Jump to content

Jupiter_Storm

Members
  • Posts

    6
  • Joined

Reputation

11 Good

Personal Information

  • Location
    United Kingdom
  • Interests
    Nature | Roleplaying | Board Games | Graphic Design
  • Occupation
    Applicant
  1. Reviving this thread in the hopes that one of the BioWare staff will at least acknowledge that they've read it. One day... My weigh-in? -- I'd like to see Capes and Weapons 'disappear' when mounting certain vehicles. Two examples that immediately spring to mind: + Naboo G-Type Speeder + Jan-Tan Dualray Very new vehicles, very gorgeous models, but the entire experience is wholly ruined by clipping.
  2. This is completely fair, Hero Engine has been heavily modified to accomodate SWTOR so, yes, it is already doing a lot of things it shouldn't be doing. Also extremely fair, but yes - I did think it was a valid concern in this instance because I like to PvP a lot, myself, and it's probably one of the two "Go To" accusations thrown around whenever you get salt. Coasting with an "easy" class is right up there alongside hacking the game. Vis a vis everything in general though, you'll have to forgive my language. I write tongue in cheek as a form of catharsis, in order to keep myself from throwing all my toys out of the pram over Favourite Videogame. Agree, yes! In this modern day and age a strong sense of online identity is important to a lot of people. Whichever form that might take, it's a relevant concern because it is... 'You'. If we considered our characters "Just" a set of pixels designed to throw yellow numbers at enemies then we wouldn't care about cosmetics, for instance.
  3. I think what ZealZany is talking about isn't really a difficult concept to grasp. Or to fix. The Problem: 1) People get attached to characters they've had for a long time, and don't want to create a new character. They associate their in-game identity and progression with the character, not the 'YourNameHere'Guardian / YourNameHere'Scoundrel' model that some people are comfortable with. 2) They may later change their mind regarding what they consider their character to 'be' - e.g. Day One, you decide they're more of a Guardian / Sage. But Day One Hundred, you might suddenly feel they're more of a Guardian / Shadow. 3) If you wanted to rectify this, you are invariably required to create a brand new character under the same name, THEN replay ALL the content you've already played through just to reach the point you were at before, with the same Primary Class and Story - if you're that attached to a character and their story, you will not be Skipping things just to bumrush level 80. Which makes it an enormous time sink. The Solution: Cartel Market Token - "Change Secondary Combat Style - Cooldown: 90 days" Ez pz, nobody is harmed by this, and people who are harmed by it NOT being there, benefit. They get to keep their lives, EA gets their money. Everybody wins. "oH No nOW PeoPlE wIlL cHanGe To thE FlaVouR of The MoNTh" -- By any metric, the people who understand the minmax in intimate detail behind the FOTM statistics and actually care ENOUGH about those will either: a) Already have one character for every class, OR: b) The drive and motivation to create a new character for that sole purpose, and given how quickly one can speedrun level 80 these days... They'll certainly do it in a shorter timeframe than 3 months. Have an upvote, ZealZany - I want this feature too.
  4. I am surprised it's proving this difficult for them to fix. The required conditions to satisfy it are absurdly simple. College-level programmers could build a working algorithm for this, let alone paid employees of a major games company.
  5. Necroposting because I absolutely agree with this! There are so many reasons for doing this. -- Least of all, offering New Players (who, I'm assuming, BioWare are very much interested in retaining) the chance to acquire unique items and rewards they might've otherwise missed out on. - Existing players sometimes take breaks from the game for one reason or another. So even Veterans of SWTOR might have missed out on Galactic Seasons content simply by the unfortunate happenstance of bad timing. - The number of Galactic Seasons Tokens you can acquire per season doesn't align with the number of rewards available from Vendors, who sell a variety of items. Some of these were available during Galactic Seasons, but some weren't, and can only be obtained with the Tokens (meaning you can never acquire 'everything' from the Token vendors). This, IMO, is one of many incentives for Existing Players to run the content again -- on top of Cartel Coins and Tech Fragments. - Also! Not every Existing Player would've even managed to run the Galactic Seasons content to its completion. The proportion of players who actively participate in the Community, posting on forums and keepin up to date, does not reflect the player community as a whole. Those who adopt a more 'casual' playstyle will certainly post here less frequently, yet may well desire the same thing. - Lastly! It offers people the opportunity to work towards Achievements they previously thought Unobtainable. Further incentive to interact with the content. Re-launching Galactic Seasons as re-runs (similar to the various Events) does not cost the Development Team additional time and resources, beyond the implementation phase. It will not detract from the production of Future Content - so people looking forward to that surely have nothing to worry about? TLDR - There are few, if any, disbenefits to the Community as a Whole, from doing this. The number of possibilities this offers for Player Retention, and Quality of Life, would surely outweigh any imagined issues this may cause for Some Members of the Community. ( And because we all know that this excites Electronic Arts ) - You also give people a second chance to spend Cartel Coins on unlocking those Galactic Seasons levels. Edit w/ Afterthought - Why even end Galactic Seasons before the next is ready to release? Food for thought...
  6. Hello! For the sake of expediency, I have summed up the problem by identifying two key issues! Poor Availability of Hooks on Soil Example - Centerpiece Hooks, in particular, only appear on stone! No Layout Customization for certain 'Starship' Hooks Example - This Starship Hook can be changed! Example - So why can't this one? O_o Why is this an issue? I imagine it isn't, for most people! For myself in particular, though, I wanted to create a little spot of farmland - either at the entrance to the Yavin Stronghold, or at the Summit. A gritty little village struggling to get by. Unfortunately, the current state of the hooks seems to be geared towards Sith / Jedi stone structure placements. It's very restrictive, and doesn't allow for a great deal of creativity. There are practically NO HOOKS on the soil areas, save for a few 'Large' patches that are very scattered, but these are only really sufficient to place trees, or crates, and little else. The 'Starship' Hooks issue I've highlighted, in particular, seems like such a minor oversight and such a tiny fix to implement. There's no reason NOT to include the layout option, so... Why isn't it there? I cannot be the only person who feels this way, and I urge other players to post here if they agree! Thanks for listening.
×
×
  • Create New...