Jump to content

GojuSuzi

Members
  • Posts

    18
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Scotland
  1. As someone screwed over by this, I approve. So. I and my friends made a small guild, then they all took a break. I have been solo levelling the guild with 4 characters. I barely play - since I finished the last GS, I have literally logged in, crafted some stuff, and logged off - and with usually under 30mins playtime per day, plus some skipped days, I can get a small invasion guild conquest done and all 4 personal conquests done, and usually a few more personal conquests for the alts on the other alignment. If there's an event on and I do it on each once during the week, I can upgrade to a medium target for the guild. The current system is less challenge than GS was, and that was hardly time-intensive. I should not be able to treat personal CQ on multiple characters and soloing a guild CQ as a log-in reward exercise. I should need to step out and actually play. When doing a medium invasion, I can average over 100k per character anyway, so it's not challenging, it just requires leaving Fleet once a week each to do whatever event quest or a series of GSF or a set of Heroics or whatever. Even with individual rewards getting nerfed, it's not exactly a challenge to say "play this character for an hour once a week if you want it to make CQ". No one likes getting less stuff, or being expected to put in more effort for the same reward. Obviously no one's going to like this. But it is fair, and makes sense.
  2. No (or at least nothing that has been announced, can always hope!), but the lockout for "hasn't completed the season" goes away when the season is no longer available.
  3. You need to have reached rank 50 with one character on the server before you can buy duplicates with credits for other characters. You get enough gifts 'free' during the season to do that, but if you've spread your gifts around, you will need to send him on some influence-building gathering missions to get those missing points. Also, you need to finish the season (rank 100) before you can buy duplicates of season-rank rewards with tokens. Or wait until the season ends, if you're monsterously far away and have no hope of completing it even on one character on the server. It avoids people accidentally buying something with (very limited) tokens, then finding they get it for free the next week, then complaining about the wastage.
  4. Confirmed here too. Haven't crafted 100 yet, but it's not tracking, staying at 0/100.
  5. As a completionist, I get it. I know the crafted gear, weapons, etc. are worthless, but I want to fill out my crafting log. Couple that with the few not worthless crafts (adrenals, mods, etc.) and that's a whole lot of REing. Yeah, there's the choice to skip it, just buy what I need and wait on the next tier, but it's not exactly good design to say "we gave you this option, don't do it". And if the prevailing attitude is one of resigned acceptance, what impetus is there to not make the same design decision next tier? Making credits and farming mats isn't the issue. That's easy. The issue is the feeling of pouring effort and time investment into something and getting no return on that. If I gather mats for 10 hours or do credit-building for 10 hours to spend on GTN mats, it's no difference: I've invested 10 hours either way. And if I take those mats, spend yet more time crafting a bajillion BAs and then a bunch of crafted items, and smash them to get...nothing but a percentage of those original mats? That feels bad. If I got a crafted item I could sell, or a new schematic, either way that's a win, but right now that's not the way it works. Not being 100% is fine: the 60% stuff is annoying when you get a run of bad luck but it's not terrible, and the gamble is part of the concept (do I sell this or smash it for a chance at being able to make something better?). But the low-chance stuff, with no bad luck protection or way to boost chances just gets sisyphean. I actually like the RE to learn mechanic, but after REing 400 of a thing with no return, it's hard not to give up because I'm getting no return on my time investment. Give us an RE % boost guild action, or amplifier, or stim, or *something* to control the chance (spend more to get the better chance of not having to spend more by crafting it all over again fits, and is common in other games with RNG like this). Stop the endless race to 0% at each +1MK (there should be a minimum, 20% is already low enough to become repetitive, going lower than that is just punitive). Make augmented kit have a higher RE chance than non-augmented. It sucks so much more getting procs of augmented gear that smashes just the same as non-augmented stuff, like you wasted your luck on one proc that didn't help with the one you actually needed. Mods/augs/enhancements and whatnot get two instead of one on a crit, so double your chance of RE success by getting two shots at it, but gear gets literally no benefit, and stims/adrenals need to proc like 6 times before you get a free RE. Parity would be for Augmented gear to get a RE chance bonus, and Bio stuff to get the bonus by adding odds in (RE 7 instead of 6 and so on). Then you get an actual benefit from those crits whether you sell or smash it.
