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Transcendent

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Everything posted by Transcendent

  1. You're more than welcome to hold an opinion on something, even more so to disagree with something I may have typed or implied. As an aside, do I get a special title for this; Account Creation Date: 04.03.10 or this; 07.26.2011 Star Wars™: The Old Republic™ Collector's Edition Pre-Order Wait.... I earned this (and it's the only one I care about because it was done with a group of friends); Dread Slayer All I am saying is this, there are many titles in this game which mean different things to different players. I would personally view the ones that players have taken the effort to earn with more appreciation than the ones that are given out for free for being subscribed at certain intervals of the games history.
  2. I was levelling a separate character for each of the specs, but decided it detracted from my two "main" characters (Jedi Knight / Merc). Since deleted a lot of them and just have mainly gatherers / crafters with a few going through different parts of the stories. I do try to complete as much as possible on my two mains, but I slowed down with KotFE / KotET as it was simply too much skytrooper spam (seriously, okay story but bad level design). They've since both been through Ossus but I've yet to continue the story in Onslaught. Think I've got about 25 characters on my main server, with a few others dotted around. If server transfers were cheaper I'd bring them all onto one server.
  3. Nope, definitely not that, happens to me when I access the Nar Shaddaa stronghold directory on fleet, but not the others.
  4. This pretty much sums it up, we're a community of players who also happen to enjoy Star Wars, exclusives shouldn't be part of this. Just because you've subbed for x amount of time, or were subbed on x date, doesn't mean anyone should have something exclusive at the detriment of other players.
  5. You can't deconstruct gear without the armouring. So.... ~195k. You would know this if you had tried.
  6. Some of the crafting changes in 6.0 are rather obtuse to the end user, it would be really useful if Eric could get some clarification for players on the changes made on the chances on missions, how amplifiers are really working (did they take away from the original chance %? etc). Definitely need clear and precise documentation in terms of the patch notes in regards to crafting changes. Like you, I don't know. I suspect a large part of the player base is also currently in the dark on how the changes made in 6.0 are truly having an effect and without the information being provided, none of us are going to know for sure. Anyway, I'm also a cynical person and have to concur the changes made are not in the players favour, which seems to sum up a large portion of 6.0 crafting.
  7. I find that part interesting, I personally think they should do this for any part of the game requiring RNG (especially Cartel Market items from packs). Definitely need some clarification for crafting chances, especially since the amplifiers have muddied the waters. I note they remain silent on this, so I can only assume our beloved community manager hasn't fed back this pertinent information to seek clarification.
  8. I've been getting embers from; Deconstructing 300+ gear. Grade 11 Missions (not all reward them though). Both require luck, or RNG to obtain. I believe the OP is complaining that embers require luck to obtain, in which they are quite correct. It's down to pure luck and that is inconsistent for many players. I agree with the sentiment that others are quick to quash, there should be a secondary way to obtain both Legendary Embers as well as Matrixes (which at least have a defined path via conquest). I see no issue with them being available via a vendor in exchange for Tech Fragments in the same manner as Grade 10 materials were available in exchange for a nominal sum of 3500 credits + a small number of Command Tokens. Both could be added to offer an additional avenue to obtain the materials required for crafting augments, both require someone to play the game to purchase. It also means that players who have no use for Tech Fragments (which will happen at some stage) also have a way to use them to the benefit of both themselves and the wider community (as well as help reduce the overall cost longer term and keep inflation in check). That seems like a sound idea to me personally.
  9. Really BioWare needs to make the next patch one purely for fixing bugs. Zero content or zero updates aside from bug fixes that have been needed for years on lots of areas of the game. I know it'll probably be development hell for them to do so with the spaghetti code, but it's one of those things that is appreciated by many players of different aspects of the game.
  10. Heh, my original two characters have a combined 3605 hours played. Some great memories, also some very frustrating ones....
