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FunkyOne

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  1. I keep doing this mission with two toons at a time, and the spawn rate is out of this world, a whole lot of yard trash, and what seems like a dozen or two silver Genosian Captains LVL70 Welder.. They all path back to the same spot. Is this because there's more than one PC in the instance? Or is it this nuts for everyone?
  2. First: For the love of God stop overusing unavoidable loss of control mechanics - especially in solo/story content. In fact go back and remove a ton of it from content you've already made too. Its a story mode flashpoint, what rhythm are you disrupting, its just me having to wait until just me can play again multiplied by all three of the commando (or whichever one it was) yard trash in the Traitor Among The Chiss Flashpoint 7 mob spawn point for example. Along a similar vein, if you're going to record battle cries for yard trash, record enough of them we're not throwing things at the speakers ever time we heard "For House Inrokini" by the halfway point. Now that the Companion summoning window, and the companion tradeskill window are not the same, could you quit screwing with the tradeskill window when you screw with which companion(s) I have available for combat/chapter/etc play? Can you change the gathering missions to always be about an hour or so, and the results - quantity, quality, skill up returns - change based on the influence level of the companion? An hour isn't a bad window. Most of the things we do in this game are roughly hour long-ish a Chapter, a flashpoint, etc. This way we can send everyone out, go run our "work" and then everyone meets back and splits up again on their assigned tasks. I like the story lines where cross class companions play a role, but it shouldn't be permanent. The beginning of 6.1 was a great opportunity to cut way back on how many companions were have. Take Lana, she's not cross class, and she's a main character. She should stick around. Take Kira, she's cross class, and pending main character'ish. Once her story line/publish whatever you want to call this era is over she should go back to being Knight only, and Elara should be Trooper only now that Iokath is more or less over, and on and on. This should be a way to develop the companion characters, not a way to further dilute the difference between classes. Keep the main story the same for both factions. You started this with Iokath and Acina/Jace Malcolm. Onslaught has jumped on it whole hog. Who is the Sith Empire's Emperor? It depends on which faction you choose. I get it, the players want to feel like they have an affect on the world. The solution isn't to create 16 different worlds where nobody can agree on who did what. The solution is to tell the story from 16 different perspectives and have each perspective fill in a plot hole for the others. For example: The way you're currently doing this, its more like a bunch of playthroughs of an offline game and the eventual end result is 9 different Sith Emperors: 1 for the Rep players, 1 each for LS/DS of each class from Keeper, or Darth Baras to Shae Vizla or Moff Pyron, to the (4x) Players themselves. Add more empire soldiers like Pierce. Sure they're not a character class, but I would assume the Empire has a lot more than one heavy armor solider. Take a look at Companions in their group role vs a character in their group role. On a difficult Heroic 4 with my tank and healer, I use tank + healer role companions and DPS with the characters. The Jedi Knight has no pull whatsoever, while the companion tank can pull a clump of mobs into AoE range. This is backwards. A character tank should be a better tank than a companion. They should have the AoE pull, while the companion can only yank one at a time. Give us a way to order positing on companion tanks if you're going to continue using positioning required story events. Take Stivastin from the Manaan flashpoint. it would be nice if you're going to include these kinds of mechanics if you can also target the specific ground you want your tank companion to tank on. Make a Healer Character's companions more responsive/take more initiative - If the healer character has a tank role companion it should auto-agro/attack any group member being attacked. If they have a DPS comp, they should jump in on the tank target (may need to be able to designate (primary) healer/tank in a group) - on some content the healer is busy for a while during the pull keeping the tank up (see that Readied Healing Amplifier you came up with) so their companion might stand around with their finger up their nose while three of their "Group" are fighting. I think everyone can admit most content will now be done with less than a full group. Maybe you can convince EA to give you enough money for a big push and a grand reopening, but unless and until then, it would help keep the subscribers you have if you work on the quality of life they have.
  3. I was less than impressed. The first question I have is... why is the Gray Helix Currency... not a currency? Or even a mission item? Why is something we're likely to have to hang on to for months going to have to take up an inventory slot? I can't be the only one thinking eventually people are going to delete these things by accident between week long gank-fests in old PVP-land on Ilum, and have to petition to have them restored. Second Question.. will the Rep system be anything more than WoW's rep system applied so far after the fact that level 50's will have a painful grind to get some? Let's be honest, you even "Borrowed" commendations for quickie clicky rep. Its hardly inspired game crafting.
