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ceryxp

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Everything posted by ceryxp

  1. I created a new character on the PTS to test this from a beginner perspective. The very first thing I noticed about Tython was the lack of trees. I certainly hope that that is a bug and is not intended. It would be rather ironic if you removed all of the trees from Tython whilst the winner of the Best View in SWTOR 2021 for Tython looks like this: http://cdn-www.swtor.com/sites/all/files/en/promos/2021/November/22/Top_Tython.jpg Edit -- just saw the known issue about trees and foliage. Disregard the above. Adjustments to repair: At least on Tython the repair costs were negligible. My highest repair bill was ~55 credits. Certainly more than on live but not really noticeable. Even though I repaired my equipment ever change I had I still ended up leaving the planet with approximately 15k credits. Adjustments to travel: Normally I would quick travel frequently on a new character. I did not quick travel once on this character. Standing next to the taxi droid at the Jedi Temple. The cost to take the taxi from the Jedi Temple to the Gnarls, 10 credits. The cost to quick travel, over 500 credits. Completed the Knight story and standing at the Forge the cost to quick travel from there to the Gnarls, 2500 credits. I do not know why this needs to be explained but if you make a credit sink onerous then it will not be effective. It should not cost so much more to quick travel from one taxi point to another than it would be to take the taxi. As I explained in a comment to Eric, one of the reasons people will travel to their stronghold and then exit to the planet is not to bypass the travel cost but to bypass the travel time. When your options are: sit through two load screens and then be able to QT, or sit through a load screen, travel to the lift, sit through a load screen, travel out of the hanger, and then finally be able to QT Which would you choose? All you will succeed in doing with the quick travel costs as they are now is remove convenience and annoy the players. The cost formula needs a major recalculation. I know that the quick travel cost will cap out at 5k credits, which should be less of an issue on higher level characters, but will still be too high based upon an estimation of the distance versus cost on Tython. My suggestions. Firstly, there should be no quick travel costs on home worlds and capital worlds. Yes, established players will hardly be impacted by these changes, but new players will have limited travel abilities at that time, so make the home worlds and capital worlds free quick travel zones. Above that, ramp up quick travel costs as the character progresses in level. Second, the distance calculation needs to be reevaluated. On Tython, as I was leaving the Gnarls on route to the Temple for the first time I decided to check at what point quick travel cost would begin to increase. Heading south from the Gnarls taxi the cost remained 100 credits (even standing right next to the quick travel terminal the cost was 100 credits) until just after I stepped off of the southern stairs. Quick travelling from the first cave in the Knight story, where we fight Callef, back to the Gnarls taxi would have been over 200 credits. As I stated above, taking the taxi from the Jedi Temple to the Gnarls would cost 10 credits, but quick travelling would cost over 500. It should not cost 50 times more to quick travel the same distance as a taxi ride. At that cost I am more likely to just take the taxi, which means Alt-Tabbing out of the game whist I wait on the taxi and doing something else. I can not imagine what it would be like on Alderaan with the slow as molasses thranta taxis (I would have enough time to brew a cuppa). The base cost for quick travel should be lowered to at least 50 credits, and the distance cost needs to be reevaluated. For quick travel to be an effective credit sink the cost needs to be low enough that people do not even notice it but high enough to trickle credits from the game. From what I saw on Tython you missed the mark by a few parsecs. I intend to copy a high level character over to test these again, but I am confident that my opinions about the travel costs will not change. Question. I understand that I was on a low level character, but as soon as I was eligible I queued for PVP. Over the next hour there was not a single match. Are you going to give some consideration to the fact that PVP matches may be very difficult to get into with regard to the Opal Vulptilla mount or is a PVP match a hard requirement? Also, when taking the shuttle from Tython to the fleet station the usual cutscene played showing the shuttle leaving Tython and travelling to the fleet station, but once that played I was presented with the prelude text crawl and shuttle arrival at Tython again before being deposited into the shuttle bay on the fleet station.
  2. Just something to keep in mind since you mentioned using the stronghold exit to bypass the travel costs. One reason to do that is not to bypass the travel cost, which is negligible, but to bypass the no-quick travel from hangers issue. If we could quick travel from the hanger then there would be less of a need to travel to a stronghold and then exit to the planet because two loading screens are faster than having to travel outside of the hanger to an area where we can QT. So, maybe that is a change that could be implemented.
