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Chizwick

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Everything posted by Chizwick

  1. I'm really hoping that the White crystals become Bind to Legacy. I want one, but I want to make a new (Chiss Sith) character to use it. Since the crystals are Bind on Pickup, I would be stuck using them on another character if I wanted one prior to their removal from the game.
  2. Is there going to be a "Last Log-in" time listed on the Guild Roster in the near-future? That would be very helpful when trying to determine who to keep/cut from a roster. Also, as I've been told by my Guildmaster, when members of a guild are allowed to edit member notes, they're allowed to edit everybody's member note. Please restrict the member note editing allowances to just the player's own member note, unless given permission by a Guildmaster/Officer. Disregard this suggestion if my Guildmaster has misinformed me of this issue.
  3. I've heard nothing but bad things from review sites. Most complaints revolve around the lame single-player campaign. They've said the dancing bit is actually fun, though, if you can endure cheesiness. I actually just got my Kinect Star Wars Xbox delivered and can't wait to give it a spin.
  4. Assuming I'm awake, I'll at least listen in. Umbrella Security Service - Mind Trick Server
  5. This. Even if you're on the losing team, those looking to just get their dailies done will at least stick it out for five rounds before quitting.
  6. I'd like this option to be implemented as well. Dbags are all over the place now that people can hide behind their pc monitors, and I'd really rather not play with them. Hell, I got into an argument with someone yesterday who decided to race me to every Ilum armament he saw me heading towards. You better believe that I'm all-for any option to avoid douchey players. Sometimes /ignore just doesn't cut it.
  7. I also like this idea. Granted, that would also turn some players into ball-hogs in Huttball, since they'd want to do all the scoring themselves. I feel like the objectives should be upped to the 5-10 range, however.
  8. I've lost all but one of the last 20 WZ's I've played, and I'm not at all happy about that. Three hours yesterday and three hours today - all devoted to WZ's and ONE out of three wins. I'm all for making the daily "Finish 5-10 Warzones." It would allow those of us with jobs and other responsibilities to actually finish our quests.
  9. The zerging is inescapable and will happen regardless of what changes go in effect. Some people just love to faceroll enemy players. Adding the Ilum-specific gear would indeed add reasons for people to be there, but unless it's truly worthwhile I can't imagine it would be a huge game-changer for Ilum's PvP.
  10. I don't like the armaments at all. I liked how Ilum was before, with easy dailies that both factions were capable of completing. I'm just proposing these ideas as a way to get people out of the Central area faster. As is, Republic players aren't gonna show up to Ilum at all unless it's to yank people into their base and hope for an update. Imperials are just gonna keep on getting twice as many champion/battlemaster bags each week, leaving Republic players in the dust. And this is all coming from an Imperial player.
  11. It's a funny situation. While a lot of what I suggested may hurt the Republic players (by gearing up the Imperials quicker), it can also help them to gear up faster as well. If the Imperial players want to go in and just do their quests and leave, then the Republic players can get the updates when they're gone - or take advantage of the smaller amount of Imperials (due to them having finished quickly and leaving) and take over the central area themselves. Or, if there were more locations for the armaments to spawn at, the numbers would be thinned out more evenly, allowing a better chance at gaining control over one of the three sections. Of course, if the Wintergrasp solution was implemented, the faction imbalance would be easier to remedy due to increased stats (such as Tenacity in WoW). It probably wouldn't be perfect, but I believe more than double the Republic players would show up to the Ilum Conquests.
  12. I don't mind the "gank notifications" that much. If they were 100% accurate and mentioned every single player movement, then it might be a bit too Big Brother-ish. But as it stands, I'll get one notification that enemy X is at their base, and then (thanks to friendly notifications moving towards them) I don't get another notification until they're trying to stomp on me.
