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Corvald

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Everything posted by Corvald

  1. With the all the gear since 6.0 being legacy bound there isn't really any reason for virtually all bound gear to be converted over to legacy bound. Maybe there could be an argument for the odd vanity reward item but literally everything else should just be switched over.
  2. I just want to be able to take my choice of companion through story content instead of being saddled with another temporary companion. I don't even care if they don't speak at all (although there has to be a pretty damn big library of voice lines they could reuse for vanilla companions).
  3. Can we finally be able to get Social Achievements for doing PVP. It's content where you play with 15 other players but gives nothing for Social Points now where as you get tons for playing with 3 other players in a Flashpoint.
  4. I'd love to be able to optionally turn off those particular sound effects. My Vigilance Guardian lets out a Sith-like scream of rage every now and then. Apparently they changed the Jedi code to be: "There is no emotion, there is RAAARRRRGGGGGG!!!!!!!!"
  5. As a player I want to be able to choose my active companion in future story content. Since KOTFE most story content has had the active companion set to a specific companion and in recent cases it has often been a temporary companion, e.g. Arn, Tau, Anri, Rass, etc. In the first half of KOTFE it made sense as we didn’t have anyone else available and only had a couple of specific companions with us. Through the last half of KOTFE and then KOTET though it started to feel forced. The narrative style seems to have switched to one of using the companions to tell the story rather than other NPCs. The result of this is a loss of player choice with us now being forced to have companions we may not even like accompanying us. There are times when it can be useful to have a specific NPC along to provide story information and this is best done with the use of a temporary additional companion such as Tau accompanying the character in Objective Meridian or Darth Krovos in Secrets of the Enclave. This is an effective compromise but NPCs should not be taking the place of our active companions. It has become such a habit that it is used unnecessarily. Secrets of the Enclave is a good example where Darth Krovos / Aryn Leneer provide much of the narrative but as players we are still forced into taking Darth Rivix / Arn Peralun as our active companion. The contribution of the latter to the storyline is minor and realistically could easily be covered by additional dialogue by the former or even a couple of lore entries. There are certain times where the storyline makes sense to only allow specific companions as our active companion and Echoes of Oblivion is a good example of this but this should be the exception rather than the rule. It is worth noting that in the vanilla game we have ten planets (if you ignore starting worlds and Quesh) that have planetary arcs and character arcs (8 total). This is 90 different storylines in total in for most of which we are able to freely choose our active companion and yet the storyline is able to be told. Using active companions to tell the story we are playing through is unneccesary. Temporary Additional Companion Roles - Set the role for temporary additional companions to DPS. DPS is the neutral role selection. Additional DPS is always useful. Having them take over the role of Tank or Healer can double up on roles that are already covered by the player and especially in the case of tanking it can make content far more tedious with enemies being pulled/taunted back and forth. With temporary additional companions we do not have the ability to change their roles so they should always be set to DPS. Companions and Pull Abilities (Darth Krovos) - Do not give temporary additional companions pull abilities. Throughout Secrets of the Enclave Darth Krovos uses an ability to pull an NPC to her during a fight. This pull ability used to be used by Ranged Tank companions back before all of the companions were standardised and became able to cover any role. When this standardisation occurred the companions in Tank mode were given a gap closer ability instead of the pull ability. This was done for good reason. There is almost no situation where a companion using a pull ability is useful and in most cases it is very frustrating. If you are playing a melee character the last thing you want is for an NPC you are attacking to be pulled 30m away over to a companion. If you are playing a Ranged DPS / Healer the last thing you really want is for a companion to pull an NPC to be adjacent to you. With a normal active companion a player can at least toggle this ability off but for a temporary additional companion we have no ability bar and cannot disable the ability.
  6. Currently some Titles are prefixes, some are suffixes and some are Legacy titles. I'd like to see three separate title slots on the character sheet for these positions and have every unlocked character title and legacy title able to be set in any of these slots, i.e. <Prefix Title> Character Name, <Suffix Title> <Legacy Style Title>
  7. Just get rid of bound and convert everything to legacy bound. High level gear now works this way. Maybe have a specific "Character Bound" status for the handful of stuff they want to restrict like resuable Biochem stuff but for the rest of it just make anything bound be legacy bound instead.
