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Phydra

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Everything posted by Phydra

  1. Small bump; many servers still in need of at least one armstech crafter interested in helping out... do you know any on your server? Please reply and I'll be sure to add them!
  2. I would also suggest checking this thread, where I'm compiling a list of armstech folk who are sympathetic to the aim-based melee plight and have self-identified as being willing to help out with crafted techblades (and other weaponry for aim-based melee) if/as needed: http://www.swtor.com/community/showthread.php?t=175852
  3. Thanks. Though to be precise, I'm not just talking about solo content as much as viable tracks for content that both support solo play as well as provide extensive options for customizing/choosing content and outcomes for group play.
  4. A few links you will probably find useful: http://www.jedispecs.com/jedi-consular-shadow/ http://www.jedispecs.com/jedi-consular-sage/ A talent builder where you can check out end results before deciding on how to spend points: Shadow: http://r2-db.com/skill-tree/calculator/11/jedi-consular/jedi-shadow Sage: http://r2-db.com/skill-tree/calculator/12/jedi-consular/jedi-sage This thread (for tanks) actually breaks down the theorycraft very, very well and thus, is highly recommended: http://www.swtor.com/community/showthread.php?t=425#9 Finally, there are the "handbook" threads in these forums which, while not always up to date, are quite helpful for a new player looking to understand the concepts and themes: Consular Overview: http://www.swtor.com/community/showthread.php?t=13909 Sage "Handbook": http://www.swtor.com/community/showthread.php?t=638 Shadow "Handbook": http://www.swtor.com/community/showthread.php?t=458 Enjoy!
  5. Actually, you are incorrect; both Anarchy Online's Mission System and Sony Everquest 1's Dungeon System are pretty solid examples of solo and casual choice for experiencing content and garnering gear up to, including, and in some cases, eclipsing that found in large-group formats (albeit in Sony's iteration, you spent time rather than grouped). Other examples include City of Heroes/Villains mission system, and I know I'm forgetting a few along the way but I think the point is made, so I'm ok with it. Of the above, the Anarchy Online system, with it's ability to choose a fairly wide set of parameters (up to and including the KIND of loot you prefer) was pretty revolutionary and I often point to it as a sorely overlooked option to provide solo and casual players more reasons to maintain that monthly subscription. More on that here: http://www.swtor.com/community/showthread.php?t=309673
  6. You know, folks, this really doesn't have to be an "one or the other" equation. It is entirely possible to have a track for solo players that nets "end game" gear and to have a track that nets grouping players "end game" gear. To pretend otherwise is to fall victim to the "perfectionist" and "slippery slope" fallacies of logic. (Ref links: http://www.iep.utm.edu/fallacy/#Perfectionist and http://www.iep.utm.edu/fallacy/#Slippery%20Slope, respectively). As we all know, a mechanic in a game can be created and implemented in a way that rewards or punishes choice. In fact, the entirety of a MMO can be summed up as an elaborate "Skinner's Box" (ref link: http://www.simplypsychology.org/operant-conditioning.html) designed to reinforce the desire to endure infinite progression against an unwinnable goal (this is called the "Red Queen Dilemma"; ref link - http://www.idunn.no/ts/dk/2009/01/art02). The question is not "can this be done?" as there is no question or doubt that it can be. The question is "why shouldn't it be done?" and frankly, the reasons generally given are baseless in light of the reality that all any game company needs to do is create two "Skinner Boxes" and either (a) require you to choose between them, (b) allow you to choose one or the other with some penalty or constraint for switching (i.e., like a cost or a time delay/cool down, etc), or © to allow it if/as you like and see if it does, in fact, mean that MOST people really would solo if they had the chance/choice (which, frankly, means that the genre overall is missing out on a significant audience in their insistence that grouping MUST be the way of it). It stands to reason that a game offering more choice would find more players willing to choose and willing to remain because additional choices are available (this is demonstrated in both Nick Yee's work as well as past research on game longevity and replayability; both of which decline when choices become exhausted OR are repetitive and thus, no longer attractive). Taken logically, the only people who care or are concerned about solo players getting end game gear are those who know that large-scale raiding is (for many reasons) exclusionary in nature; be it for socio-cultural reasons, lifestyle reasons, or existing mechanical reasons in the game itself (usually a combination of these). Game companies tend to care about this because they continue to labor under the (increasingly challenged) perception that end game raiding is a significant protection against monthly subscription erosion and player attrition. (Handily disproven by expansion returns as well as the point of diminishing return on expansions.... links, alas, are subscription based, but if you're an IGDA member, you know where to find them.) Is solo flashpoint and raid content a "good idea"? Well duh... of course it is. As is any iteration of increasing player choices in relation to types of flashpoints, number of people required, whether or not to use companions, etc. Can all the above overcome existing bias in relation to subscription erosion and popular perspective? Well, to date, obviously not. Will BioWare be the company to break the mold and prove the point? I have no idea..... but it would be nice.
