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ShadowLordIV

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Everything posted by ShadowLordIV

  1. Just bring back unranked bolster- everyone is 326. Have losses count towards daily/weekly and everyone is happy.
  2. Please change the daily and weekly pvp quest to having losses count towards completion. You can't even balance the game so making it wins only makes it lopsided. Your gearing is already *** its the least you can do. No wonder you can't compete with FFXIV
  3. I'm suprised the MH and OF outfitter slots are still not available. People spend money on the weapons in the CM and huge in game credits for them.. This should honestly becoming out at 7.01 next week, not upcoming weeks to the PTS. I understand that development takes time, but this should have been looked out prior to the expansion release knowing full well the gearing system you put in place.
  4. Ok, with the new gearing system, make the augmenting more accessible and extremely cheap. The fact that augmenting is solely based on the player economy makes it extremely terrible, or have like 4 different characters crafting for you. Its an extreme waste of time. Look at your competitor for example- Their form of augmenting is easily excessible at all levels of content and gear already comes pre-sloted with augment slots. All you would have to do is add that Vendor in using those Commedations that you get or those materials that you get from grinding to get those augments.Like 300 auquatic matrix resourses gets you the highest lvl augment and your gear already has the Mk-11 attatched on it. Pretty easy fix.
  5. To be fair if we are too look at it from a competitor stand point FFXIV does everything better that SWTOR has done with the 7.x launch. The ONLY thing that SWTOR did better was server conjestion- but that is just player base coming into the game. I agree that it doesn't make sense for a NFU to pick up a saber and be a rawr i have saber rawr. But if we are to compary story vs story < It goes to final fantasy. We go to Optimization with graphics < it goes to final fantasy We go to core mechancis< Final Fantays Staff Treatment < Final Fantasy End Game Grinding < Final Fantasy The key point here that the person was trying to speak to is that the Developers and Staff actually care for their game and want it to succeed and that is why there is 25 million + players and HAS dethroned WoW from being the Top MMO. The only quality that SWTOR has going for it is a dedicated Star Wars fan base. Lets not talk about Ubisoft making a new MMO for Star Wars. This game is dying because it doesn't have the staff that cares about the game as a whole like other games do. Its a skeleton crew that is tired and run into the dirt by its managment trying to push something to compete with something that you can't even compare it to. Comparing SWTOR to FFXIV is comparing Copper (SWTOR) to Diamonds (FFXIV) You just can't FFXIV blows it out of the water. Cause everything you do in FFXIV is optional besides the story.
  6. Said it better than I. SWTOR will never come close to FFXIV unfortunately and I love the concept of this game.. It's just poorly ran by a skeleton crew that EA tortures.
  7. This gearing system would be okay if it wasn't locked behind a gated grind. The cap of 999 is pretty lenient if you ask me.. as in to get max iLVL in the competitor its 450 per week. And one piece of gear in that game is 375-895 tomes pending the type of piece. Edit: And be mindful- the competitor has 19 classes you can gear.
  8. I've cleared a Master Mode FP at lvl 75 in 306 gear. It is possible to do it, but it does suck to high heaven. I was like Ill just run 3 veterans at lvl 80 get full 320 and then go into Master Mode with a set of 320 on and yes it was much easier.
  9. SWTOR comes no where near its competitor in Japan in customization for an MMO. Its competitor lets your 1 Character play 19 different classes.. Not just 2.... but you are right... you can customize it to an extent.
  10. Give us an outfit slot for our MH since we can't interchange modifications anymore.
  11. If you want to look at a real expansion < just turn to their competitor in Japan.
  12. I have played MMO's for about 10 years now. This has been by far the worst gearing system for a western MMO style game I have ever seen (Not comparing to BDO/Lost Ark) From my understanding locking casual players out of the highest iLvl 330 gear says alot about how you care for the game as a developer. Of course you should make iLvl 330 gear available to the casual player, but you don't need to make it Best in Slot (BiS) as they won't be doing the NiM content that high end raiders do (Master Mode for you newbies) But it allows them to get through Master Mode FPs without much trouble then the min -ilvl they can achieve which i think is 228- blue gear. You literally straight copy and pasted the Malgus fight in Ruins of Nul from a lvl 57 dungeon in FFXIV why couldn't you just copy their gearing system too or improvise on the older systems that where in place. I do like the changes of the set bonus being on the implants/ear piece as that makes it a bit more accessible to your casual player, but at the same time you are locking them out from obtaining the max iLvl (Lets be real) No one cares for the raids anymore. You just up the level and call it a day and adjust numbers to scale for the fight. Not only that there is no modifcation made to Main Hand weapons so whats the point of using customized Main hand weapons if we can't transmog them into an outfit slot? You took a way alot of core elements of hte game that casual players tend to lean more towards. At least in FFXIV you can achieve max Ilvl without doing the highest end content < of course you won't be BiS either, but it allows even the most casual player to have a sense of accomplishment in being at max lvl max ilvl regardless of teritiary stats. And even then the hardest content in FFXIV is accessible to anybody that is willing to learn it as well with how they do party finder. The gearing system from 6.x is better than it is today, and it has way more RNG, yet at least players could still achieve that 306 rating lmao. Yo whatever weed yall smoking in that development office.. you need to share with the rest of your players, cause that is some strong stuff.