  6. I do agree more options would be better, especially after that one day of Voss bug farming: I found the 'prime' pilgrim-area route quite quickly after doing the heroics and only getting 8 (didn't know you could reset and farm heroics until much later), but so had ~12 others, and the constant "where bugs pls?" in chat told me somewhere else, which I tried and found zero bugs there, so went back to my original spot with still double digits of others. It wasn't hard to compete, but it wasn't nice. Normally, when there's competition for objectives/mobs, an unspoken queue system forms, with people yielding to the one who got there first or was waiting on the spawn, but this was brutal, with folk racing to get in first and tag while someone was mid cast or stealthing up. It was just so much more rude than players normally are. I tried not to sink to that level, but an hour later, with my original competitors gone and new blood employing the same lack of manners, I had to treat like with like, which I'm sure made others feel the same as I did and contribute to the devolution of etiquette. Sure, once I stopped caring about other players and manners and established spawn rules, I got it done in the 20ish minutes as advertised, but I did not enjoy the experience. Comparing that to Balmorra, where you'd struggle to farm out the insectoids even with multiple players tandem farming, and so politeness does not need to come at the expense of your own experience, it just feels like a poorly chosen objective for Voss. Sure, resetting heroics 'solves' the problem, but it doesn't exactly feel like intended gameplay, so shouldn't be a reason to deem it a non-issue. I do think each "kill X of Y mob on planet Z" PO should have multiple planet options, and the X amount variable between planets based on that planet's population. 75 insectoids on Balmorra is not equal to 75 insectoids on Voss, so maybe 25 on Voss. But at the very least, adding more PO options in (once the current options are bug-fixed and stable) would dilute the player numbers somewhat and make it less...competitive on less dense mob-pop planets.
  7. I mean, I could legit get behind this. But really, to the main "point". They've made massive changes, and gotten a lot of bug reports as well as a lot of (frequently conflicting) feedback. For every solution posited, there are five posts complaining about that solution. It's not as easy to just pick out the changes, go "yes sir, yes ma'am" and jump to. And generic "thank you, we'll take that under advisement" rubber-stamping every post, regardless of merit or alternative feedback, is waaaaay more ActiBlizz than taking a moment to wait for the actual data to come through.
  8. Unlimited rerolls would be a bad plan, since then folk would just keep rerolling until they got the same 2 weekly and 2 daily POs they like and do the same thing each day. Which again is much like CQ where you pick your objectives and repeat them each week. Unlimited rerolls would be effectively the same as listing all POs and just getting credit for the first 2 you complete. Personally, I like that the POs have been pushing me to go to places I haven't spent much time in, or don't know that well. It's exposing me to content I had previously not bothered with, and so I have found things I can enjoy outside of my standard routine. It has also revitalised the world, with activity now on planets that were dead zones before making it feel more fun to play on them even if you're just soloing heroics, and more options of folk to team up with if you can't solo stuff. There does need to be a balance between people feeling forced to do content they hate (or excluded because they can't) and this push to get players to move outside their comfort zone and be encouraged to be out there for others who want to but can't do it alone or don't like the lonely feeling of a ghostlands planet. But I do think raising the cap on rerolls should be possible. Currently, you can do one Daily reroll per day, and one Weekly reroll per week. Then if you get stuck with 2 Dailies/Weeklies you hate or can't do, you only can reroll one and just accept the other as a loss; if you get a bad reroll, tough luck, that's you stuck. 2 Daily rerolls per day would mean you can reroll both, or reroll one and have a backup in case you get another 'bad' one. It won't let you keep spamming until you get the one you want, but it removes the feeling of missing out if you wanted to reroll both or wanted to reroll one but it came back just as bad. 1 Weekly reroll per day would again mean you can reroll these until you wind up with 2 you can do. Yes, that's 7 rerolls across two objectives, so potentially you could keep mulliganing until you get your preferences, but the daily lockout means you sacrifice time for that: if you only get your preference by Sunday, now you have to push to get it done rather than having the full week, so come Thursday you may start considering if it is worth doing whatever you have over the weekend versus cramming that optimal one in over a few hours last minute.
