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IonsElad

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Posts posted by IonsElad

  1. :)

     

    I was just trying to explain that it wasn't "given" to another class. They are different, that's all. One was deemed "OK" (for whatever reason) the other was deemed to cause "audio fatigue" (whatever the h*ll that is supposed to be) and removed.

     

    Sorry if I sounded negative toward you. I do understand what you are saying and I appreciate you posting the information. i'm just miffed that the Smuggler chuckle/giggle is still gone for some arcane reasoning that doesn't fit the "fatigue" cover story we are receiving.

  2. They didn't give it to someone else.

     

    The Vanguard has always had the laugh on the Ionic Accelerator proc. As mentioned before, it is a laugh (and low, kind of deep, very easy to miss in the middle of combat) not at all like the Scoundrel's giggle was.

     

    I am not moved by this explanation / excuse.

  3. Also 24 (but Sawbones Scoundrel), just finished the fight about a half-hour ago. What you do is put pet on passive, hit Diago with an opener and then a dot if you have one. Turn and run backwards, or walk backwards, shooting and refreshing dot as you go. You want to keep max distance to lure him away. It takes some time, but he will eventually get far enough. When he's at a good distance, have pet attack. The biggest problem I had was interrupting his spam heals - abilities were always on CD, it seemed, and my healer + Corso didn't put out enough DPS. Was a long, slow fight; it like making a sand castle out of pudding.

     

    This works. I still prefer the pre-nerf harpoon solution but this is a workable approach.

  4. You know, I love how this thread has gotten almost 500 vies at this point, but only one has commented..

     

    Most probably feel there is no point. Why spam requests?

     

    The giggle was removed due to "sound fatigue" but the sound bugs continue as a low priority. I get the no-servers-online whir-whir noise at the beginning of every login and the always-on noise from my my speeders are going to drive me nuts eventually but the giggle/chuckle doesn't get a second look. What does this tell me?

     

     

    • The Smuggler giggle may be buried so deep on Bioware's To-Do list that it won't be addressed soon.
    • Bioware doesn't want to admit to being wrong on the issue when so much else (server populations, PVP expectations) is going badly.
    • Pretty soon there may not be enough original subscribers missing the past implementations to make a dent in their subscriber base, so the issues will die a natural death.

     

    The situation is similar for the Corso harpoon minus the other bug associations. Personally I earnestly want to see both reinstated but I've already posted my opinion. The ball is in Bioware's court and the clock is ticking.

  5. 1: open world pvp -> wow did amazing in BC with arena and BGs alone. You say you want open world pvp, but when you actually go and do it, you realize that it blows. The root of the thing is that you want unfair advantage over your enemies, ie: numbers.

     

    The root of your response is obviously fear of Open World PVP and all that goes with it.

     

    What "blows" depends on the taste of the individual player. Canned PVP with no consequence "blows" in my opinion. Open World is the most exhilarating experience available. I dislike dealing with complaints about open field combat PVP of lopsidedness or "I wasn't ready / we were between fights / not enough members / afk / etc. ad nauseum"

     

    If you don't like Open World, stay on a PVE server and arena duel to your heart's content. Simple.

  6. I think all that needs to happen is to have some sort of reward for killing players of the opposite faction in the open world.

     

    I agree this is the best return on effort change they could make. It was my one wish on the "If you could change one thing in PVP" survey thread. I'd still rather see territorial control play but that takes a lot more work and I'd settle for what is doable.

  7. Good idea, but what materials and how many of them? :)

    If you give me reasonable specifics i would gladly include it.

     

    This would take TOR game designer level knowledge to be realistic, but for starts, how about one material per level? Thus a 50-level turret requires 50 items. A mix of raw and crafted items would be cool.

     

    It gets interesting when you think of a speeder pad. How many speeders would need to be stripped to make a x300 speeder base? A Medical Droid stand would take both metals for the droid and Biochem items for the meds.

     

    Things would go into hyperspace if companions could be contributed as guards and patrols, along with the local populace of each planet. They'd all need gear and replacements. A great place for hand-me-downs along with crafted gear.

     

    Basically the idea is everything that can be accomplished or produced is useful for the Open World contributions. "The War Effort" as it were. Once this is achieved other game mechanics could make for a cutting edge MMORPG never accomplished to date.