  11. *Netflix retains the rights to Disney produced between 2016-2018 afaik. *Disney Plus holds the exclusive rights until 2026, when all the Disney will return to Netflix.
  12. Augment prices may be affected by a slightly lower point of entry and more players crafting those? Competition will always lower prices a bit. Material costs are still too high, they shifted slightly in the right direction but I honestly can't see BioWare being magnanimous to new players trying to get into Grade 11 crafting. As it currently stands Grade 11 crafting is still too heavily time and cost intensive compared to everything prior to it. It isn't fun in the slightest. I'm actually not touching the new augments, 228 purple is sufficient for all content if you're not running the new operation imo.
  13. I only tend to run the original companions, which is what I'd assume a new player would also do if doing class stories while levelling, along with the side quests like Heroics etc. I think the issue isn't companions not healing, the issue is BioWare changed how often the companions can use the "big heal" they have available. Personally I think they should just revert companions to pre 4.0 while keeping the new levels to 50. So they can only be either DPS or Heal or Tank, without all the generic abilities that pretty much suck as they are right now. I'd run HK-51 with the assassinate ability over any generic healer companion most of the time, purely because it was more fun and more challenging than what we were given and players got used to.
  14. Add more factions, Chiss Ascendancy, Mandalorians are two that spring to mind. All with their own classes and class stories separate from just the Bounty Hunter class story, as well as different starter planets etc. Flying, not just on planets, but also in-between worlds using class ships and guild ships with a whole subset of different systems like gathering materials, controlling areas of space as factions, blockades etc, proper space combat... etc.
  15. I'd actually argue this is one credit sink I've avoided, I'm crafting purple grade 10 augments for my new gear. I will not touch grade 11 augments via crafting (it's broken) and will not pay millions on the GTN for an augment that has little benefit over purple grade 10 with the current level scaling in place. For once, level sync works in my favour as a player, I think I've made my views clear on what I think of level syncing old content when it was introduced in 4.0 and that remains the same. This needs highlighting for new and returning players. I got caught re-rolling a single amp and spent 20m without thought (still didn't get the amp I wanted due to the stupid range available). It's not just the RNG itself that is frustrating or annoying me, it's the fact BioWare designed the system to have too many variables in terms of the amount of mods or the amount of armourings or the amount of enhancements or the amount of different types of amplifiers available (the list keeps going). It's so much of an annoyance I'm going to put the game down for a while and play something different. RNG isn't fun in the first place, attaching so many variables to it is just annoying and to be quite blunt, insulting to players. It's preconditioning players to gamble and I take a very dim view of developers who do this, especially in a game catering to children.
  16. I think Disney have this whole "family friendly" thing going on, which is why it bemuses me that they don't take SWTOR into canon and work with the writers of this game to expand on this era and the many stories it has to tell. They focused too much on the original trilogy as well as interspersed it with other stories in too short of a time frame (jumping all over the timeline in the process). They just need to get their act together. I'm sure this applies to others who have access to the franchise.....
  17. I'd assume that 286 reverse engineered would provide the next level of schematics which in turn would provide 306 schematics eventually, which would sell (or would make gearing alts much faster instead of leaving it up to RNG).
  18. Wrong place to post. If you read the TOS / EULA (linked at bottom of the page....) you would note this part;
  19. Medpac I got quite quickly (thankfully). Versatile Stim took a lot longer. Either way, the 5% RE chance needs a rethink, I've suggested some changes to the RE chance over in the crafting feedback thread. http://www.swtor.com/community/showpost.php?p=9804006&postcount=150 Specifically on the RE chances; Currently it sits lower than that, it also needs to be consistent across all crafting skills.
  20. So being pedantic, Double Full HD or DFHD. Either way, it's still a nice monitor if it's anything like the Samsung 49" curved panel. Also useful tips for anyone struggling to see their mouse cursor at higher resolutions / different screen sizes.