  9. *More* important? Nah. But it is important because arbitrary goals encourage focused play. If I log on wanting to get my WZ weekly finished on character A, or complete character B's next chapter, cool, I can play that. But if I don't have a set goal and am just logging on to do 'something', that's problematic, and leaves players hanging around Fleet or doing a heroic and then logging off because what's the point, and then less enthused about logging in the next day because "I'll just run in circles then log off". If I get a digital high five if I do 5 heroics instead of 1, I'll do them and not feel as grinded out, so want to come back and do it again tomorrow. The Ding Effect should be a recognised psychological phenomenon, but it is at least a core concept in game development. So CQ (personal and/or guild) is in a way equally as important, because setting goals and rewarding achieving those goals are what keeps players active in between major content. It won't be enough to keep people long term, so actual content is still needed, but if you have nothing but "wait for the next patch" in between content, players won't be around when that content comes. Yes, there is still self-sustaining content like grinding drops or grinding heroics or grinding crafts, but they're all grinds with debatable rewards (don't get the drop you need? don't need the heroic rewards? don't get the schematic after 20 craft'n'smashes? wasted time, feels bad), and no cap on them so you can sink twelve hours in and still not be done. That leads to burnout. Tangible guaranteed rewards for a reasonable target let's you get the 'ding' in a reasonable time, feel like you've achieved something, and log off with enough urge to play left to come back tomorrow. In a way, it's log-in rewards with enough extra steps to make players feel like they earned it and have done enough in the process of getting it to be able to log off again without feeling like the time was wasted. ETA example: My Char has to do her daily WZ, and is 9/10 on weekly WZ. I want to win a WZ to complete both and get her shiny loot. I do a WZ and lose, and same again, and again, and an hour later I still have achieved nothing because I keep getting 4v4s with my team not filling and getting creamed by a full premade enemy team. I'm frustrated and no longer having fun and want to quit, but if I do I have achieved nothing. But that Socialite CQ goal means if I do one more, win or lose, I get my ding. So I do one more, and either way I can stop and walk away feeling like I got something for all that time spent.
  10. I hope you don't quit. I've only been playing a few months, so don't have tips like the others. But what I will say is it's worth bashing your face against the wall for just a bit longer. I was constantly dying before I could get a shot off, bottoming out the scoreboard, and a complete detriment to my team and felt so guilty. But then I started looking at the individual problems instead of the overall suckage, like I needed to try longer range weapons so I don't die before I get in range, or I just cannot get my head around directional shields so should use different shield types, or a bunch of other stuff. So I unlocked other ships, swapped out from the default options, and suddenly I found things that made me suck slightly less, and once I knew where my (admittedly weak) strengths lay, I came up with load outs that I could be sorta-meh at rather than trash. Getting a chance to actually hit things and live longer let me practice the proper stuff like not flying straight down a charging railgun or breaking line of sight on a missile lock or spotting when I'm getting baited into a bomber nest. I'm now pretty OK, occasionally decent, and actually feel like I'm contributing to my team. Still not great, and a loooong way to go, but I spend more time enjoying myself than stressing that everyone hates me, all while getting req to upgrade those ships more and practicing the other options to see what I suck less with now my skills aren't as bad. You'll get there, just zero in on what you're struggling with and experiment with alternatives for each thing in turn until you find something that clicks for you. And don't fret about other people being annoyed: the conquest farmers who just fly into walls repeatedly are annoying, someone trying but not succeeding is part of a non-premade team game and totally fine.
  11. Yarp. Tried to log in earlier, took multiple attempts because I kept getting the "log in servers are offline, please check Twitter" (obviously no tweetery relevant because they weren't down, just timing out), then loading screen kept repeating on itself back to the server selection list before it finally accepted my choice. Got in to Fleet Chat full of "OMG LAAAAAG!" and having to click things twelve times before it realises I'm trying to interact. Did a GSF and it was actually stable, which is odd, but as soon as I came out and looted my wee box, nope, no reaction to selections and then just disconnected. Only to character screen luckily, don't think I have the log-in-server battle in me for a second time tonight! So yeah, whatever it is seems to be fudding the log in servers and the main play servers, but somehow GSF is immune. That or I was just mad lucky for that specific window.
  12. It's not aimed at that, and it does actually combat the thing it is aimed at effectively. Currently there are certain guilds (and their similarly-named clones) that spam ninja-invites to everyone unguided day and night. Anyone that joins is in the guild, adding to the guild conquest total, and then logs off...and is instantly kicked so that spot can be given to the next wave of ninja invites. When they log back in, they will most likely get invited back again as their replacements have been kicked in turn. Plan is to have 1000 players online and generating points at all times by cycling out offline members. Reset coming up? Boot all those random invitees and get the players you want to be rewarded back in! This is problematic because : 1. With a single guild have the equivalent of 5-10k members by abusing this cycling in and out to bypass the cap, they 'win' planets and no one can compete without resorting to the same tactics; 2. It is a horrible introduction for new players, getting spammy invites within seconds of first loading and then unceremoniously kicked as soon as you log off; 3. The ninja-invited players do not get to 'profit' from the conquest goal they contributed to, given they get kicked from the guild to enable the 'real' members (and their alts, and maybe some 'friends' they are incentivised to get titles and loot and whatnot for) to join and contribute just enough to qualify; 4. It promotes guild-hopping to get rewards, because no one can compete with the big boys pulling this regularly, so it's better to cosy up and see what it'll take to be invited for the reset and rewards, which means some folk won't stick with a genuine guild, hurting small to medium guilds looking to expand; 5. It breeds mistrust of guild invites, as it has become almost expected that anyone inviting you is planning to dump you once you've given them your points, which again hurts growing guilds looking for actual members. In short, it's a scummy play that hurts everyone except the elite few profiting from the work of others. With this change, it means cycling newbies is no longer of any benefit, so it should stop. Yes, on the occasion where you get kicked you have to miss a week from your next guild, but theoretically even that should be less common, because unless you are a serial underperformer, they are better keeping you than replacing you with someone who is guaranteed to be a 0 next week, and it's in their interest as well as yours to talk about it and encourage you to quit rather than just kick, which lends an opportunity to make agreements for improvement/change before a more amicable separation only if no resolution is possible (I know, social methods in a social game, what heresy!).