  4. Generic: Give us more missions to send, and at least one of each target. Focus the targets to an actual resource. I can't tell you how many times I've sold stacks of one artifact/crystal/metal/compound/sample/etc./etc, because I was trying to replenish the other(or more) same tier'ed item. To use actual examples, noone needs to send M1-4X out for Desh... but it's always nice to send him out while you're doing laps under Coruscant. If he'd bring back Aluminum rather than Desh. Likewise, it's annoying wihtout end having to send people our for Tier 2 gifts just to cycle in some Underworld Metal, or Light/Dark (as the case may be) medical supplies... Give us harder to finish Artifact level missions.. i.e. when you hit 400 it unlocks randomly available purple metal/fabric/gem/etc missions that DON'T have to be there all teh time, but will cycle in from time to time. Archaeology: This, and the skills based on seem less valuable than the Scavenging based skills. Having three skills feed off of Scavenging and Underworld Trading makes them huge skills and unbalanced the value of their results compared to the other skill results. Armortech: Decent. Overall can't complain, other than the lack of diverse looks available, and the work involved in getting a full set of a customizable suit. Painful. If we hate mix and matching colors, why would you think we wouldn't hate mix and matching pants and shirts, hats and boots? Certain recipes are entirely too common, while others are entirely too rare. Smooth out those recipe rewards. Armstech: Can't complain. Not writing home either. Which probably means it's just about right. Investigation is not a real winner, but it's nice to only have to have (Researched Compounds) to worry about, your mission log isn't clumped with a buncha crappy fabric or Lockbox missions. It's one of the quickest and least headachy crafts to master. Artifice: The lightsabers you can make with the raid/Heroic drop ingredients need a boost. They're just not worth it. Bio-Analysis: Too many green level materials. They extend beyond a full row. Everything else is a full 10 slot bank row or less. Only Bio Analysis has so many to extend into another row. Biochem All in all not bad... only gripe I have is that it's too much work to generate medpacks for sale. This should be a bread and butter business that just isn't there. Needs a 5pack recipe. Takes the resources for 2-4 medpacks/stims/whatever consumable and takes 2.5 times the time cost of 1 item to make a stack of 5. Batch processing should provide a benefit for this stuff. Cybertech: Arguably going to be one of the single most in demand tradeskills as people start making alts, and "demand" a steady stream of mods to swap into orange gear. Almost everything you make is low cost, but you have to make so so many, it jus feels like you're always standing around working the systems. This skill and Biochem could definitely use a 5pack time/resource boost recipe... i.e. for the cost of 2-4 items, and the time of 2.5 you can make 5, but you only get 5 after the full time period, if you cancel you get bupkiss. Diplomacy: Frustrating when the light/dark option you prefer is the one that's under-represented. Rarely do you see both light and dark gift and medical missions. Investigation: This skill is the biggest disappointment. It ONLY feeds Armstech. And Armstech isn't nearly the skill Biochem is. Biochem is the skill you pick when you already have one of everyhting else. Making a Rakata Belt and Bracer isn't nearly the equivalent of leveling up with reusable stims. Try price checking the Tier 6 340 skill mission skill missions. People are all but selling the Investigation missions at cost trying to give them away. Scavenging: One of the best money making skills for people willing to mine for money. 3 crafts are fed by this skill as such there's a much bigger demand for it than most others. Slicing: Good for money making while you're out and about... but a good way to make a small fortune, is to start with a large fortune and send your crew out to collect lockboxes. In other words the crew missions don't pay for themselves in any way shape or form. It's slightly better now with the sliced tech parts, but still... Synthweaving: Gigantic hole in the Heavy Armor robes for customizable gear early. Heavy Armor robes almost universally are ugly and until the late 30's or early 40's look neither armored nor heavy. Only skill that uses the fabric for Underworld Trading. Treasure Hunting: The artifact pieces were a nice little idea. This skill however definitely needs those targeted missions. I have collected stacks and stacks of yellow gems I don't need and can't possibly use trying to get the normal recipe gems. Also only feeds one skill. But the missions are worth more because everyone wants purple artificed bits. Underworld Trading: The single biggest mission skill out there. Feeds three crafts. Fabrics are woefully under-utilised. Again often see the "good" mission in what you're NOT currently looking for. Need to see more missions, and at least one metal, and one fabric mission in each tier at all times. Cybertechers should not be forced to go after gifts or fabrics they don't want to get metals. Armormechers should be able to use the fabrics on medium armors.
  5. Which explains why Amazon is still selling DVD and blu-ray, while Blockbuster is bankrupt and all but out of business Then he should have just as much right to yell at them to watch it as they do to yell at him to spacebar. You've got half a point there, and the OP had the other half. Some people do skip content to get to the end game right away..hastening the point where they stop and complain they've played it all too much- because they got there earlier than the devs alloted time for- and right now there are some very repeated options to play end-game right now. Of course, as endgame changes and the new content gets played, there are ALWAYS very few options for endgame right now. Anything endgame gets played to death. At least until someone figures out how to generate truly random encounters.. with multiple spawn locations for the same boss, with different abilities, and timers for the same boss and so on... It does come off that way a bit... especially because there are a lot more folks screaming spacebar than there are content to let YOU see the content the first time.