  3. The companions are alright, but I do wish there was more variety. Season 1 gave us a Kubaz mercenary, Season 2 gave us a Duros crime boss, and Season 3 gave us SCORPIO with a gambling addiction. I would very much like for Season 4 to give a Force themed companion, and although the first three have all been ranged, it would be nice if that Force user was a ranged type to break up the monotony of all Force user companions being melee. I understand the problem with a Force user, particularly for a ranged type, is whether to make them light or dark. I do not know how you would resolve that. Whether it would be possible to do a Jaesa-type, turn them light or dark decision that changes the companion's abilities, or just make a more generalized set that does not look too Jedi or Sith. The Season themed rewards are, likewise, alright. I liked the look of S1 and S2's weapons a bit more than this Season's, which were a bit too -- they look like NERF themed Mass Effect weapons. Also, why do the blasters have to be so chonky? Blasters should be sleek, not Fallout laser pistols (hey, is that why this Season's armour set looks like a Vault dweller?). The armour sets have been nice. S1 was a little meh, of course I had to put Yuun into the S2 set so he would look like a KotOR 2 Gand, and S3 has some nice outfit design potential. I have been more iffy on the mounts. The vehicle mounts have been mostly good, I really liked the S2 vehicle mounts, the creature mounts are not likely something I will use regularly. My favourite part of the rewards have been the decorations. Love those, particularly the Large Iokath Console. More of this, please. The objective content has been fine, but I do wish there was more variety or that they were less restrictive. Generally it is fine, but it can be problematic when an objective funnels a number of players into an area, such as on Coruscant where people insist on completing the optional kill objective in the public area of The Face Merchants (seriously, either remove that objective or move the droid for the seeker mission and make the whole area phased). Yes. The effort required is fine. With minimal effort a subscriber can complete the season in 17 weeks by just logging in four days per week and doing four objectives per week (along with the daily). Considering the length of a season that feels just fine. Yes and no. The more open ended objectives, such as kill 100 NPCs with the Season companion can be done anywhere, but the objectives that say you must go here to do this can be more limiting. Considering that the time investment required to complete the Season is fairly minimal I do not see that as a great problem that needs to be addressed. Suggestions? A few: The token limit is a problem. There is not enough on the vendors to spend tokens on once one has everything they want and bundling tokens with other rewards can make it difficult to retrieve all rewards. Raising the token limit would be nice but the problem would still be there, it would just take longer for someone to reach it. It would be better if all season tokens were a single reward so that if we need to skip them it does not prevent us from claiming other rewards. Speaking of things on which we can spend our tokens, perhaps add the decorations, dyes, and Season companion compendiums to the vendor so that we can retrieve additional copies. The dyes are nice but a pain. Pack them into a box so that they fit in a single inventory slot and we can pull them out one at a time as we wish to use them. If you can not do that, I understand it would prevent us from previewing the dye prior to claiming it, then, like tokens, dyes should be on their own with no other rewards so that we can skip them to save space. Another option, if possible, is place a claim button on the reward itself. That would allow us to claim only one of the rewards when it is bundled with a token, dye, or something else we wish to postpone claiming. Considering the number of replies that have been made so far I am certain that much of this has already been said... In regards to the Season Cartel Coin rewards contributing to inflation. Bollocks. We know it, you know, and we know you know it. Inflation has been a problem for some time, it always is in long lived MMO's, but we all saw, and there were a number of comments on these forums about it, the sudden spike in inflation that came when the Refer A Friends program was retired. That removed a significant source of Cartel Coins and in so doing reduced the availability of rare items on the GTN. This may come as a surprise to you but people spending Cartel Coins to purchase items from the Cartel Market and selling those in-game on the GTN or in direct trades does not contribute to inflation. The more people purchase from the CM, and the more they sell on the GTN, lowers inflation as it increases supply. The two primary factors to inflation are supply, which you reduced by retiring the RAF program, and the amount of money in circulation. Yes, that is overly simplified but this is not a real economy wherein all those other nuances of economics would come into play. The real source of inflation is that you keep pumping more and more credits into the game and do not provide a way to remove them. There have been a number of good suggestions for credit sinks: allow us to make character cosmetic changes at the Appearance Designer station with credits (make it cost but not exorbitantly so so that there is an incentive to change looks more often), allow us to use credits to purchase items from reputation vendors rather than requiring event tokens (appending a credit cost along side the token will not work, a simple credit transaction will incentivize more spending), and the biggest, raise the credit limit on GTN postings because the GTN tax is the most effective credit sink in the game -- that you have effectively neutered by keeping the post limit low and implementing reductions via guild perks (which also need to be removed). Direct, player-to-player