in PvP quest areas ^^ Latest bug update - i'm getting some imp gunslinger firing blaster rounds which stop input responsiveness, but also mean that my toon can't stop running/turning. Same multiple cc situation, although twice now in simple combat. It makes Huttball impossibe. When i res i am still running out of control.... not noticed this one before just a spec i've not fought or a new bug? Are we going to get any kind of clarification on this issue before the patch(es) is (might be) implemented? It seems that there are a great number of situational and class related issues. At least if i had an idea how to avoid problems i might get some playability. For e.g. is this linked to my using the "ctrl" in binding hotkeys, 'cos i still can't move if i have [ctrl] pressed.....
  12. YES this is the problem I mentioned with some CC. Just confirmed. First problems i had with my Trooper, which is low level so not many abilities. It seems: Some git following me around force strangling me kept killing me with almost no hp lost, so I payed extra attention - after i get force choke lift, if it goes to the end of the ability, ANY ability i use has animation but no effect/damage etc until i move from the spot, i spam healed 3 times and used sticky grenade and cryo grenade none of which had any effect after the animation played. Step back and i can heal and pwn like normal. I don't think it is a problem if it is interupted. edit:- also the knockdown dynamic is broken. When i get knocked flat on my back there is a whole clambering back up animation - ok fine nice - but why after i finally fire my next ability do i suddenly fall back down and have to clamber back up again? Again this effect persists until i move from the spot. Also this is a gamebreaker still - if i can't heal out of a stun i am dead, so if i am targeted in a WZ i am dead. They are still working on it like their livelihoods depend on it, which they do!
  13. Agree major improvements to gamplay. There are some major class specific problems still though. These seem to be multi-core processor issues rather than engine issues, hence bargain basement pcs not finding a problem. I agree with all the specifics of the gunslinger post earlier (re cover delays, aimed shot). My Shadow has issues - one major one being spinning kick knocks the target unconcious, then... delay. I have noticed that on the recieving end with certain abilities eg. certain cc - i cannot use any ability with a cast time until i move from that spot, this does not include knockbacks actal movement is needed. This could be one reason why the game seems so overloaded wth cc and why it is difficult to identify which combination of rotation is causing the problems.
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