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DarrelDawson

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10 Good
  1. Imo, whats really missing is just additional advance classes with different weapon styles. Like a sniper advance class for trooper, and a bounty hunter rifle spec as mentioned. That way no class stories don't need to change
  2. I've had this guild for all my characters for a while now, I'm getting back into the game and looking for people to fly with. I'll be on for a few hours after this post, so whisper Zeodin for an invite!
  3. I've had this guild for all my characters for a while now, I'm getting back into the game and looking for people to fly with. I'll be on for a few hours after this post, so whisper Zeodin for an invite!
  4. Feel the need to warn you guys, I made a ticket and I was told that this is "working as intended".
  5. Since there aren't any conquests going on right now, it makes me wonder if they are currently working on changes.. but I haven't read anything about that. Although I think you posed the wrong question. Guilds should exist to facilitate multiplayer interaction. At this point in time, they are basically a "global" chat channel with a level boost. (Including some nice RP areas.) It makes sense that large guilds would out-compete smaller ones in the conquest system. Even with your crafting change... I think large "leveling guids" would still be able to beat a guild of 10 dedicated players. Instead of trying to make things fair, I think they should work to make ways to reward quality guilds. That way being a good guild leader doesn't feel like an unpaid internship. I personally think that a guild that keeps players actively engaged increases the "health" of a game. Imagine if guilds had a rating system. So a "Grade A" guild is one that actively plays together. A "grade D" guild is just a loose coalition of unaffiliated players that don't play together. I'm not married to this idea, but I think it's worth thinking of ways for the game to reward quality guilds and their leaders. I currently own a guild that is basically a "capital ship deed" for my legacy. I don't bother recruiting because I want to maintain ownership of my capital ship, should I take a break for a few months. So I don't really focus on conquests much because even if I started recruiting, it wouldn't reach the top 10 for a long time. Something as simple as a guild bank credit reward for completing events together would go a long way.
  6. +1 for large ship stronghold of any kind.
  7. Agreed, I'm currently playing an agent that tries to be ruthless but practical, and the expansion story choices don't make it easy to be consistent. Easier to just kill em all.
  8. I too find that irritating, partly why I 90% play imperial.
  9. +1 obviously has been covered before, but I think Nauts should be next.
  10. Agreed., I remember that during the early hype phase, people had been talking about being able to reverse the lightsaber grip. Having more unique abilities makes a class feel more real. I think if balance is the concern maybe look at no combat abilities? Bountryhunter: Use your jet pack as a mount Trooper: “call reinforcements” have some troops appear ready for action. Smuggler: pickpocket Agent: copy appearance of another character or box. Knight: train with T3 (remote style) Consular: classic battle meditation animation Warrior: choke a npc guard Inquisitor: unlock a holocron
  11. Tbh, I think they deserve full credit for trying. I’m glad to see them and I hope we continue to get more as updates come out
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