  13. Tired of looking for an ops group to help clear DF NiM for the wings and mostly play solo. I am willing to buy the wings. Don't need anything else. Price negotiable. Nasaku on Star Forge Server Empire side.
  14. Some of y'all missed out on Republic Commando. That theme song reminds me of that and is actually extremely good. I have been playing since 1.x
  15. I noticed that Operatives have a huge unfair advantage in huttball with the roll. I suggest making it that when an Operative has the ball and rolls, they drop the ball in the process. Sorcs can't use the force barrier with the huttball etc. Too many people play Operatives/Scoundrels to even let the matches be fun. Something has to be done with the two classes, but not quite sure how to fully balance it with others. Perhaps give buffs to classes that can't utilize the roll/stealth to better off set fighting operatives/scoundrels.
  16. Its about a system of balance, yes there needs to be some level of grinding, but at this current extent it is a little over the top. As in every game those who play 8 hours a day will have an edge over those who are able to play 2 hours a day. With this suggestion as is being a suggestion, I expect the suggestion to be ridiculed not the player. Telling someone that they require more skill is not ridiculing the suggestion but the player, you should be cautious in how you speak.
  17. Hello, OK so after a week of returning to the game for being gone over a year. PvP is the worst. Yeah grinding is great to get the best gear, but starting out, say one has enough to at least get the Tier one equipment and augment it they stand a small chance, just that it is a real small chance to someone that is already in full Tier IV gear. Running through the weekly, people will win some and then lose some, that is the standard, but Losing 18 and winning 1 shows quite the land side, even that gap was not their in the difference of gear during the times that expertise gear was there, at least in 1.0 the developers where nice enough to start off players reaching cap with a set of expertise gear. What you guys need to do is bring back expertise rating into the War-zones, you guys have practically turned PvP for Star Wars into GSF, a game is not about fairness no, but if it is completely unbalanced for players trying to get back into the game whether new or returning, and consistently losing in solo que's or duo que's its quite daunting. Effectively the current gearing system works wonders for PvE End game content, great job on that at least, but as far as PvP goes, its pretty horrendous, then again, I wonder if this is even a valid suggestion at all. If you guys don't want to bring back Expertise into PVP here is something you can do to balance out the grind for new players and old players alike and I feel it would be pretty simple: 1. Increase the reward for Daily and Weekly PVP missions of unassembled components. 2. Decrease the cost of higher tier gear. (We have 4 tiers now, tier 2 should be extremely cheap yet it is only 100 cost difference. 3. Have Ranked pvp start at Tier 3 gear. Increase rewards 4. Give a tier 1 set upon reaching Level 70, come on Have to grind out at least 50 pvp matches for one piece of gear pretty bad. 5. Increase component gain per completion of pvp matches. Win or loss its about 7-10 I do believe. I started with 0 at the beginning of the weak. have done 3 dailies, and almost done with the weekly and only sitting about 70 components. Just some suggestions.
  18. First of all, I would like to state that I am in no way a professional at critiquing games, this is all based off personal preference and game play from 1.0 up to now. I feel that this is important to get out there for the fact that this release of the game it is obvious to see a steady decline in players that remain a 'premium' or subscriber status. In general, 5.0 has set a low standard in terms of content released with in a complete expansion to this game. Given upon launch almost 5 years ago it is almost as if the game has reverted rather than move forward. In terms of story content it has excelled from the Shadow of Revan and Fallen Empire in 3.0 and 4.0, it offers choices that, in do fact, change how the story is played, however, on this note the total replay factor of this story is maybe maxed out to two or three times then it becomes the same over and over again. Adding the feature of re-playable chapters offers more to do especially adding in features that allows you to change the difficulty of the Fallen Empire and Eternal Throne Story Missions. This seemed to be one of the focus points for this release. Uprisings are addition 4 man group content with 3 difficulty settings or in other terms, level 70 flashpoints that relate to the story of being the Eternal Emperor or Empress or being the leader of the Eternal Alliance. Though only a few it is considered brand new content and follow the line of the release, and not to mention they do provide a challenge for those not used to end game content with simple mechanics, like avoiding major aoe or for healers healing through aoe damage. DPS mechanics for these seem simple and easy to follow like killing certain targets before one is accessible or interrupting a major skill that keeps the group from taking major damage. Uprising seem to be a benefit for smaller groups to learn raiding skills at an easier level then straight jumping into operations at level 70. On this note though, Story Mode Operations are accessible at 65 with a bolster, though to a new person to the game it may seem difficult, those with prior experience are able to pull those off with some ease and push forward. With that said Uprisings creates great potential in 4 man group content and a great addition to the 5.0 release of Star Wars. This brings me to another point, older Flash Points. From what I understood from the Galactic Command Window, even the older flash points had a 'Master' version of them. Whether or not this is something that is doable it does recreate a window of opportunity with in itself. The only downside of adding harder difficulties to older content is that less people are likely to attempt that content in terms of a 'repeating' factor. Another feature added to the 5.0 is the