trades merely move credits, they do not contribute to inflation in the slightest, but they bypass the GTN tax meaning they bypass the credit sink. You say you want to do something about inflation, but it does not seem like you really do based upon the things you have been doing. On to Season reward Collections unlock prices. No, you did not set them to standard values, some of the prices are wonky, but they should not be standard values. These are in-game rewards for an in-game event. Raising the prices, to the degree that you did, looks like a money grab and nothing more. During Season's 1 and 2 I completed the season on more than one server, I suppose I am one of those unintended players, but I still unlocked all rewards for my account in Collections. This season, I have completed it to level 100 on all five servers, but I have only unlocked a single reward for my account: the companion. And the only reason I did that was so that I could make use of the compendiums. The weapons, armour sets, and companion cosmetics are easy to unlock on other characters since they are BtL (if you change that mechanic for S4 we will all know that the unlock fee increase was just a money grab), and I can live without account wide access to the mounts. Was 10 Coins too low? Perhaps. But the prices you set them at are far too high. The cost to unlock them for our account should not be equal to other Cartel Market items. I could see charging 30 Coins to unlock items, not 60, or 150 that you raised the companion unlock to. On to my unintended play. Yes, I have, with prior Seasons and with this one, completed it on more than one server and thus have benefited from multiple Cartel Coin rewards (this week alone I will receive 2400 CC's when I finish the Season on the final two servers and claim those CC rewards). This also may come as a surprise to you, but some people spend their Coins on things for themself rather then spend them on things they can sell. Do you know the one Season reward that I really, really liked? The stronghold decorations. The armour packs, the mount packs, most of the items from the Cartel packs were useless to me. I coveted the stronghold decorations. The Cartel packs were the only ones that had any potential to give me an armour set, weapon, or mount that I did not already have and that I wanted. Replacing Coins with them has actually meant that I have more that I will be selling to other players versus me spending the Coins I would have received on direct purchases of armour sets that I want (if you had not reduced the Coin rewards). I may be an outlier but from the replies I did read here, and from the general sentiment I see on forums that you do not control, I do not believe that I am and your claims do not ring true.
  4. Since 7.0 there are a number of missions that can no longer be completed in a group. Either the mission stages do not progress for everyone or not everyone receives credit for actions completed in the mission. Some examples include: Eyes and Ears (Black Hole) - only the character that plants the monitoring device receives credit Eyes into the Past (Ziost) - only the character that performs the scan receives credit Anti-Toxin Recovery (CZ-198) - all players in the group progress through the mission stages until the final stage, at which point only the phase owner receives credit for recovering the anti-toxin Into the Hive (Ossus) - only the phase owner progresses beyond the initial investigation stage I doubt that this is an exhaustive list of all missions that have been impacted.
  5. Neither do I. This change was completely intentional.
  6. I hate to do this but, @JackieKo, we really do need an answer on this.
  7. The costs to unlock GS 3 items in Collections for one's account are either incorrect or were raised without telling us. In previous seasons the costs were 10 CC per item but in GS 3 it costs 150 CC to unlock PH4, 60 CC to unlock a mount, etc. If these are a bug then it needs to be address. If the change was intentional then a dev post informing us of that would be appreciated as we are two weeks into the season without a single comment on this matter.
  8. I have to share this experience I just had with all of you. Due to a number of changes introduced with 7.0 I decided that this was no longer the game for me and I cancelled both of my subscriptions. My alt account demoted a couple weeks ago but my main account demoted just this morning. I have three personal guilds, one of Satele Shan and two on Star Forge. I am certain some of you can see where this is going. Subscriber guilds can only be lead by a subscriber. Well that should not be a problem because in each of my guilds there are only two accounts, both my own, both preferred. Yeah, if only it was that simple. Logged into Satele Shan this morning on my guild leader character. Character A has promoted Character B to guild leader. Log to Character B. Character B had promoted Character C to guild leader. Log to Character C. Character C has promoted Character D to guild leader. Log to Character D. Character D has promoted Character E... Lather, rinse, repeat five more times for all ten characters in the guild. I had to log to each of the characters, on both accounts, before the leadership would stop automatically passing and the guild would downgrade to a F2P guild. Considering that both of my Star Forge guilds have more than ten characters, with the Republic guild having almost 30, I do not think I will be doing that again. I will just wait and see what happens in 28-days when the character that was passed leadership has not logged in because this chasing the leadership thing in a guild with no subscribers is ridiculous. A subscriber guild can not be lead by a non-subscriber, but when a guild has no subscribers in it why does your system pass leadership to another character on the same account of the character your system just decided is no longer eligible to be leader? BW, your guild management system is seriously lacking in some basic logic checks.