  13. As it stands currently, Ilum's daily/weekly quests are a serious problem and in no way fun for either faction. It needs to be changed, or Ilum will become even more of a ghost town than it already is. I've come to understand that most servers are Empire-dominated by at least a 2:1 ratio, and that means Republic players will almost always struggle more to complete the quests. On my server (Mind Trick), I've maybe ever seen ten Republic players in the zone at one time. They were killed by about 25-30 Imperials in just minutes, sent back to their base, at which point it turned into a battle of "who can yank who into the mob to be devoured like a swarm of piranhas." Republic players never get to pick up more than a handful of armaments before they're mauled. And those of us Imperial players who control the center often have to circle around for upwards of 45 minutes or more to complete the required 30 for a daily. I propose these changes (one, if not all of them would make a large difference) be made to the Ilum PvP system: Increase the number of locations at which the Armaments can spawn. Adding Armament spawning locations to the Northern or Southern Assault areas would allow for a more spread-out distribution of players and more completed quests in the long run. This would also decrease the likelihood that one faction would completely dominate the only existing area(s) in which to complete the quest. Decrease the respawn time of the Armaments from 3+ minutes to 90 seconds or less. Nothing is less fun than to have to wait for Armaments to spawn. Sometimes I feel like I could probably learn Latin in the time it takes to for an Armament to respawn. Decrease the respawn times and maybe the Republic players will even be able to sneak in and get a daily done once a week. Allow the Armaments to be counted towards a group update. If this took effect, I feel people would always be grouped in Ilum - which is how it should be. Encourage communication, coordinate groups to work together (watching each other's backs in case of an impending assault from the opposing faction), and maybe a sense of community will develop - rather than just to whine about how awful the quests are in General chat. Decrease the number of Armaments/Kills required for the daily/weekly by half. Even if this is the only change to be implemented, it will still be a welcome one. Players will still be stuck circling around the Central Assault area for 20+ minutes a day, but it's at least a lower number that doesn't make the quest seem like such a daunting task. And when finding enemies is already difficult enough, having to kill 15 isn't nearly as disheartening as 30 is. Give credit for all Kills, rather than just unique ones. As stated before, it's hard enough to track down enemy players to kill in Ilum (given Ilum's size, the faction imbalance, etc.). Sometimes the only players available to kill are the same three people ... but after the first kill, you don't get credit towards the quest unless you find a new target. Giving credit for repeat kills will allow for faster completion of the quests, and encourages player-killing over the boring Armament collecting. Granted, this will also provoke camping and harassment, and is potentially exploitable, so this idea could use some work (perhaps grant a temporary buff of some sort, protecting/bolstering those who have been killed very recently?). Turn it into World of Warcraft's "Wintergrasp." I'm sure a lot of people will groan at the thought of this, but hear me out. Ilum as it is ... just isn't a fun place to be. There's no real struggle to conquer enemy territory, and the only reason to go there is for the daily quests (which are painstakingly slow to accomplish). If you allow people to queue for hourly/bi-hourly "Ilum conquest" matches (or whatever you'd want to call them), I think it would suddenly become very popular. The players killed during the matches could count towards the daily/weekly quests, various PvP commendations could be rewarded for completing the match, and most importantly ... people would show up. This, of course, would probably take a lot of time to develop and balance (especially regarding faction imbalances), but again, I think it would be a great success. This is just a list of my own personal thoughts. Feel free to share your own. If I like your idea enough, I may add it to this post (crediting you, of course).
  14. The cost is worth it for Level 1 Speeder Training. Anything beyond that is subjective. Spending 40K credits for a 90% speed boost, definitely worth it ... 210K for 100% and 330K for 110%? Maybe not so much. Of course, then there are people like me who pay for all that, and then drop 1.5 Million credits on a fat, ugly speeder :] Then again, once you get to 50 there's not much more to spend your money on, save for alts. Edit: Those costs are just for the training - the speeders themselves cost extra (unless you bought the Signature/Collectors Edition, granting you a free Level 1 Speeder).
  15. The gear labeled "Medic," designated for Operative healers has always featured Alacrity, but why? From what I've been reading in the various threads, us Op healers should be following the Crit > Surge > Power > Alacrity formula - Alacrity being the least important of them. I understand that most of our abilities require little-to-no casting times, and so Alacrity wouldn't do much more than shave less than half of a second off Kolto Injection/Infusion (and Orbital Strike if we're feeling frisky). Crit, Surge, and Power (whichever you decide to stack - I've read several arguments) are the obvious winners in the Enhancement stats ... so is Bioware misleading us into buying the wrong gear by sticking the "Medic" "Master Surgeon" "Field Medic" and similar names on them? I think so. Note: I don't blame Bioware entirely for my poor decision to stack Alacrity on my Operative. I should've done more research before making important gear choices. But I do feel slightly tricked.
  16. This was a nice guide, if not a little too "friendly" for my liking (we're Imperials, after all). I can't emphasize enough how amazing Surgical Probe is. More often than I'd like to admit, my tank has been spanked mercilessly by a hard-hitting mob, seconds away from death ... only to be spammed by my Surgical Probe dozens of times, kept barely under 30% HP for the crucial seconds it took for the DPS to finally kill the boss. Works wonders when you're being eaten alive in PvP, too! I'd love to see more progress made on this, up to 50+.
  17. I'm not saying that it's the only solution. Sure, Bioware may have made some errors in their calculations of what certain classes are/aren't capable of doing - I'm just offering a fast, simple solution that will not only lower the difficulty of OP's questing, but possibly result in new friendships in the long run. I played a Sorcerer to 22 and didn't like it much, so rather than tell OP how I think they should play, I offered some general advice is all.
  18. I and my three recently-turned-50 friends ran through this zone earlier, and I can say that he's definitely a pain if you don't know the strategy to killing him. After three wipes, we looked up the strat and killed him on our next attempt with relative ease. I don't even want to imagine what kind of a pain the Hard-Mode version of this guy is.
  19. I can't believe it took almost three full pages before someone mentioned "joining a guild." Seriously - just do it. There has to be a guild on your server that doesn't turn anybody away. Then, after you've found a guild, find a leveling buddy, and wreak havoc. I solo'd nearly the entire way from 1-50 as a heal-spec'd Operative, so I know the pain of leveling a healer ... if you can't kill something, get some help. Gaming with others is one of the appeals of an MMO, is it not?
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