  8. I'd prefer to scrap the sort altogether and have it as a single page scrollable list. Just let us move the characters up/down the list to position them in the order we want.
  9. It would also be nice after waiting for up to five years to get some companions back if we could actually take them with us to do new content, even if they don't have any dialogue there. If they want to tack on temporary companions for cutscenes then add them as extra ones like Tau in the Objective Meridian story. Since Ossus almost every new piece of story content has replaced my active companion with a temporary one I have to drag around for the whole storyline. I don't even know why Arn came along for Secrets of the Enclave, he didn't really need to be there at all.
  10. Definitely agree. I would also like to see schematics for the PVP shells added back to the PVP vendor. The old Battlemaster and War Hero certainly but also schematics for the various other armour shells that were used over the years. Some of them had different patterns than the PVE versions and had a unique look. It would be great to get hold of them for use on alts that weren't around when they were removed as any current ones still in cargo holds are character bound.
  11. Just move the instance entrance to the first doorway into the area so the whole section is instanced instead of just the clinic. And whilst they are at it also enclose the corridor on Drommund Kaas containg the Heroic "Posessed Hunter" into an instance.
  12. It's part of the Star Fortress quests in KOTFE. You will gain access to it through that quest chain.
  13. Don't forget all the fun of zoning. Quick travel and fleet passes had cooldowns back then. Not short ones either. Let's remember how doing dailies worked. Finish doing Belsavis Dailies. Use taxis back to shuttle area (quick travel may be on cooldown from being used to get out of one of the annoyingly deep tombs). Catch shuttle to orbital station. Run to lift and take lift to ship level then run to ship (no speeders inside spaceports and stations). Load into ship. Fly to Ilum and exit ship (trying to run to the exit before the ship arrived so you could open the door to hyperspace because you were bored to tears by this point). Exit in orbital station, Run to lift and take to station level then run to shuttle (no speeders again). Travel down to plantet and head to base to start dailies. And of course if you had to go back to a Coruscant there was the endless running and lifts around the massive spaceport. Even if you did have a speeder you couldn't use it on most of Coruscant, especially in the spaceport area.
  14. The Fleet Commendations Vendor on the Fleet sells some of the Inheritance Kits. Most of the others are probably long gone. Cartel Market items don't have level restrictions so you can give stuff to alts either bought from the GTN or from Collections and use that for the cosmetics. Even without any mods the weapons are probably fine for the early starter world stuff. With the speed of levelling nowdays you can get to lvl 10 long before leaving the starter world and send them proper mods from that level onwards. Mods are really cheap to buy from the fleet vendors in the Supplies section and the green stuff is fine for levelling.
  15. ... can you change the Macrobinocular and Seeker Droid Heroic mechanics to be soloable? It's a pain in the *** trying to get a group together for this stuff these days. With pretty much everything needing to be retuned with the changes to abilities and DCDs please take the opportunaty to update these missions like you did the Aurora Cannon one. Failing that at the very least add them as a specific Group Finder option so we don't have to stand around the fleet spamming chat for 3 hours unsuccessfully.
  16. Also include some sitting on chairs and typing so we can have people that look like they are using the countless computer consoles and other similar decorations.