galactic command window that becomes available to a person once they reach level 70 and have 'premium' status. This brings many things within the game to one window that is accessible anywhere in the game and allows a player to que up for operations, flash points, uprisings, and a few other things such as replaying the 4.0 and 5.0 story lines. Though what I noticed out of this was the command experience points that is obtained through completing objectives through the command window, Operations and PVP giving some of the most Command Experience Points (CXP). Doing a Scum and Villainy Story Mode (SnV) and going at least 6 bosses is guaranteed at least 2 Command Crates leveling in the Command Level in the early levels I.E. 1-10. CXP is another way of leveling after reaching Level 70 on a specific character, thus why it is not legacy based. Leveling from the start 600 CXP grants you 3 levels of CXP and 2 crates and Tier 1 Commander Flair that you put next to your name. As one scales up in Command Rank the better the rewards get with in the crate. All gear and Items that drop in this crate is Randomly Generated upon opening the crate or as many players refer to RnG. Though this streamlines higher tier gear for all the population to achieve it, this also affects a certain population that mainly plays Operations and PVP in the end game status. When the game was first launched the game started out with battle master bags for PVP and Bosses in operations dropped set gear that was class specific at a random value. This created a static end game and was quickly changed with in one to two months. As I said earlier the gearing system is more of a revert then pushing something new. When creating RnG in top tier gear that is needed to complete some of the toughest Objectives in the game such as Veteran and Master Operations beyond Eternity Vault and Karagga's Palace, the RNG factor of getting said gear that is needed in the crates will create a static end game for quite a bit. Just like leveling to 70 each level in Command requires more and more CXP to level to the next command rank, not only creating a heavy grind for one crate, but also putting in a factor of not obtaining the item that is needed after reaching such rank. A great downside whether it is an average day player that plays just for story, or whether it is a end game raider that comes home every night and progresses through operations at least 2 hours. Since this becomes an extremely heavy grind at the later tiers of Command Rank, people who play for a short time each day because they work or other factors lose benefit and time put into this game, a great down side of this expansion that has been released. With that said the crates also come with a feature that lets you disintegrate items that you get from the crates for returned CXP. 4 Items drop in a crate and depending on the value of the item determines the value of CXP that is returned. At the lower tiers of this disintegrating a whole crate is equivalent to 1/2 or just over half of CXP to the next level. The return value to time spent is not worth in the long run when coming to the higher levels of CXP determining that CXP return values of items remain the same through out the tiers. One plus factor is getting nice cosmetics from time to time in the crates. With no new 8 or 16 man group content, the grind for gear is tedious and not worth while unless one is avid in clearing the content and loves the end game operations this game has to offer. As playing this game since 1.0 it is definitely noticeable about the combat improvements that have been made for this release, though upon release many players are experiencing ability lag as well as server connection issues, though in faith those will be fixed to create a better game play experience upon this release. In terms of what this expansion has to offer as a whole and compared to past expansions, this 5.0 release of SWTOR: Knights of the Eternal Throne definitely offers a great story that beats Shadow of Revan and Fallen Empire, but falls short of both The Old Republic, and The Hutt Cartel/Dread Master Story Lines of 1.0 and 2.0. I would rate this expansion 3 out of 5 for having a great story and bringing new 4 man content, but lacking in overall features of gearing and new additions to complete end game value of this game. Suggestions: I would make Command EXP easily available to offset the RnG of the loot crates as well as making command rank a legacy value rather then a player character value. Though it does work like a leveling system from 1 to 70.. so did the legacy exp it can be done. Eliminate some RnG by guaranteeing at least 1 Purple gear Item that is worth Comm Value or Set Value, or create token vendor in which crates drop tokens of pieces that a player can spend for gear of there choice for raiding. By playing to a population that is more streamlined to casual playing, most players that play this game to the extreme are affected and will move on to other games. As stated in other threads that I have read adding 8 or 16 man group content is plausible, but since the streamlined players are not able to clear the current 8 man or 16 man group content at the harder difficulties it is seen as why that content is not being added. Adding 8 or 16 man group content would bring back most veteran players but see above suggestion.
  19. Since it is so close to 5.0, You probably won't get a response from the forums. Best bet is to wait till 5.0. Even I am having trouble finding a raid team as most are waiting till 5.0 to start again.
  20. How is the end game raiding on this server. I have a geared DPS Jugg willing to transfer in mostly 220's with 3 224s Hitting around 6.3 to 6.4k on a dummy.
  21. Looking for something mainly 10 PM Pacific, 12 AM Central 1 AM EST
  22. Alright looking for a Raid team on Harbinger.. Have a jugg dps mostly 220's with 3 224s. Can hit 6.3 to 6.4k on a dummy also have an ok tank set.
  23. When maybe 70% of the game can't clear an SM Operation..... I wouldn't add new raids. Seriously though.
  24. Hey guys just got my PT to 65 Looking for a raid team to join. Just need the gear.. I can either tank or DPS. I would prefer to DPS. 87% Ops completion.
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