  9. True, but even if it had reset on Tuesday, it still would have reset at 12:00 UTC (4:00 PST ~ 7:00 EST), so it still would not have included all of Tuesday for the States, which appears to be the OP's issue. And which is an entirely illogical complaint. No matter when something ends it is going to cut off part of a day because the US (just the 50 states) ranges from -5 UTC (Eastern time zone) to -9 UTC (Alaska time zone). Even if the reset was at 00:00 UTC, which would be 16:00 PST ~ 19:00 EST, someone would complain that they missed the sale because it ended before they got out of work.
  10. Okay, if you want to play the semantics game... https://www.swtor.com/info/in-game-events I retract my statement. It is not generally understood, it should be understood by anyone who has been playing this game for over a year that in almost all cases things (events, sales, etc.), with very few exceptions, start and end at 12:00 UTC. If you have not figured that out by now then you have not been paying attention.
  11. It is generally understood in this game that things start and end with the daily reset at 12:00 UTC. The armour sale ended at 12:00 UTC and the mount and decoration sale began at 12:00 UTC. Although, character slots are still discounted 50%. Jackie's post states that the Collections unlock sale runs from 20 December to 3 January. Without a doubt the Collections unlock sale will end at 12:00 UTC on 3 January. Double XP runs to 4 January. It will shut off at 12:00 UTC on 4 January. Likewise, Life Day will end at 12:00 UTC on 11 January. In this game, with few exceptions, things start and end at 12:00 UTC. One main exception is the daily flash sale, which runs one hour later (13:00 UTC) between the first Sunday in November and the second Sunday in March as that is standard time in the States. During Daylight Saving Time (March to November) the flash sale reset coincides with the daily reset.
  12. Equipping most* Cartel item on a character will unlock it in Collections and allow you to retrieve additional copies. In your case, equipping the full Havoc Squad armour set will unlock it in Collections (default Ctrl+C, type Havoc in the filter). Once unlocked there will be a button that looks like an open box (hover text says "Transfer a copy of this item to your inventory" once unlocked), which will allow you to put addition copies of the set into that character's inventory. If you wish to use the set on another character then you can unlock that set for your account, which allows you to retrieve copies on any character on any server. There is currently a 75% off sale on Collections unlocks, so for 100 Cartel Coins you would be able to unlock it for your whole account. * There are some armours that show in Collections but can not be unlocked for your account. In the details for those items they say that additional copies are only available from the CM. They also lack the open box icon used to retrieve additional copies.
  13. What would be better is if the dye system was made into two slots: a primary slot and a secondary slot (some armours really need a tertiary slot). All dye modules would be a single colour and could be slotted into either the primary or secondary slot. This would allow for mixing and matching of any two colour combinations.
  14. I thought the real question was how many licks does it take to get to the centre?
  15. The intention is all seasonal items. If something happens to be missing, please send me a PM. So, no Halloween themed decos or the beach bundle?
  16. As noted, if you side with Khem then you encounter Zash on Nathema, and if you side with Zash then you encounter Khem on Nathema. When you encounter Zash on Nathema she is in a different body, so clearly Zash was able to con someone into relinquishing their body for Zash to possess. Khem, on the other hand, appears to be in his original body on Nathema, which has caused some to speculate that Khem was somehow freed or escaped from the mind prison and took back control of his body. Encountering Khem on Ossus if you sided with Zash was a bug that has since been fixed (allegedly in patch 5.10.1, but I cannot confirm).
  17. Darth Baras was born in the year 3697 BBY || 44 BTC. Baras died in the year 3640 BBY || 13 ATC, aged 57 years (the dark side is very bad for your skin). For comparison, Satele Shan was born in the year 3699 BBY || 46 BTC, Darth Malgus was born in the year 3700 BBY || 47 BTC, and Darth Marr was born in the year 3702 BBY || 49 BTC (died in 3636 BBY || 17 ATC, aged 66 years). Although no definitive ages are given for the PC's it is assumed that they are fairly young (late teens to early twenties for the most part) at the start of the class stories in 3643 BBY || 10 ATC.