  6. General (green) Gathering: Smooth out the node spawns... Say Tier 2 has two versions of resource A (Metals/crystals/samples) and Resource B (Compounds/artifacts/compounds. All too often, you can usually find oodles and bunches of one, but not the other.. often one of those sub-tiers is only available in a limited specific area of one planet as opposed to spread out over the entire planet, making it almost necessary to do a targeted mining run, rather than gathering while you level and/or explore Rare (Mission only/Blue) Gathering This could also be helpful for the green, but its much more important for the blues- more missions, more specific targets, and so on. I'd much rather have a higher failure rate on purple material target missions, than sending my guy on the generic mission to gather more of the blue stuff I already have stacks and stacks of- Especially in Tier 6. I have stacks and stacks of Lorridan Gems, and Orange and Yellow crystals that I can't make anything worthwhile out of for two reasons... in Tier 6, most people only want purple items, and you get a random result. Even when I was looking for lorridan gems early on, I was getting yellow and orange crystals. At least a couple missions for each result type, double the total number of available missions, and differentiate the missions. If I'm looking for Chanlon/Tatooine Fire Gems/Nutrient Paste/whatever give me a targeted missions that has higher risk/reward.. gives me specifically Chanlon/whatever. Balance the resource collectables. The only thing out there that requires UT Fabrics are synthweaving light armor. So noone else ever buys any, make it used in other professions as well... armormech medium, make synth mediums require a half/half, having mods use fabric while armorings use metal or vice versa.
  7. Artifice has all sorts of issues on not being able to make stuff. They are probably one of the least fleshed out tradeskills.
  8. How do you figure that? Most people play an MMO to play with others. If there aren't enough others, the health of the game is in doubt.
  9. You can't decorate them, people can't visit them easily, you can't stick a vendor with a lower cost of doing business in them.
  10. I played a Tank Guardian, and am working a Sentinel up with Legacy so some results will be skewed with bonus Command-stim-stat-I-just-blanked-on-and-now-want-to-call-perception-which-I-know-isn't-right-but-can'-get-out-of-my-head, especially at low levels. I'd say the Sentinel has better DPS, even with that factored in. but the Guardian can tank with Doc(or, in a pinch,C2N2, and biochem medpacks until Doc is available ) to heal, and if I was just doing story, with no care or plan for continued play after the story was over, I'd do a tank or healer so I had both roles covered with a companion.
  11. And your rifle toting trooper suddenly has a pistol? It depends on how they've got it set up, but yeah, it puts you in the cutscene with your modified appearance i.e. your armor meshes and what not... Edit: The real technical challenge will be is it your ship? Is it a high rise apartment? If it's your ship, how do you get people onto it without you? Or worse, when you're offline? Can you stick a vendor in it? Then they REALLY need to get folks on the ship when you're offline. What happens to your ship and the vendor when you're actually using it? If you hop on someone's ship, and buy their relic of decorati-ness, and they're busy planet hopping, then what? Do you have to hop behind them? Can people who don't have their ship yet finally board a ship?
  12. For as many people who will want to play Jedi, this is the era to play in. You're far enough back Jedi are "common" and not so close to the Rise Of The Sith that- A) You have the rule of two, and B) You know your Jedi isn't going to get a blaster bolt to the head when the Emperor unleashes his secret order. Who on earth would want to play a Jedi he knew was going to get shot in the back by his trooper in 6 months? And for the poster above me, I think your signature is exaggerating a bit. WAR was a black hole of Fail. It sucked the fail right out of other nearby lameness just to bolster its own fail. It was little more than a first person shooter with a barely functional paperdoll. To the folks talking about SWG. Am I the only one who wants to take half of SWG and just port it over into SWTOR? The housing, space, and tradeskills?
  13. I like the idea of Dailies, though I'd prefer they upped the reward and made a random (but Heroic availability balanced) half of them available per day. Shake it up so you run around see what's what, rather than "doing your chores".
  14. Because they would have to add something. Quite a few somethings. First they'd have to add the new armor. It would be more involved than Copy, Past, and type Mk II. They'd have to change the boss itemization so they gave out the new stuff. Change the vendor list so it sold the new stuff. Create and itemize a new vendor that did nothing but trade stuff in and out to get new Mk II gear. Make Sure that Vendor took in all versions of the old armor... augmented, unaugmented, various augmented slots, and so on down the line...
  15. A sad commentary on crafting in and of itself. But I disagree with your generalization. It depends on the companion gift. Rep/Imp Memorabilia don't sell well. Weapons and cultural artifacts sell very well. Trophies, Luxury, and what not are kind Meh. I'd like to see double the missions available per tier. Especially once you've maxed that tier. At least two of each type of mission should be available at all times. I'd like to see Medium Armor require at least half/half of metal/cloth- Or alternate metal and cloth I'd like to see companion affection require more upkeep. If you were hanging out with your buddies on a road trip and every time you parked for gas the guy driving said, "You guys stay here and watch the car, I'm taking the only hot girl out and about for a half hour- fill up the tank, wash the windows, and sew-me-a-shirt/clean-my-rifle/make-me-a-rootbeer-float/charge-my-ipod/whittle-me-a-mini-totem-pole then stare at the other three dudes for a while.", how long would your bromance last? I'd like to see gift favoritism more evenly distributed among the ones that are less popular.
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