Jump to content

frennky

Members
  • Posts

    234
  • Joined

Everything posted by frennky

  1. Yep, I've been waiting for years now for this. With current economy we could definitely use more credit/CC sinks like this. I'd pay for 'skip expansion X' etc. I really have no time or desire to go through same story on few dozen toons. Just get me to the end game...
  2. We already have other reputation vendors there, why not make it complete with rest? Also, they did add companion customization vendor that contains items from planetary vendors, so I'm kinda following that idea. Why waste time looking into loading screen just to get to some old vendor?
  3. Can we please get following in Cartel Bazaar area on fleet? Guild and Legacy cargo All other missing reputation vendors (Makeb, Yavin, Dantooine, GSI, Iokath, Ossus, Onderon, Rishi, Section X, Oricon, Voss, Czerka) PvP and PvE mission terminals This place is nice, but it can be even better if those are added. It will become much more alive. By adding this you're not taking away anything from other areas of fleet.
  4. Can we have all 6.0 set bonus armor sets added to collections? I got several Legacy cargo bays filled with that gear I collected over time, surely I'm not the only one. It's useless now, except for cosmetics. In addition, the achievements related to them have been bugged since 6.0 and there are some really nice titles there. Adding them to collections would be another chance to trigger achievements, similar like you did for Remnant crate armor sets.
  5. That's sad. I mean it was a reward not easy to get and now you're taking it away. Can you at least move it to collections? I don't want it using space in my Legacy cargo, but I might need it in future.
  6. The fact that PvP instances are often empty, doesn't mean he's not right. It means that population interested in such a content is small and/or spread out too thin. This is the reason it needs to be organized as events and add additional incentives in order to get more players in those instances.
  7. I'm sure those that are for revitalizing OWPvP can live without 1 achievement. On the other hand, the game has evolved over time, so how about evolving the achievement into something else? Simply put, we don't need companion meta, because there's so many of them and they don't perform the same.
  8. Ganking only occurs if there's no objectives. That's why you introduce PvP focused quests. And nobody is forcing anyone to PvP. We're talking about PvP instances. It's your choice to switch to PvP instance or stay in PvE.
  9. Wait what? Do you have a clip with this bug? As far as I know you can't be flagged in PvE instance, not even if you go to Outlaw's Den (even though red text says it's a PvP area).
  10. I see. Well, that is more like a real world bounty system. Not sure it would work in virtual world. There's no good reason to raise a bounty in such a case. Why would someone do that? Because he's butthurt from some PvP match? That's not a good enough reason. And the system needs to be opt in, meaning all sides must want this. Having less sides, means you need to satisfy less interests. That's why hunter-pray system seems easier to implement. This can only work in such a way if there is constantly a lot of bounties. Never base a system on such assumptions. In current state of server population, if it's 3am 2 players can manipulate such a system easy. Or even a single player on two game clients. I see you're really up for a BH system, and I'd be interested to see something like that, but it's a bit too much to ask at this point, maybe for 8.0. Other suggestions in this thread regarding OWPvP would require far less dev and design time and yet provide new PvP content.
  11. The way you described the system so far, I don't see why would someone want to be hunted. I first wouldn't bother to be a target in this case. Please describe the rewards that target gets. In order for system to work, both sides need to have something at stake. They both need to have an opportunity to get or lose something of value to them. What are those rewards? Credits? In that case there needs to be some fee as a credit sink. If it's not credits then you could essentially, buy the rewards if they have more value to you then credits by putting a bounty on yourself. You can always give credits to a friend to raise a bounty on you. That is if it locks out entire legacy and not just a character, otherwise, players will switch to an alt.
  12. Nice ideas, they definitely have potential. I'd only add that in order to avoid spreading already low population to multiple locations, to organize these as events. For example 1 month of turf war on Nar Shaddaa, then truce, then 1 month of Rep/Imp war on Balmorra, then truce etc... I've seen many similar suggestions and I like the general idea, but every suggestion I've seen lacks some critical details, primarily: Why would someone want to be hunted? And how to prevent exploiting the system? (Two friends hunt each other) My suggestion would be to try something as follows: Target puts in credits in a pot (BH guild system), lets say 1m, hunter puts same amount. They get a 'pop' and play some kind of hide and seek or death match with points game. When timer expires winner takes all credits from pot (minus BH guild fee as credit sink). Another scenario is if there are multiple hunters, they all put money in the pot. If target wins it takes ALL credits, if a hunter wins, he takes his and targets credits, all other hunters lose credits. Then maybe put in free for all PvP so hunters can compete against each other.
  13. Huttball maps are a different kind. They have multiple levels, even the original map has all those platforms. This is why I mentioned that world maps should be optimized for PvP. Remove trees, grass, any platforms/levels, reduce the size etc.
  14. Maybe, we don't know for sure. But I think it would be worth a try. Lets start with one planet and see how it goes. Last time I was there in PvE instance you couldn't be flagged. Same is for Ilum. Only way to get flagged is to go to PvP instance. Don't know if anything changed.
  15. Yeah I know you came here just to say it's not gonna happen, because the game engine is old and can't handle whatever...But, it all depends how you look at it. We do have PvP that is, for the most part, running ok. For me, anything that is more then 8v8 is just unplayable and more importantly not fun. Not because game engine can't handle that, but because it's not a fun gameplay. I've been involved in many OWPvP events, but it always ends up players zerging. Whenever you try to attack someone, usually you only manage to land 1 hit before that player dies from other hits. And in a same way, if you get attacked, before you can do anything useful you die. I prefer 4v4 or smaller engagements, because that's where you can see what's happening. You can track what abilities were used etc. Anything that's more than 8v8 is pure chaos. My brain simply can't process what's happening and I'm sure I'm not the only one. Going back to OWPvP, we already have PvP world instances and my suggestion is to use those. First, to address the game engine issue, those PvP instances could be population capped to much lower number (for example 8 for each faction). In addition to that, those instances could be reduced to a smaller map and optimized for PvP (no companions, less NPCs, less trees, grass and more objects that could be used for LoS play). Second, to incentivize players to go these PvP instances create special PvP daily quests. It can be simple as kill X players, but also something more creative like kill players with orb, or with environment (lava, toxic water etc.) you know similar like we had for Gree event or traps in warzones. In addition, remove all gathering nodes from PvE instances and put them in PvP instances, increase yields to wealthy and increase spawn timers (as a side effect, any bots trying to farm nodes will get farmed by PvP players). You don't like PvP, send companions. You need lots of resources quick, well it'll come with a bit of risk. Also, I'd move all world bosses into PvP instances, but redesign them to be for 8m and have some real mechanics. And while you're at it, make use of these world bosses more in other events (like we have for cooking event). You can also put special NPCs that are needed for whatever farming, but don't aggro easily (like Lurker). Simply put, anything that's in open world that is contested should be moved to PvP instance, while story quests remain in PvE instance. You can start with one world, see how it goes and then add additional in other patches. You'd be actually shipping PvP content once again. Assets are there, instances already exist, just a bit of shuffling of stuff, few tweaks here and there and we've got ourselves new content. Seems much cheaper then adding story content with all the voice-overs and cinematics, but with a lot of replayability.
  16. Yes, for me performance is the main issue with pvp. Map vote system is a very nice idea. But you could also introduce pvp events. Something like this: every other week on Friday you get 2 hours of only arenas popping, some other day for huttball only, etc. You incentivize people to queue during that time by doubling rewards, or introduce new reputation + vendor. Finally. Everything should be Legacy wide.
  17. Some agenda would be appreciated. At least a vague one.
  18. It's simple really. When you're left with only one carrot, the only thing to do in that case is to extend the stick... I bet they'll put season 3 rewards for next season. Only this time, they'll announce it at start of season
  19. We really need this. Been asked for so many times. Can't think of any other QoL at this point better than this.
  20. frennky

