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Mubark

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  1. I support this idea because the original game KOTOR had the ability to have out two companions at the same time. I've always wondered why we couldn't/can't do that in this game. I'd keep some the restrictions active TBH. But I'd be all for this because most of the time in this game I run missions as a solo player. It would be awesome to run with a healer and Tank companion in a Veteran Flashpoint. I can solo most Flashpoints and heroics now, but this would make things a little easier for us solo players. I have never been a fan of the "forced grouping" in this game. I normally do everything in-game solo and I hate group finder. DEVs need to understand that a great number of us players prefer to play alone. We hate it when we're forced to get in a group to do anything in any MMORPG. Being in a group with other players should be a choice, not a necessity. And this game tries to force solo players like me to have no choice but to be in groups to do anything....
  2. It would be really, really cool if DEVs could add a few things to the Character selection screen to make it easier for us to know info about our characters without having to log into them... 1. If the character is in a guild or not plus the name of the guild. 2. If the character is Light, Dark, or Neutral. This could be done with a simple symbol like a ball or a square and done with a color. (5 Dark = blood red or dark red. 5 Light = Bright blue. Neutral = grey, white, or purple...) 3. Some indicator on how far along in the storyline they are. There are other items I wish were on the character selection screen also. But I can't remember them at the moment... I have 100 characters on Star Forge, and at this moment, I am forced to keep track on a spreadsheet to know which character to log into for the day. Another thing that needs to be addressed is character inactivity. Right now, the system is that your character is counted as inactive if you don't log into it within 30 days. But the system is bugged or flawed. It counts your character as inactive randomly between 20, 24, 26 days. As I said, I have 100 characters. But the system is set up to only count the characters as active individually. So, this means that if my characters are in multiple guilds, I'm forced to log into all 100 characters once every 30 days or less. Activity needs to be changed to Account wide, or at the minimum, Legacy wide. But at the same time, it still needs to show on the guild roster an accurate account of days of the "last login" for each character so Guild Masters can cycle out inactive characters. I also have characters in other games like Neverwinter and GW2. Neverwinter has a better character selection screen in my honest opinion.... I encourage others to add to this list at will.
  3. Nobody from the DEVs are going to reply to this because they didn't even want us to know this was going to happen. Someone "leaked" it to a site and that's how we found out.
  4. Since this game launched I've ran "contests" in-game to help members of our gaming community earn money in this game. I'd sell things on the GTN and take those winnings and "payout" for conquest points earned in-game to members of our guild(s). We just finished a huge 10 week contest where the "prize" was 1,000,000,000 credits. We also pay out 1st, 2nd and 3rd place credit prizes for conquest points. @ 40, 20, and 10 mil each. I paid out the 1 billion prize today + an additional 80 million tax. I paid out the 40 million award, plus an additional 3,200,000 tax. x2 I paid out the 20 million award, plus an additional 1,600,000 tax. x2 I paid out the 10 million award, plus an additional 800,000 tax. x2 So that's a total of 91,200,000 tax.... 8% is WAY TOO HIGH! And that's only involving payouts. Not even doing anything on the GTN. ALSO... This will not help the economy because people trying to sell items on the GTN will calculate the tax and raise their prices as high as possible to compensate for them or they will sell them another way to avoid this high tax.... There's another issue with this: If I put an item up for sale on the GTN is that also set up with an 8% tax on the sale? Then, if it is and I do a contest to give away the credits, my tax rate was charged to me twice. So, I'd be losing 16% on every item I sell technically. What I'm wondering is this... How many times in the game will I have to pay 8% tax on the credits I earn or make in the GTN? Right now, it's twice. I sell an item on the GTN, I get charged a high tax. Then, if I run a contest and someone wins that contest and I give them credits as a prize, then I get charged a 2nd tax to pay them. Is there a tax for purchasing an item on the GTN or just to sell it? I suggested a far better solution to fix the economy awhile back and it was ignored. I suggested the DEVs place vendors in the game with special items and charge a huge credits amount to purchase them. That would create a nice "credit sink" for the game and wouldn't "disrupt" our play style. They could even set up a vendor in the game that would sell cartel coins for in-game credits, like a credit exchange vendor. 100 mil credits for one cartel coin? Something like that. But instead, they decided to murder the game....
  5. It doesn't really matter if EA owns Broadsword or not... They're still sending this game there to die.
  6. This is clearly the death of this game... Both of the games that "Broadsword" runs look like crap. I hope that Broadsword isn't expecting me to pay a subscription to a game that's never updated, the bugs are never fixed, and no new content is developed. What it looks like to me is that Bioware is polishing an old beat up car just so they can "flip it"... In other words, they're turning it into the best product possible, to get the most money out of it, just to sell it to a company that won't do anything with it in the long term. So, enjoy the next two updates, those will likely be the last ones. 1. Key personnel left. 2. The Devs don't interact with the players. 3. They placed a terrible Community Manager in-charge. 4. They nerfed the player economy. 5. They're nerfing the player economy, again... 6. And now, they're selling the game to a sub-par gaming company that keeps really old games in "maintenance mode".... Everyone should prepare for the mass exodus and empty servers... This is just like what happened with Star Wars Galaxies. The only difference is that instead of gamers creating an emulator, Bioware has turned this game into one.