  21. Aside from Biochem and Diplomacy Grade 11 materials, I'm selling the rest on the GTN for credits as Grade 11 crafting is still pretty much broken, this update (or lack thereof) is such a small shift in the right direction that I'm led to believe that this is how BioWare want the crafting system to be. The lack of detail in the patch notes, or the clarification of a number of changes introduced in 6.0 (crafting amplifiers, base critical rates being forthcoming etc) makes me feel like BioWare are trying to pull a fast one on players hoping they don't notice. BioWare are not listening to the feedback being given. Material requirements are still too high. Supplementary materials cost is still too high. Wealthy yield missions still only provide a single Legendary Ember, that hasn't changed (misleading patch notes). Failure rate of missions on Rank 50 companions should not happen, regardless of amplifiers on gear (If BioWare want people to spend credits, make it worthwhile doing so). Reverse Engineering rates have not been addressed properly, 5% isn't an acceptable rate for anything considering material and time cost. Green reverse engineer probability needs to be higher than blues, which needs to be higher than purples (20% would be ideal for purple reverse engineer chance). 40% / 30% / 20% is my suggestion. Required assembly components for Artifact assembly components needs to be lowered to 2, 3 is too high. Supplementary materials required for assembly components needs to be the same as the other materials. Premium components should only require 2 / 2 / 2 Prototype components should only require 4 / 4 / 4 + 2 Premium assembly components. Artifact components should only require 6 / 6 / 6 + 2 Prototype assembly components. Legendary items should only require 8 / 8 / 8 + 3 Artifact assembly components + 3 Legendary Embers. Material requirements should be the same across all crafting professions, the same as RE probability.
  22. The problem from my perspective is that BioWare have made a rod for their own backs here. The game systems could easily exclude the requirement for credits to purchase anything, or remove mods or repair gear. However they can't simply do that due to having the GTN of which a large part of that is sales of Cartel Market items for which people pay BioWare real money to obtain (or use excess Cartel Coins from subscriber grants / security key grants / referral grants). So the systems they have in place, simply have to work properly for all of the players (both old and new alike). BioWare need to find an optimal balance and currently they're failing on that front. There have been many suggestions at how to introduce credit sinks that are appealing to those with billions of in-game credits. I have one, it's actually really straight forward for BioWare as well. Introduce a token that allows a player to buy a months subscription for 1+ billion credits, zero refund value and bound on pickup (not for sale on the GTN). If BioWare truly want to fix the economy they need to bring targeted solutions to the table and not the broad brush strokes they're currently employing. In conjunction with more targeted and much more frequent banning of credit sellers, as well as ensuring they get on top of credit exploits much faster (as well as barring any accounts involved from having access to the subscription token vendor) they should be able to control the economy a little bit better than they are now.
  23. Credit sinks. That's interesting to be fair, all prior expansions had some form of credit sink introduced alongside ways to also earn those credits while running content to remain fairly cost neutral. 6.0 is a completely different ball game, unless you run conquest and sell those materials or are a crafter of something that sells in quantity then you're pretty much going to lose credits in 6.0 with the way things have been designed by BioWare. Pulling useful mods? 95-100k Rolling useful amplifiers with large RNG pools? Starts at 21k per roll, gets obscene if RNG hates you. Buying gear with Tech Fragments? 1 million per pop. Repair bills from prolonged fights due to mob changes? Increased credit cost, selling any scraps dropped doesn't cover that bill. Upgrading crew skills? 500k per skill. Increase in required supplements for crafting? Increased cost. Poor RE chances? Increased cost. Add into this the inflation on the GTN as players struggle to find suitable sources of credits in the game, BioWare has simply made things worse in terms of the in game economy. I suspect the players who already have billions of credits and sit on them are the only players unaffected by the drastic changes BioWare have introduced. Meanwhile all the "normal" players of the game (the ones that run content or gear characters) are pretty much screwed. No wonder credit sellers have been more prevalent in 6.0, I'm sure they're doing a nice business thanks to BioWare not introducing the right types of credit sinks.
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