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Yeastman

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  1. /signed. I can tolerate the other changes in this patch but the inventory UI legitimately does give me a headache (which for me brings some nausea as well). I tried working with storage last night and had to stop, it was just making me feel terrible physically. I'll have to wait to see if they'll create a way to toggle this off or perhaps remove it completely, but I know unless they do my playing days are over soon, as a f2p or sub.
  2. Thanks Elessara, i'll double check. That might be what's happening, appreciate the feedback.
  3. Ok, let me try again. MISSION rewards. The mission CXP rewards for the daily areas and the weekly associated with those are lower than they were. While I don't have screenshots of the before and after, memory is that the mathematical CXP reward values is lower than it was by a few thousand for each weekly. Again, while ive done those missions more times than I care to recall, It would be good to get confirmation from anyone else who can recall values from before the recent patch.
  4. CXP points. The missions clearly show the CXP rewarded on completion, and the number is lower than it was. It's a static number of CXP, and that value is lower.
  5. Noticed today that when I went to do the weekly for Yavin, that the overall CXP rewards for that are lower than they were before 5.10; at least on a toon that's with a level 1 guild that is. Would anyone be able to confirm? Pretty sure I'm remembering values correctly but another look would of course be good - and curious if anyone has seen any other CXP rewards lowered?
  6. OP, I get where you're at. I have better things to do on a Friday night when im trying to unwind than walk people I dont know through content i've done hundreds of times. Raids as a game design is a flawed idea at best. They work wonderfully with a tight knit group of friends working together for a common goal; lots of social interaction and good fun. Outside of that context they almost always break down into a huge time sink that's filled with failure and frustration. Society is changing and our culture is changing, and one major aspect of that is time. Living in a world with so many sources of entertainment and distraction, not to mention making ends meet with multiple jobs, Investing the time needed to make Raids actually fun is becoming less and less viable.
  7. /signed To respond to the OP, I would love the option. Given that its effectively recycling content, it seems the ROI for bioware would be acceptable here; minimal work for additional content to retain player base. Of course that's from an outsider's speculative point of view on workload; perhaps its really not cost effective - hard to say. I would think it would mean cutting content (removing some fights, etc) and leaving story/ambiance only for the solo crowd, which is fine, the 8+man ops should be more distinct anyways. Clearly the rewards would need to be appropriate to solo play, probably centered around just seeing the story and nothing more. Its a good idea that would provide additional gameplay to the often non-vocal majority, if its economically possible to pull off.
  8. Hello, Since 5.6 I haven't been able to get planetary PVP achievements to advance. Grouping up with friends on opposite factions to test, ive been able to confirm that it carried over from character to character (appeared account wide), and also confirm on two other friends accounts that when we were testing that the problem duplicated on their sides as well. I'm on Satele Shan server (or whatever the Begeren Colony one turned into), and the issue still exists after 5.7. Any other players seeing the same thing?
  9. Since it's 'wall of crazy' ... ill bite and hit on some things that will never happen, but at least expresses a desire that's helpful perhaps to development: Sandbox! I want to jump down from the Odessan base and wander miles and miles into the wild. I want to wander into the distant mountains of Korriban. I want to travel into the wild spaces of Tython. I want to find distant canyons where no one is. I want to find a lonely valley with a nice pack of goldmobs I can grind for *something*. I want to come across a den of something with a big something in it. I want it to be a massive planet with NO QUESTS - no floating triangles. No kill X mobs. No NPC's asking me to do anything at all. I want it to be so big it will take me umpteen hours of speeder travel to get to that distant mountain. The fact that I got there is the awesome part, and what makes it amazing. For once i'd like to make my own story by my own adventures. A Pre-4.0 Server NO Kotfe. No Kotet. No CXP. None of the stuff that removed us from what we (or I at least) care about: Our characters, Star Wars, and the Republic and Empire. A Stronghold that MATTERS Something others can see. Not instanced. Where random players traveling to X happen to see it and ask to enter. A stronghold where there is more to do than duel and /e. A Dev team who understood that RP is a hugely positive ROI The volume of investment you have to make in order to encourage RP is one of the best ROI's you could possibly imagine. People who are dedicated to RP will continue playing through the crappiest patch in existence. RP players dont really care about class balance, pvp issues, gsf problems, etc etc... all the things that cause everyone else to leave, RP'ers dont care about. They make their OWN stories, and only need you to provide the framework, and a simple framework it is. Stop making useful emotes like push ups a regen. Allow me to /drink without "proposing a toast". Give me a chair I can click on to sit in for crying out loud (yes I know about /chair). Make interactive stronghold items out of the regens that SHOULD be items, like the vending machine. Give me an ability to somehow make text distinct between players so we arent' all lost in a sea of orange text. Stop making emotes cartel items. Stop adding stupid text to simple emotes: /facepalm should not read "cant believe you did that". It should read - if it reads ANYTHING at all, "places a palm to their face." YOU dont know that I 'cant believe they did that. STOP telling me what I meant. That's the FUNDAMENTAL #1 thing you learn in RP, never try to control another person's character, and you do it constantly. I could go on and on... the missed opportunity this game has seen to develop dedicated RP audience is astounding. More crazy? A 1.X server. I loved that time in the game's history.