  17. It would be nice if they added a few slots to the Outfit Designer for things like this. Having completely cosmetic slots that do not contain any stats and only appear on the Outift Designer not the main character sheet. There could be a few for the different customizations asked for over the years. The quick and dirty change would be to add them without going through and editing existing armors and leave it up the players to sort out which ones clip and which don't. Ideally, but unlikely to happen, would be to go through all the existing armors and separate these components so they could be optionally changed. We could have maybe three new slots, neck, back, and lower waist. Neck slot would have things like: upright hood in several sizes, lowered hood, armor collar (like on the remnant underworld knight headgear) . These would then be displayed in addition to the equipped headgear. There could be a special lowered hood item that is flagged like a helmet to hide existing hoods. Back slot would have things like: backpack, jetpack (funtional with rocket boost), capes. Lower waist slot would have things like: kama, various dangly cloth flaps
  18. It's going to have to fail pretty damn hard to be historic. The threshold is rather high: https://www.eveonline.com/news/view/about-the-boot.ini-issue
  19. Add the Forged Alliance HK skins to collections so alts can unlock them or add them to the Flashpoint vendor for sale for 1 Recovered Relic each. Ignore the level restriction on armor in the outfit designer so the appearance can be stamped even if you can't equip it. Ignore the class restriction on armor in the outfit designer so the appearance can be stamped even if you can't equip it. Allow the Imperial/Republic appearance of armor to be toggled in the outfit designer. Add a reskin of the Imperial E-1 Enforcer series weapons that don't have the goofy colouring on them which is set in the current ones by the equipped crystal. Many of the original armor sets are still craftable. Some cannot be used in the outfit designer by most characters due to class restrictions. Many of the original appearances change when used on an Imperial character vs a Republic character and there is no way to get the opposite faction appearance for that set in many cases. Currently the Outfit Designer allows armor to be used regardless of its weight restriction but level and class restrictions are still enforced even though the character is not actually equiping it, just stamping the appearance. The level restriction is particularly annoying as many adaptive armors have a level 10 restriction so a starting character cannot setup their outfit right away.
  20. I kinda just wish they would add two more cosmetic slots to the outfit designer, neck and waist. This would allow a neck slot for hoods of various styles but still allow for the various headgear like masks and such. They could also add the neckpieces from the "Martial Pilgrim's Circlet" and the "Unbreakable Defender's Headgear". Many armour sets look much better with these neckpieces and the ability to add them and the various glasses, goggles, visors and helmets would be awesome. The waist slot would be for underneath the belt to add a variety of sashes, waistwraps and butt flaps.
  21. They have similar shells but the designs are the PVE versions not the PVP versions. Doesn't make much of a difference for most classes but the Trooper armour looks quite different in some cases, most especially the Resurrected set vs the Exhumed set. I'd love to be able to get more of the Exhumed set pieces to kit out characters that I didn't have back when it existed. At a minimum I'd love to see the shells added to Armormech crafting like the old Rakata ones were.
  22. They could do this somewhat easily by separating the class story selection from the class selection. Say you pick a Bounty Hunter character on the first screen then the next screen you pick any of the advanced classes (as in from all 16) to play through the story. You would use the character voices from the Bounty Hunter and play through that class story but the weapons and animations could come from the selected advanced class. Obviously the ideal would be to go through and tweak some of the animations so they better fit the selected class but at this point even without it it would be an improvement. A Bounty Hunter could then play through as a Juggernaught equiped with a vibrosword, or an Operative with a Blaster Rifle. This would be enough initially for most people. A better long term solution would be to switch some of the animations with tech/force ones based upon the selected story class, e.g. the Force Charge animation could be replaced with Jet Charge animation. This obviously would be more work but many of the animations would not need to change at all.
  23. Personally I would love if they added a slot to all armour to allow us to add a colour crystal to change the light colours. It wouldn't add any stat bonus from the crystal, just the colour. It gives a lot more granular control of the look of the armour then as you can still have different colours than the dyes but have ones that better complement the dye colour.
  24. We currently have a tuning to add a laser sight effect to weapons. It would nice to have one that removes the laser/light effects from weapons. Some of the current weapons used to have models without the laser effects that are no longer obtainable due to the removal of orange gear from flashpoints and planetary vendors. Others never had a model without the effects (Kingpin's weapons for example).
  25. Frankly it's a great opportunity to replace the ship completely with a essentially a small stronghold in the shape of the ship (or any of the other ships if you want to change to a different one). This would allow you to decorate it as will with furniture and/or companions. The old limitation on this was always that the ship layouts couldn't be changed due to cutscenes and such that were tied into various class missions and companion conversations. Given that post KOTFE the class stories can no longer be done and the companions are no longer in the ship for their conversations, that limitation doesn't really exist anymore. Surely my character who can casually throw around 1 billion credit bounties and order fleets of ships around can now afford to replace the old dingy couch in his ship or the worn, battered locker on the wall.
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