  18. You should include your server and faction so that you are not receiving ineligible offers of assistance.
  19. All 14 gear pieces contribute to your overall item rating. Tactical is the only piece that does not. Why do you not want to equip earpieces and implants? Based upon the numbers you gave, 274 for the 9 right-side pieces and 270 for your two relics, if you were to equip an item rated 270 earpiece and 2 270 implants your average item rating would go from 215 up to 272/3 (depending on rounding).
  20. If the stat formulas have not changed with 7.0 (and I mathed correctly) then one would need: Alacrity (with no other buffs): 1293 for 1.4s GCD 3418 for 1.3s GCD 8520 for 1.2s GCD Accuracy: 1696 for 9% (companion buff would push that to 10%) That means that, completely forgoing any crit, one would need a minimum of 2990 for tertiary stats to hit 110% accuracy and 1.4s GCD. JakRonin's two stat samples both have tertiary budgets of 4722 points. Here are how JakRonin's numbers convert to percentages (if the formulas are unchanged) The percentage accounts for other factors such as Mastery's effect on Crit and buffs. Heal set: Critical: 1395 -- 33.22% chance, 60.76 multiplier Alacrity: 3327 -- 15.10% (short of 1.3s GCD, but close enough to get there with an augment) Accuracy: 0 -- 101% (base accuracy) DPS set: Critical: 2862 -- 40.07% chance, 67.61 multiplier Alacrity: 930 -- 5.33% (363 points short of 1.4s GCD) Accuracy: 930 -- 106.33% (766 short of 110% accuracy)
  21. I think you have me confused with someone else. My only issue with raiders, or, specifically, with the people on the forums who are defending 7.0's itemization scheme are the people who persist in chanting "solo players do not need BiS" whilst completely misrepresenting 7.0's itemization and what it will mean for solo players.
  22. You need to upload the image to a third-party image hosting site, such as https://imgur.com/, and then post the link to the image.
  23. I understand your point and share in your frustration, but the reality is that 318 gear will be meaningless. Specifically 308-318 will be meaningless. The new floor for level 80 itemization is 320, which will start to drop when you get to level 80. 308-318 gear are the gear ratings that will drop whilst levelling from 75 to 80. Now, that said, absolutely, green 320 gear, and possibly all the way up to green 326 gear, will suck worse than Mega Maid.
  24. Okay, one more post from me as this needs to be addressed so that, hopefully, it will stop being repeated. Yes, it is a long one. You may want to pore a cuppa and settle in. Yes, Chris has said that most content will be balanced around 318 item rating. Chris has also said that the gear one receives whilst levelling from 75 to 80 will progress one up through the ratings up to 318 and that 320 gear will only appear at level 80. Chris has also said that 318 gear will have lower stats than current 306 gear and that one will not see any increase in stats over 306 gear until one reaches IR 320. Chris has also said that gear from Conquest, which will be the gearing path for solo players, will be green quality, flashpoints will be blue, operations will be purple, PVP will move through the spectrum, and all of it will be static stat gear. Top IR gear mods will only reappear after R-4 Anomaly is released. Chris also stated that stat distribution will be better for higher quality gear. The numbers that were seen on PTS for green gear showed an overabundance of endurance with 326 green gear having tertiary stats that are only slightly higher than current 306 gear. Again, as per Chris, level sync has been completely reworked for 7.0. Level sync will no longer apply a flat cap on primary and secondary stats whilst leaving tertiary stats untouched. 7.0's level sync will now be percentage based and apply to all stats. As such, stat distribution will matter in 7.0 when in level synced content. The numbers that were seen on PTS for 326 green gear showed that solo players would be below alacrity and accuracy thresholds with minimal crit in almost all content. Testing also showed that a solo player was most often better off in their existing 306 gear than they were wearing 326 green gear. Between content being balanced around IR 318 and the maximum IR for solo play being 326 with stats that are often worse than existing 306 gear (particularly if augmented) 7.0's itemization scheme removes any itemization incentive from solo players who are already geared with 306 gear. There is a cognitive dissonance in defending an itemization scheme that restores gear progression to one type of content, claiming that the removal of that progression resulted in the loss of players, whilst that itemization scheme simultaneously removes gear progression from another type of content, if not completely disincentivizing participation. The claim has been made that as IR ceilings rise in subsequent releases everyone will have access to gear mods, claimed by Jackie in this post, but the question was never answered -- what quality of mods? It has been stated by Chris that the gear path through Conquest will result in green quality gear. It was also stated in the initial itemization blog post that gear mods will only become available at IR 334, that Conquest will have an initial ceiling of 326, and that a subsequent update would increase the ceiling to IR 330 for Conquest players. Chris has claimed that they, BW, are not trying to be evasive