  10. Is the learning curve too steep to get into? The short answer is yes. However it can be said this is due to balance issues and the scarcity of requisition - reading in game text on what abilities do and how to spend points to get there isn't complex in itself. However, having to study lengthy starfighter guides outside the game to have a hope of being competitive is not a good design. Spending requisition incorrectly can be the straw that breaks the camel's back, as a player realizes all the work they've done is for naught, frustration and anger set in, and they're just gone. If I were to make only one question you can take back to programmers as a mechanical step to take to improve it, wipe out the GSF user interface and start completely over. Some successful games I can think of that share a similar (but more successful) build and fight interface are the Mechwarrior series and the classic Interstate 76. Is ship balance preventing you from playing? Somewhat. it is part of what prevents me from playing. However the main culprits that 'prevent me from playing' are: - long queue times - hopeless matchmaking (see different subject line) - hacking, exploiting (im sorry, but my gunship that's almost mastered should not get one or two-shot) - far far too long a grind to upgrade ship components Are you not playing because you feel GSF needs something new to bring you back in? No. I dont believe 'NEW' in itself will help. What GSF needs is the fun factor brought back, and 'new' doesn't fix the root cause. 'Fun factor' is certainly not a very precise term, however it's fair to state that it's simple to outline aspects of gaming are NOT fun. Quantifying the negative will help pinpoint the positive. This thread itself is a means to that end I think. Some clear factors are: - clunky flying controls. what makes flying fun is what makes good driving games fun. the ability to really feel like you're in 100% control of your vehicle. the controls in GSF are simply never like that, even at the best of times. - never getting the chance to even fight. When you're new, you just DIE. Over and over. We will never get to the point where we are enjoying the game if we leave it straight away because its massively frustrating right off the bat. You wouldnt make Tython or Korriban filled with level 50 mobs who just destroy you every time you walk out of the temple. it would be ridiculous. The analogy holds for GSF. - no incentive to continue to play. The user interface is mindbogglingly terrible. Were I to look at it and be like 'Oooh! I can get missiles when I get X amount of Y!' and have a clear understanding of how I can build a ship, that presents a clear goal. Just like my Jedi Knight and my Sith are personal to me and I have clear goals for them. - impossible grind to get to where it resembles 'fun' ; it simply takes far too long to build your ship to where you can actually contribute. If players had to suffer through constant death, frustration, inability to proceed, and a heroic grind to work through the 8 character stories they'd all quit before leaving the starter planet, even if the content 'gets fun later'. Matchmaking issues? Yes. Definitely Yes. The last game I played of GSF was something like 4 months ago. Playing on Imp side we got paired with a team of Pub side players with maxed out ships, while it was a smattering of brand new rookies on our side. I could barely get to the enemy before a nearly instant death. I went through three matches in a row like this, finally on the fourth one, when i saw the same players again I exited the instance in the middle of the match and swore to never go back, despite 6 months of efforts building that ship. I havent played it since. it was one of the most frustrating gaming experiences I can *ever* remember. The fact that GSF is character based and not Legacy? Neutral. I care more about how fun it is. If making it legacy fixes some of the 'fun' issues, then yes. Having said that, I would *prefer* it to be legacy based, yes.
