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DarthPrimus

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Everything posted by DarthPrimus

  1. Currently trying this out as well, but if it works, worth the wait not to have to constantly exit and repair the launcher every time I try to start the game. We'll see.
  2. How about going with the obvious fix and getting rid of Bitraider? That would solve all the issues, but I guess whatever arrangement you guys have with them is more important than keeping your paying players...
  3. Welcome to the community, Jackie! I'm glad to see things are picking up enough to bring in new team members, and hope you find your niche' here as the others have! As for best moments, I'd have to say, among my favorites, some of my old guildmates and I had teamed up, and simply had managed to put together a solid group that complimented each other perfectly, so we were dominating non-ranked PvP so badly one night that a bunch of ranked players accused us of hacking! They just couldn't comprehend that they could be beaten by non-ranked players so badly, never considering that, maybe, while we are great at PvP, we prefer not to enter the toxic environment of ranked. Though, admittedly, I was taught extensively how to PvP by one of the top ranked players on Starforge. We had some great laughs over that one, though. Here's wishing you Happy Holidays and all the best in your endeavors as part of the team!
  4. Can confirm this is still an issue as of 11/18/2020...Not spawning the drop point for the third delivery...
  5. It does help if you wait a minute to let other tables light up and take out multiple dishes at once, up to four at a time. That way it's not just table, dish, table, dish, but instead, table, table, table, table, dishes, table, table, table, table, dishes, and so forth. i.e. You knock the numbers down faster because of not returning after each dish to grab another, though the downside is each dish you grab will slow the dasher droid down, and four brings it to a crawl, more or less.
  6. Right? This is probably the one mission in the entire game where I want to see every line of dialogue from every cinematic, no matter how many times I've played it! It never fails to keep me laughing for almost the entirety of the chapter!
  7. You make a fair point. It's really turned into more of a conversation between everyone else about why they support the function and not really even acknowledging the OP anymore. Carry on, then, I say!
  8. So, you guys realize this is a troll post, and you just dove right in and fed this troll a buffet...
  9. Come to think of it, I've never seen an Emperor's Grace machine "miss" on a roll. I've won something every time I've used one, and that's been about 50 rolls so far. Not to mention, one of the more common prizes you get from them are 50 Kingpin Chips. I literally have walked away from the EG machines with hundreds of Kingpin chips with just 4 or 5 rolls, and then turned around and won dozens of Golden and Cartel certificates, so the machines are well worth it, in my opinion.
  10. While looking at some of my Taxidermy trophies (Onderon Rep vendor and Nar Shaddaa Nightlife vendor) I noticed one is mislabeled. What you have listed as an Acklay is in fact an Iknayid. It would be nice to see all these properly labeled in the future. Thank you.
  11. While looking at some of my Taxidermy trophies (Onderon Rep vendor and Nar Shaddaa Nightlife vendor) I noticed one is mislabeled. What you have listed as an Acklay is in fact an Iknayid. It would be nice to see all these properly labeled in the future. Thank you.
  12. It's the login server. It went down, which is why the servers were still showing up.
  13. I really need a "like" button for this post. All of your points are spot on, and many of the points made by others adding to the list are also completely valid. These issues are not just a case of "it would be nice to have this", but are very much a necessity in order to bring the QoL for strongholds up to at least an acceptable standard. Thank you for this, and I hope the devs will actually take a look at it and take it to heart, and for once really listen to their player base.
  14. Well, if you're patient enough to wait about 3,700 years, Alderaan will be taken care of for you...
  15. Yeah, all decos have returned to default positions on the hooks, as in the position they're in when you first put them down. Clicking the decos, adjusting any positioning, then selecting "reset changes" seems to return them to how you had them positioned, but as was pointed out, when you exit the SH and return, they just reset to the defaults again. This is no effing bueno, Bioware. There better be a patch pronto, like tonight or tomorrow at the latest to fix this mess. Many of us have put hundreds of hours, billions of credits, and tens of thousands of CCs into decorating our SHs. I have several at 100% completion that are now just huge messes that I can do nothing with. We need to see a fix for this ASAP. Edit: Saw that you got a reply in just before mine, Eric, so thanks for jumping on this so quick. Hope you guys can get us a fix out soon.
  16. Here's my thing about this, and it may have already been said, as I haven't read all the replies, but here goes. I would support this idea in certain circumstances, such as story content locked behind an Ops wall, which many solo/story players are uncomfortable with. Like Shadow of Revan introduced the Solo Mode flashpoints for certain story content, as well as a solo option for the final phase on Yavin, rather than running an op, this system could also be implemented for content such as Oricon to allow solo/story players to finish without having to find enough people for an ops group. Basically, the ops could be reworked, like the FPs were, to have weaker enemies and combat support droid, or even extra companions, bit maybe not necessarily 7 companions. Remove the complicated mechanics for bosses and just make them tough SOBs that take some concentrated effort to beat down, like the solo FP bosses were done. Again, I would only suggest this as an option for story content hidden behind the ops wall, so not every op should really need such a makeover. Maybe EC, TFB, S&V, DF, and DP, so that people can enjoy that fully connected story arc without the ops wall, but nothing else really would need to be touched. EV, KP, Ravagers, ToS, GFTM, none of these really need to be touched, since they don't block anyone from story content in any way and are more optional than anything. ToS is tied to story content, but already has a solo alternative that allows you to bypass the op. The rest, though, really make no impact on any other story content whatsoever and are stand alone ops. Or, maybe, alternatively, scaled down versions of the other ops, maybe to 4 person difficulty, somewhat of a longer FP, but without the need for doubling a standard group, as it can be hard to find 7 other players to run something sometimes, but finding 3 is much easier. Just some of my thoughts and suggestions on the matter.