with their language, but throughout this pre-release we have seen time and again that yes, they are trying to be evasive with their language. Are we to believe that solo, Conquest players will be limited to green quality gear until such time as the ceiling is raised to 334 and then, jazz hands, all of a sudden have access to a vendor with BiS gear mods? Or is it more likely that if (big if) the Conquest ceiling is raised to 334 and that mod vendor becomes available that they will have green gear mods, which will be far from BiS? Or is it more likely that the introductory blog post was correct and the ceiling will be raised in future updates up to IR 330, which will be below the threshold for mod access and what Jackie actually meant is that legacy Ops, which will have a lower IR ceiling than R-4, will be moved into the upper IR levels necessary for mod access? Before anyone tries to claim that what Chris says in Discord is not official, the information that came from Chris in Discord was, and remains, far more accurate than the official information on the forums about combat style switching. Further, the information that was eventually posted to the forums was released by Chris in Discord well before it was every posted to the forums. The claim has also been made that a solo player who focuses on Conquest and primarily plays story or in level synced content does not need BiS gear. Technically correct, as are the counter claims that NiM raiders do not need BiS gear to clear NiM content. So then why do NiM raiders need that gear progression, as has been claimed? Well, for three reasons. Firstly, it fulfils a feeling of accomplishment. Second, it changes the difficulty, making rote content easier to progress. Third, it affords a buffer that compensates for error, inexperience, and allows for augmenting challenge such as short-manning. Although many have tried to make the claim that solo Conquest players do not need BiS gear they have never put forth an argument for why the above does not also apply to solo players? Why should a solo player in full, augmented 306 gear be denied any gear progression in 7.0 (at least for the foreseeable future)? Why should NiM raiders enjoy a reduction in difficulty of routine content that has become farmable whilst solo players do not? Why should solo players be denied attempting more difficult content (it does not matter whether you think it is difficult, what matters is whether it is difficult to them and whether having a higher IR or better quality gear affords them the buffer needed to attempt said content)? None of this has been addressed by those who continue to chant the mantra of solo players do not need BiS gear. The lack of meaningful gear progression, lower quality green gear, and suboptimal stat distribution is further compounded by 7.0's level sync, which will place emphasis on stat allocation in level synced content, which is the vast majority of content available to solo players (especially since the level 80 daily area, Manaan, will not even be included with 7.0). Sure, maybe solo players do not necessarily need BiS gear, but should we also be denied gear progression, a reduction in difficulty of farmable content, the chance to have a buffer against error, or the opportunity to attempt content that we find challenging just because NiM raiders need incentive to run harder raids?
  25. And I gave you a logical rebuttal in which I did not once resort to ad hominem, and you -- nothing. Crickets. All throughout your argument has been consistent, but it consists solely of: I need incentive to do this content. And that is fine. That is your opinion. But not one of us has to agree with or accept that it is a valid reason to screw over solo players. And this does screw over solo players because of how radical a departure 7.0's itemization will be from both what we have had for the last five years, as well as any other itemization scheme that we have had throughout the life of this game. Multiple times you have misrepresented itemization for solo players in 7.0, but whenever anyone counters that with a logical response that addresses your misrepresentation you have ignored that response in favour of continuing to misrepresent 7.0's itemization. You say that you want logical responses, but you do not. You respond to and feed the emotional responses because it helps your narrative. My time on these forums is coming to an end because I chose to stop paying to play this game over the decisions BW has made for 7.0. You chose to come back due to those decisions. Both of us made our decision based upon the information we have been fed by BW and not because we have actually played the content. Neither of us is right in our decision except for as it pertains to ourself. This will be the last time I comment on this matter as it is quite clear that any discussion between us on these forums is inconsequential. BW has made their decision and rarely do they ever change their minds. Not, of course, until the damage has already been done. So further discussion is irrelevant. Not one of us here is going to change your mind or convince you that your need for incentive does not have to come with a dramatic reduction in the solo player experience. Neither are we going to accept that your need for incentive is justification to limit our experience. We are at an impasse and BW -- well BW just does not care.
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