  11. Signed. I'd be fine with no reward at all. No loot, very minimal XP. I just want to see the story. I was dreading the new expansion because they'd wrapped the story into flashpoints - as one who is very interested in story, taking the time to engage in the story and appreciate the immersion is why I play the game. Being forced to run in a group (that has no patience for that) just drives me to never participate in them at the appropriate level. I did them all solo, just waited till I was overlevel. However there's till a ton of story i haven't and likely wont see because of the limitation of the group, particularly OPS. Its hard to think of a way to restrict content more than to require 8 players minimum all of specific types to even see the content. And when you do, none of them will put up with someone who wants to see the dialog, much less the breadcrumb quests and scenes before and after. I've done terror from beyond once and I have no idea what the heck it was even about. Kill stuff, get achievements, get loot - when that is everyone's motivation that becomes what it's about , and all story disappears; making every OP the same. Kill, loot, repeat. Honestly, id rather get no achievements and no loot but be able to finally experience the story, the locations and the immersion of it all. I'd agree completely with the one user who said it makes great business sense. It does. I for one know several people in person who would never be seeing the current 3.0 story content without the solo feature. More solo content please. We all level solo, then suddenly are expected to be into 16 man raids...?
  12. I'll get right to the suggestion: give me some sort of way to see the operations content solo. I don't care if it gives me zero gear and zero credits. I don't care if it costs me $20 in cartel coins to get the 'privilege' to see it solo. The fact is, you've built 55 levels of game on the solo play concept. Great. You've built an endgame on the group only concept. Fine. Group only players can level as groups, its possible. There are options. Solo players cannot do anything at endgame. The game just... ends. We roll an alt, or get bored and unsub. We WANT to see the content. We WANT to pay for it. I, and so many others, want to solo it; my time, my schedule, at my pace, without an annoying nerd blabbering in my ear over a vent channel, ruining the wonderful worlds you have created. I understand mechanics would have to be removed. fine. take out the puzzles that require multiple hands. just delete 'em right outta there. we're solo players interesting in STORY anyways, not the challenge of fight mechanics. Furthermore, your game population continues to dwindle. group content will become less and less viable until exceptionally large portions of the game become undoable. H4 dallies become impossible; hardmodes undoable; as it is, the level 50-55 operations are borderline impossible to find a group for. If you recall, this EXACTLY happened before the server merges... I seem to remember a 'master gnost-dural' server? Ring any bells? Rather than the inevitable merge again, give us more to do solo. KEEP US AROUND! The content is there, just make it soloable! I love the game. Been around since beta. Level 50 legacy, 18 toons. Just... please. Most of us have jobs and families and goals and cant commit to 4 hours with a guild on a sunday for ops runs.
  13. Simply posting to reiterate to Bioware that this is a huge issue. Our guild on Master Gnost Dural once had 500 members. Now down to 280 listed characters, alot of the missing ones were deleted characters. Furthermore, of that 280 there is probably 30 or 40 who actively play, and of those there are more than a few who have already warned us they are leaving after the free month sub is up; some already have done so. The large majority of these cases are level 50 players who are unable to do anything of value with thier character. Doing a 16 man (or even 8 man) ops isnt a reality when there are 5 level 50's online in your guild, and only 30 characters in PEAK hours on the fleet - of whom maybe 10 are geared for raids; and half of which dont want to PUG, and I dont blame them. This is such a huge problem. Whatever PR Bioware is trying to save by making character transfers rather than just bulk server merges ASAP is going to be a much lower ROI in the long term. Every day this goes on its getting worse almost exponentially - tomorrow wont be one day worse than today, it will be much more than that, and it continues on.
  14. http://www.torhead.com/skill-calc#500RrG0dzMZfzrMrhzzM.1 Curious to know how its faired in PVE for you. This is very close to what i'm running for PVE, a few points moved around here and there but also 18/23/0, idea being to get as much damage mitigation as possible. In comparision to a full defense tree, you get 4% more constant damage mitigation via commanding awe, and more intermittent mitigation in the form of a much more frequent blade barrier, 20% from unremitting when jumping in, 15% from commanding awe/focused defense combo - all while still sharing the main damage mitigation tools in the defense tree. Again comparing to a maxed defense tree, it is missing 4% extra when enure is activated, and 4% shield boost. Both of which are intermittent mitigation. That's a difference of 27% extra intermittent/situational damage mitigation in favor of this 18/23 build. For a PVE tank, getting aggro will be the challenging part of this build, but survivability wise, it seems the way to go. Comments?
  15. Couldnt have said it better. I was expecting 1.2 to revive the game to me, but honestly, as I sit here now looking at these changes, im about to unsub. I sick and tired of playing a gimped out junk class. What the heck were they thinking?
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