  13. Another unrelated thing: Crew Skills interface could tolerate a few up-shines. Why is there no search option? If I know I want to make a FlubbyJubby of Doom, I need to change orders, scroll about, miss the blasted thing twelve times, and eventually find it. Type and search (like is already in the Materials Storage interface) would save me many precious seconds. Piggybacking on that, I'd love a Favourites option. If I tend to make FlubbyJubby of Doom frequently, then I can mark it as a Favourite, which makes a new section up top with just that listed, so I can get to it even easier! Working on getting the MkXs you don't have? Fav the Mk0s you need to make and smash until you have the Mk1s, de-Fav and then repeat with the ones you don't have Mk2s, and so on. Found a couple of Dyes that sell really well so you make daily? Now they're Favs and listed together up top for easy access. Want an armour set but don't have the mats yet? Fav the parts and you can keep checking what you're short or if you can make it yet. Final area that may be way pipe-dreamer. Legacy shopping lists. I want to make a MacGuffin on CharA but am short things that CharB gathers. That's fine, I'll go spend some time on CharB and fire out Companions a few times. Except...what was it I was short? Have I got enough now? Relogging multiple times is aggravating, so now I have literal post-its scattered about the PC. If CharA could add the pattern to a Legacy Shopping List that is visible on all characters like the Achievement Tracking, CharB can see easily how much more of what is needed and when the list is fulfilled. This functionality has been poorly implemented in other games, so not sure if it's just way more difficult to implement than it appears, but I would like to think the Legacy-wide Materials inventory makes it easier, so can dream on.
  14. Hello! Newbie who is already aggravated beyond reason by a silly, silly thing. In the Legacy window, all those subcategories for achievements start out expanded. It takes an annoying length of time to scroll down past them all to get to the one I want (events is most common and it is waaaaaay down) or at least to minimise the other topics (flash points, companions, etc.) to get it more accessible. And then zoning once resets it so they're all expanded again! It gives me the eye twitch. Please, set those sidebar topics to minimised by default. It is way easier to scroll past a short list of topics and open out the one you want than to have to scroll past literally everything every time.
  15. Yesterday, I was in one where three people dropped the second we didn't get both pylons. The rest of the match was spent with someone joining, seeing we were behind (from fighting 8:5), and dropping without leaving the spawn point, repeat ad nauseum. We lost, shockingly. The trouble is, the deserter lockout is often less time than would be spent slogging through a match when outnumbered and behind. If we got three people who stuck, we might have been able to pull it back, but having those three spots locked out by the rotating selection of join-quitters prevented that chance. Making it more time-effective to quit and wait out the penalty than to try and help the team you got dumped into is a problem. Combine that with the fact that losses don't count for quests/conquest/whatever, and people will leave more often than not when reinforcing. So yes, people care. The people who have put time into a WZ only to have their efforts undermined by some child throwing a tantrum and drop because they died when fighting away from the group and objectives (happens regularly), and then reinforcers opting to drop as a time saver, so suddenly you lose outnumbered and have to start again because that whole battle doesn't count...those people care that their time was wasted and disrespected. Having quests and whatnot count like GSF (losses=1,wins=2) rather than losses being worthless would help make droppers not such a hindrance and disincentivise dropping anything less than a guaranteed win. But there does still need to be some penalty even if that were fixed, because yes, your drop does hurt your team and disrespect their time/effort regardless of whether or not someone replaces you. Yeah, sucks if it's outwith your control, but that's why a sliding scale is better so those one time scream-from-the-kids-room drops aren't treated the same as the repeated easy-wins-only drops.
×
×
  • Create New...