  7. I'd support more Legacy Bank expansion slots. We have only 7 right now. I agree that 16 or so would be awesome.
  8. No. I think the fees charged on sale is already way too much. Nothing else needs to be said about it. I sell something on the GTN, ALL of the cfredits should go to me only, period.
  9. 1. -a membership fee, a percentage of all the credit loot a member earns and that percentage is determined bij the gm. No. No person will ever want to pay a guild just to be a member of that guild for any reason, ever. In my guild(s), we pay members who get the top 10 ranks in Conquests each week. That's more in line as to "what it should be." 2. - that extra guild stronghold you where talking about. I support the idea of more guild "ships" in the game. And I support the idea of having "several" guild strongholds. 3. - the ability to show a guild rank insignia next to your name. I'm on the fence on this one honestly. We don't need another thing to put beside, under, over, or anywhere near our name. We have enough crap there as it is. However, I would fully support something like what's in Star Trek Online. In that game, you can place a fleet logo on your uniform. But for this game, I'd want the ability to place a rank symbol on a chest plate, or on a shirt sleeve. Even better on the chest like the rank bars similar to the ones on the Rebel Alliance and Imperial Officer uniforms. Our guild ranks are in Mando'a, but it would still work because our guild ranks are normal military ranks, just in the Mandalorian language. 4. - guild conquest rewards for guildship upgrades go to the guild automatically. No. With exception to Flagship encryptions. And in that case, allow those to go automatically into the guild bank. Not become automatically applied to the guild flagship. So, I, as a guild master can decide how to use them and where to use them. 5. - a guild conquest/event reward for the guild. That's already in-game. In every Conquest/event, if you achieve 100k conquest, and If your guild, as a whole gets over the amount for Small, Medium, or Large yield, you get another reward at the end of the week. It's basically crap and mostly useless, but it still counts as a reward. What I would like to see, is rewards becoming "Better" than crap for conquests. Especially for smaller guilds. But also, I'd like to see a single reward that is only placed for gamers who achieve that 100k requirement. Even if their guild as a whole doesn't achieve it's weekly goal. We used to get conquest rewards the moment we hit 50k conquest. But I think they removed that. 6. - a reward for people who recruit other players into the guild. Honestly, that's usually up to guild leadership. In our guild, we do promotions for many things and that's one of them. If we see a member recruiting others into our guild, that earns them a promotion to the next rank up. But I "get it". What you want is some kind of reward, like a token or something for each person you recruit into a guild. That would be nice. But I don't see the DEVs adding yet another currency into the game... Well, for that.
  10. I would support having the ability to exchange in-game currencies with other in-game currencies. EXAMPLE: Exchange Dark side tokens for FP-1 or Completed Bounty Contracts. But I wouldn't support exchanging in-game credits or cartel coins for in-game currencies or vice-versa.
  11. I think I'm close to 100 companions, possibly more. Most can go on crew skills missions, and quite a few of them are at level 50. But, as of this post, I can only send out 8 at a time. For any task. But, what if I need to send out those 8 on missions so I can craft items for my guild? I can't. Instead, I have to send four of them on crew skills missions, and craft with only four of them. This takes about double the amount of time because crafting skills and crew skills are linked. Even if they chose not to increase the amount of companions allowed to perform crew skills, they should at least make crafting a different function. Like for instance, make it to where we're able to send companions out to gather resources, plus have the ability to use other companions ( not the ones gathering resources ) for crafting items. That would be more efficient.
  12. I fully support anew classes. But... Why not expand that idea into a new faction, or an expansion on one that already exists? We form an Alliance, which is both Sith and Republic. Why not turn that into an "actual" third class, complete with storyline to it? Maybe have it as a decision at the end of the Eternal Empire stuff? Like an "actual" decision? Right now, it's just a decision that doesn't do much of anything for storyline... Why not change that? You decide to take your alliance and go to, or return to the Republic. Then, The Empire hates you. (Which happens, pretty much.) You decide to take your alliance and go to, or return to the Empire. Then, The Republic hates you. (Which happens, pretty much.) And as a decision... You decide to take your alliance and remain neutral... Which storyline-wise makes both The Republic and The Empire hate you....
  13. This "change" to the game only hurts new players or people who create new characters. An Example: I started a new character on a different server. My character is still on Tython, so my "income" is extremely "limited". I'm trying to get credits together to purchase Speeder Piloting I from Legacy, which costs 40k. I got access to fleet, but I'm forced to go back to Tython and "grind" credits until I get 40k. Just to be able to use a speeder....
  14. I support this idea. It is irritating to those of us who like it when DEVs do it right... And "clearly" on this aspect of the game, they didn't....
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