    6.0 Tank Stats

    I assume both relics (A and M), since they contain static buff, can stack? Meaning I could use 2x M relics? Reason I ask is to make gearing easier at start for all tank classes. Put shield augment on A relic and absorb augment on M relic, swap A relic for M relic for PT to end up with 2x M relics on PT. That way you have 1 gear set and 1 extra relic for all 3 tank classes that is fairly close to optimal stats listed here.
  21. In one of your posts you stated your plan for loot tables for all new set bonuses and tacticals. I think it's not a very good idea to implement them as such and here's why. Problem Every gear grind is effectively a race/rush and as such players will try to optimize, meaning they will try to do "fastest" or "easiest" content in order to maximize amount of reward that they get for time invested. What this translates to is what we already have on Live. Players are doing Fractured for Uprising weekly, Hammer station for Flashpoint weekly and last boss on group finder operation. In some other thread I've read that players are already calculating how many Hammer station runs we need to do for a full set of gear. And the problem is not that we need to do Hammer station 700 times, but the fact that we already did that FP for who knows how many times, yet this game has so much content to offer. I've played this game for so many years and done almost all that there is in it, but most of the content I haven't even touched for quite a few years. I don't remember when was the last time I did Taral V or TC ops and I'm sure it's the case for most of veteran players. Suggestion Instead of going with your plan for loot tables, I have a different suggestion. Make each boss in FP/Op drop specific gear piece. That way to fully gear up, I'll have to do few different FPs or Ops and it can still have an RNG flavor, make it a probability to drop something specific (lets say for example 25% on SM, 50% on HM and 100% on NiM). PS be sure to put generic/general items in Hammer station in order not to favor any of the classes.
  22. Is there a reusable version and do they give same stat values?
  23. That's what I think devs intended, to put some alacrity to reduce GCD in order to use this tactical to it's full capacity. I really like that idea, because it's a trade-off. You swap a bit of shi/abs for alac in order to gain some DR. It's not a coincidence that Wither CD and stack duration are both 8s. And it's not that really OP because many bosses, especially recent ones, have some knock back, stun or silence mechanic which can make your stacks expire.
  24. But that's just it. The point of tacticals is for ppl to play the way they want, content they want. There should be something for everyone. For ppl that enjoy offnode work in regs they will like double sap, for others it will be useless and they'll pick something else. Wither tactical gives 2.5% DR per stack, but it stacks up to 8. Last I checked on PTS, the stacks are not only refreshed on Wither, but also increased. So even in PvE scenario with boss without adds you could have 20% DR.
  25. I disagree. The Devs are going in right direction, this just needs to be refined. Horizontal gear progression is more fun than vertical. And I think they should go even further. When it comes to PvE, secret or simply any NiM bosses there should be tacticals that interact with mechanics in interesting ways. We already have the dreadguard mask that counters boss mechanic, there should be more items like that. Tacticals are a way to implement that. Ways to change a mechanic so each fight can be tuned to specific group or simply make fight different instead of same every time. These tacticals should be a trade-off, negate or mitigate a mechanic but with some side effects. That way you're not nerfing the fight you're just tuning it for your group.
×
×
  • Create New...