  17. I'll add my voice. Thank you, Bioware, for keeping this game alive for us in spite of all the hurdles you've faced. Thank you for pushing forward in spite of the negativity you've received from so many sources. Thank you for the Rishi Stronghold, and I hope to be thanking you in the near future for an Alderaan Stronghold. Special thanks to Eric for keeping in touch with the player base and just taking the time to interact with us. Thanks for a game I still enjoy after almost 7 years.
  18. Exactly right, and no, nothing that would impact gameplay. Simply cosmetic rewards. We all love our cosmetics, probably more than anything that actually would have an impact on gameplay. lol
  19. I had posted a thread on the General Discussion forum to see how much support it would drum up, and every reply was positive and in support of the idea, so I decided to give it a shot here, in the Suggestion Box, where hopefully someone will see it and maybe do something with it. Original post: So, this is going to be my first time creating a thread to address the developers. It's even possible this suggestion has been made at some point. I'm not one of the super active forum posters, only occasionally chiming in. But it seems one constant subject is the life of the game and subscriber revenue and rewards, which seem to be making a lot of people unhappy, currently. As a long time subscriber since launch, with only one or two gaps years ago, I've thought about things that might make people want to stay subscribed and keep playing, and therefore keep this game we love alive. Then I got to thinking about my first MMO, City of Heroes/Villains. They actually had a pretty good incentive program for subscribers. It was called Loyalty Rewards, I think. Basically, it was a set reward for cumulative time subscribed to the game. One didn't need to be consistently subscribed to get these rewards, but when their total sub time hit certain benchmarks, they were awarded certain items. Like, say, if you had a total of 3 months as a sub, you got this reward, then at a total of 6 months, another reward. It was the same reward for everyone at each benchmark. People got the rewards at different times, because not everyone was always subbed to hit these benchmarks at the same time. Basically, what it comes down to is making your subscribers feel that their loyalty is worth something to you. Instead of, "If you're subscribed during this short window of time we'll give you something, but if you miss it, you're out of luck," which puts a lot of players off because sometimes we can't be subbed during these windows for one reason or another, it's, "Once you hit this benchmark, you receive this reward, no time window to worry about, your loyalty is rewarded eventually." I think that would go over a lot better than the current paradigm, honestly, and you would see at least a decent, if not major rise in your subscriber count. Anyway, something to consider. I just want to see this game stay alive, so I'm offering my voice here, as someone with a total of probably 5 years of subscription time out of the last 6. And yes, I would suggest making these rewards retroactive as well. That system kept CoX afloat for a long time, even helped pull it back from the brink of oblivion when it went into effect, so I feel it could do the same here. Sure, eventually the game did end, but all things must in time. It enjoyed over a decade run, though, so I'd say not bad. Thanks for your time.
  20. Wow, don't think I've seen many threads where every reply is so positive. Thanks everyone for the supportive comments and backing. Hopefully one of the devs will take a look at this and see these replies and maybe it'll strike a chord with someone. We can only hope...
  21. So, this is going to be my first time creating a thread to address the developers. It's even possible this suggestion has been made at some point. I'm not one of the super active forum posters, only occasionally chiming in. But it seems one constant subject is the life of the game and subscriber revenue and rewards, which seem to be making a lot of people unhappy, currently. As a long time subscriber since launch, with only one or two gaps years ago, I've thought about things that might make people want to stay subscribed and keep playing, and therefore keep this game we love alive. Then I got to thinking about my first MMO, City of Heroes/Villains. They actually had a pretty good incentive program for subscribers. It was called Loyalty Rewards, I think. Basically, it was a set reward for cumulative time subscribed to the game. One didn't need to be consistently subscribed to get these rewards, but when their total sub time hit certain benchmarks, they were awarded certain items. Like, say, if you had a total of 3 months as a sub, you got this reward, then at a total of 6 months, another reward. It was the same reward for everyone at each benchmark. People got the rewards at different times, because not everyone was always subbed to hit these benchmarks at the same time. Basically, what it comes down to is making your subscribers feel that their loyalty is worth something to you. Instead of, "If you're subscribed during this short window of time we'll give you something, but if you miss it, you're out of luck," which puts a lot of players off because sometimes we can't be subbed during these windows for one reason or another, it's, "Once you hit this benchmark, you receive this reward, no time window to worry about, your loyalty is rewarded eventually." I think that would go over a lot better than the current paradigm, honestly, and you would see at least a decent, if not major rise in your subscriber count. Anyway, something to consider. I just want to see this game stay alive, so I'm offering my voice here, as someone with a total of probably 5 years of subscription time out of the last 6. And yes, I would suggest making these rewards retroactive as well. That system kept CoX afloat for a long time, even helped pull it back from the brink of oblivion when it went into effect, so I feel it could do the same here. Sure, eventually the game did end, but all things must in time. It enjoyed over a decade run, though, so I'd say not bad. Thanks for your time.
  22. That's actually not new. In the original game, before all the companion changes, Corso could use a pistol and a rifle, and his rifle was named Scorchy.
  23. Hey Kieth, while you're at it, could you have someone look into fixing the horrible clipping with the belt and lower robe for the Temple Guardian set? Just asking... >.>
  24. Yeah, just read the article about that. Appreciate you taking the time to answer as well.
  25. Okay, a little clarification on this. By "does not progress story" do you mean, say, if we boost a character to 70, it doesn't finish/lock out what's left of any stories they have not played through, class stories, Makeb, SoR, etc., or does this mean it does close out further access to those stories and they will no longer be able to play through them?
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