  8. Probably noone will read this, but who knows :)

    These are just crazy ideas. Maybe the costs and stuff are totally inbalanced for the first look.

     

    I'm a sucker for any Open World PVP possibilities so no negativity is intended but why only commendations exchanged for turrets, walkers, etc.? Why not gathered and crafted materials and gear to provide a sink for crafting? I mean there are a dozen recipes at intermittent levels for no special reason I can see, so there is no point in making any / all of them currently.

  9. I'd like to see the concept of "The War Effort" added to PVP so the effort of crafting, exploring, trading, etc., could be included as contributions alongside the fighting.

     

    A) Territorial Control Play

    Battle for control of outposts, bases, fortresses, villages, cities, etc., outside the existing Class Mission Rail. Ideally parts of these (Medial Droid post, Speeder pad, Turrets, etc.) could be created (like crafting) and destroyed for a real sandbox feel. Players should also be able to banish those who they defeat from re-entering an area for 24 hours or something. NPC guards and patrols should stay dead until replaced.

     

    B) Purchasable Affection of Local Factions

    Ways to buy or earn the friendship and allegiance of the planet inhabitants with credits, crafted items, actions. It would be a great item sink even if bound hand-me-downs were allowed. The higher the affection the greater the level of cooperation, reinforcing patrols or carrying out actions against the Imperial or Republic enemy.

     

    C) Companion Contribution

    While you can't space a companion, you could send him/her to serve at the front-lines of the war as NPC guard or patrol. Or even if you like your companion you could contribute just to see an army of Wookies.

     

    D) Player Bounties

    Nothing like the price of infamy to keep one on one's toes.

     

    E) Actual Smuggling with Effect

    I want smugglers to be able to crash-land a ship full of Trooper Players into an Imperial encampment or haul goods to insurgent groups.

     

    ... but the #1) want is; Rewards for Open World PVP

    Commendations, medals, ranking, whathaveyou, for killing the opposing faction anywhere.

  10. I've read through numerous threads on this or that class being overpowered, but ultimately the suggested or requested changes look like a desire for dumbing down classes until none stand out in any way and all story flavor is lost.

     

    When I am playing a smuggler and I look across the room and see a light saber wielding Sith I want to feel fear. What kind of script would have people snorting at Darth Maul, "Heh, Han Solo could take you, ******." ? In the spirit of full disclosure I'd also like my smuggler to be able to smuggle a metric ton more weapons/supplies/spice/whatever more than the said Sith, who should be dirt poor because he/she doesn't care about riches.

     

    Where does it say that weak Sentinels or Marauders should even exist? Doesn't that violate the premise of the Sith story? Weaklings should be killed in training, right?

     

    E.g.

    Smugglers: In for the creds and charming the leg-gear off the target of choice.

    Troopers: Fight alone, die alone, fight together, live forever.

    Others: each to their own

     

    I could go on but I think the picture is clear. If there is a significant percentage of population that want the pink slime game design, and a server or two won't hold them, then I'll give up but what is the point of levels and world bosses if everyone has to be the same?

     

    Caveat: I play Open World and PVP in my PVE gear as the opportunity arises while PVEing. My smuggler has fought with Imperial forces many times but my Valor is zero and I get no gear or commendations for any of it. I have no interest in canned PVP MREs ("Meals-Ready-to-Eat").

  11. The quest disappeared from the map for me too. I had to look up the Caicos Mansion location in the Government District area of Corellia and wander around until I found my way back. Once inside the mansion the quest goals appeared normally.
  12. Ok, ladies and gentlebeings....

     

    Possibly, that was just a trolling post. Also possibly it's not something we ever see live. Of just a bug. I REALLY hope for it, as it is NOT on patch list. But here's the thread on PTS.

     

    http://www.swtor.com/community/showthread.php?t=363799

     

    Take away giggling(still unclear), nefr whatever. But breaking the BEST ever CC-friendly tanking feature?!

    Not. Fun.

     

    *thumbs up* for the post, *thumbs down* for Corso losing the harpoon skill. Whatever committee system was used to reach this decision should be reviewed and changed.

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