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ebunts

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  1. If anything at all, you should have the choice of which city on the planet you wish to land at. Having one landing site, such as anchorhead on tatooine is not realistic when you have several cities on tatooine, each with their own spaceport. I wouldnt agree with landing in the middle of nowhere unless of course your using a fighter, which are not ingame for players use.
  2. Austin: Many of the class story bosses are intentionally very difficult. This is something that all classes face and is not unique to Smugglers. The fact of the matter is that Scrapper DPS is closer to target in 1.2. Understandably, if you were already struggling with an encounter, you may view this as an undesired change. For clarity, we don't agree that this is "unfair" for "pure PVE" players as the changes are not meant to (despite popular perception) specifically target PVP over PVE. No one disagrees that class story bosses should be difficult. But not so much that you have to level 3 or 4 levels above the boss level to have a fair chance. Many solo and causual players do struggle to complete their class story for their level. And now you are making it even harder. Remember the boss is for the players level. You may not feel that these changes in 1.2 is unfair. But thousands of players think it is. So now thousands are outnumbered by 1 person or a small group of people. Your more likely to be wrong rather than the masses. You say 1.2 is not meant to target PvP over PvE, again your wrong. Warzones, Operations, Hutt Ball is all designed for PvP. And these are the main new additional content. No where in 1.2 is anything on this scale for PvE. Where is the new class story quests, there is none. The major changes to crafting is geared to PvP, thats not adding or helping PvE players. So what specificlly is for PvE. You hold a summit, who is it that was mostly invited, guild leaders from PvP guilds. Who did you accept to copy charater to Test Server, PvP players. If there is PvE high end content being added why was not PvE players not invited to test the new PvE high end content. I will tell you, again its all about PvP. Due to the fact that you are pushing aside PvE, Causual players, no real PvE content being added, I have cancelled my Sub. (this was couple days or so ago) You can check my account and see for yourself that I have indeed canceled. Nor have I logged in much in the past couple weeks or so. So again there was no point in continuing to sub this game.
  3. I would rather see a ship that you actually fly not one that is following a pre-determined course than you have no control over. Give me a starfighter, you know the single seater such as the x-wing's. Well maybe make that L-wings since x-wings wont be around for couple hundred years or so. But make it one that the players have full control of and no pre-determined courses.
  4. Im just wondering if BW is even bothering to listen to the player base on this issue and not just the elite hardcore pvp group that BW seems to be listening to.
  5. 1. The reason for some of the changes is in fact to increase the challenge level of top end content. And everyone, causual players, solo players, low or mid level players must pay the price at the cost of a few players. 2. it is impossible to strike a reliable balance that doesn't require people to shell out hundreds of thousands of credits for item based healing). This is completely BW fault with the crafting system. If resources was more easy to aquire then the cost of the items will deflate. Instead of getting 2 or 4 specific resource when you have companions do missions, increase the amount of resources by ten fold (20 to 40) per mission. Add triple the number of nodes for players to gather from and increase the amount of resource received from nodes by 10 fold. I mostly craft the blue medpacs. These require a specific resource to be able to craft. Most missions only rewards 2 of the resource but the crafting requires 4. At 2000 + per mission that means each medpac I make costs about 4000 credits. How is it that I am over charging when my costs are so high. The costs that I remind you BW, that you set. Am I going to lose 3000 credits so I can sell a medpac for 1000 credits, NO WAY. Your full of bs if you think im going to go broke in ths manner. Instead I have to charge atleast 5000 credits for that medpac just to make 1000 credit profit. This game is becoming more and more a PvP game instead of a game for all players. You BW are catering to and pandering to Guilds instead of the overall player base. I hope you do realise that you are, imo, heading in a downward spiral.
  6. Just to say I dont like this change. Seems to me this is something for guilds, which BW seems to think is the only player base in this game. If you dont think BW isnt catering to the guilds, especially the few large guilds, then ask yourself why was the summit for guild leaders only. Why is it that guilds are being invited to test 1.2. Where is the diversity in this. Because I do solo, medpacs is my main healing. In a large group, especially for operations, you may have 4 or 5 main healers, 3 or 4 (if not more) secondary healers. So even if just the main healers you can get 4 or 5 AoE heals, not just 1. Now add in the secondary healers and each player having a medpac. You still end up with a massive amount of heals per combat. Where does the solo player get these same heals, no where and its going to get even worse. I play the game, not to have the best of everything. I play to have fun. I dont call it fun if I start dying 2 to 3 times more than what I die now. Biochem crafting is a pure joke. This past week, I have logged in just to have my companions run missions just to get enough resources to make 4 or 5 medpacs. Im not staying in game half hour standing around to run the next set of missions. I generally log in twice per day to run the missions, and again im not staying in game waiting for my companions. I also have couple charaters to run missions. One will do the dip. missions and the other the bio missions. Having missions that take 30 mins or so is just insane just to end up with maybe 2 resource when you need atleast 4 of that resource to craft one item. Then you wonder why many players cant find meds at reasonable prices if you can even find them. Im already border line on weather I want to keep playing SWTOR or not. And I will give patch 1.2 a chance. But if this becomes worse to play than it currently is, then I will cancel without a second thought. Not making a threat just stating fact.
  7. Once you pay for your subscription that money is no longer yours, its theres. Its just as if you buy an item from a store, how is it then your money. You get mad because Wal-Mart or whom ever uses the money in a way you dont agree with. Sorry once you pay for something, that money is no longer yours.
  8. I think those that have them will get to keep the reuseables, they just not going to be craftable in the future.
  9. I been watching the Summit, and seems that the Dev team is ignoring the internet audiance. I mean answering just one or two internet questions is not giving a broad sprectum and range of questions. Lets face it, guilds that are present is asking questions that will concern them, not the general masses of players that are not in guilds or are in smaller guilds.
  10. Will we be seeing time reductions in crew skills? 1.5 hrs + to be able to craft one item (if you get all the mats needed to craft the item)( (mission time and craft time)) is really pathetic. I have not seen crafting times this borked in all my years of playing MMO's, and thats been since second year of UO.
  11. ok, thanks. guess all the guides I seen is wrong
  12. Currently I am at level 40 and it is my understanding I should be able to send 4 companions out to craft. The mission pop-up shows that I can only use 3 companions and if I try and send fourth companion I get on screen message that I already have max companions used. So when do you actually get to use your fourth companion?
  13. The real problem is that the BCA is needed in too many crafts not to be common. If the alloy was needed for one or two high end crafts then keeping it rare is fine. But not when you have over 300 uses for it. Another option for getting these would be the level 6 crew missions. Even if not common, atleast having a chance is better than nothing. Hardcore gamers may get all the BCA's they want and need, but causual gamers and those who play on limited times wont have any chance if more options isnt introduced in obtaining any rare items. Too many games become unbalanced and unfair to casual gamers if getting the resources isnt available. In UO, you can get all the ores, woods, ect., including the rares, by mining, lumberjacking, ect. It didnt matter if you played 8 hrs or 1 hr, you could obtain the resources and dont have to be hardcore gamer. In that other Star Wars game (that isnt around anymore) a causual gamer was able to get harvesters set upon server best resources when they spawned and would then have a chance to compete.
  14. I agree with the OP and want to thank him for writing a well thought out opinion. This game can benefit from having both game styles. It would in fact allow for so much more by bringing in some sandbox features.
  15. Keep it plain and simple. Effects on cooldown has nothing to do with the function of the ability so why make it flashy and glittery. It needs to be useable and nothing more
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