  7. Aim-based MELEE companions don't get moddable weapons like the rest of our companions. As a Sage, initially, I thought it was "just Qyzen"... then I found that it applies to ALL the aim-based MELEE** companions: Tanno Vik Torian Cadara Scorpio Skadge Qyzen Fess Yuun Even at level 50, poor Qyzen is stuck with a blue techblade while the rest of my companions luxuriate in the option of a level 50 moddable weapon for use. In reading across the forums, I see a number of reasons and speculations on "why this is" and it seems the upshot is that no one really KNOWS why... but, to me, it seems a serious oversight and frankly, an unfair one. Is this deliberate or an oversight and, if the latter, when will it be corrected? Reference link: http://www.swtor.com/community/showthread.php?t=270187
  8. Sorry, this is incorrect; Qyzen's reward from this mission is, in fact, a non-moddable blue. The quest is "Open Communications", I have run it several times, and would be happy to screenshot it if you should wish. That we've managed in spite of it isn't really the point; at end of day, it's broken and should be fixed... that is the point. And not just for Qyzen, but for all the aim-based melee companions who are similarly situated (there are a few, you know).
  9. Reposting from a thread on "solo/compaion flashpoints" because what I am suggesting is actually more than "just that" as you will see if you read the below... --- I heartily agree with the idea that single-player or player +companion (singular) missions/flashpoints would be an EXCELLENT way to ensure both longevity, interest, and playability overall. In separate feedback to Bioware (the recent survey received by email), I specifically mention this as something that I have longed for in MMOs and only seen "done well" in one - Anarchy Online (mind you, I'm not a big fan of that game, but it did have its moments). A customizable mission system where the player can CHOOSE the following options/preferences and receive a generated instance that meets them would be STELLAR... GALACTIC... EPIC: 1) Party size (1 - 4) 2) Reward preference (credits, gear, schematics, materials, social points, light/dark points, etc) 3) Mission focus (diplomacy, fighting, evasion, kill count, courier, timer, etc) 4) Mission length/duration (short, medium, long, OH-MY-GOD-EPIC-QUEST) 5) Exposition/story preference (light, medium, heavy, etc) 6) Mob preference (humanoid, droid, beast, jedi, sith, etc) One could layer entire systems of both "sinks" and "sieves" onto this, as well as leader boards, status/rewards, and even linear/gateway progression to things like expansions. One could additionally set codex achievements and unlocks for either/or titles, legacy benefits, and expansion content access here, too. Also, this would provide the means by which content extension, reuse, and expansion could proceed upon an all but infinite path; it also paves the way for monetized content access (should you choose this) a la the lesser implementations as done by Sony OR the revenue generating add-ons as recently attested to by Turbine with LoTRO (a 500% revenue increase is nothing to sneeze at, folks). But, most importantly, this would offer your players (as well as your groups, should you so choose) alternatives to the static content paths in addition to granting players CHOICE.... choice is never bad. Note: On the matter of "solo flashpoints" or "companion-based raids", etc.... I am not necessarily saying we should or should not be able to "raid with companions" or even "run missions with equivalent drops"... simply that there are many people (myself among the number) who simply will never have several hours at the time to devote to things like high end raiding. That said, it is unreasonable to say that there should never be a means of providing for folk like me to enjoy and achieve because I cannot devote the "time" when, obviously, I am devoting that monthly subscription (and am just as prone to choosing not to do so for lack of options that suit me). This particular theme (i.e., if you can't spend the time, you should never be able to get the same rewards as those who do) is kind of a "diminishing returns" situation for publishers and game developers; primarily because (frankly) avid gamers tend to run out of time over time and the pipeline of new players (barring advents like WoW appearing which, you must admit, was a gigantic boost to the life of the MMO as a genre, regardless personal opinions of it otherwise) is, itself, a diminishing thing over time. (Upshot: Gamers start young, grow up, get families, jobs, go to college, enter the military, etc... and their play time goes down.) It is, I think, wise for a company to consider ways to encourage "even" solo play in this genre and there are ways for this to happen that do not automatically result in degradation of those who have the commodity of time to spare/spend. Mind you, I've gone from being someone who could easily spend 25+ hours a week gaming to someone who frequently has <10 hours a week to spare, so I see both sides of the coin (and think it would be nice if this were more than a wistful wish of possibility). Mileage may vary, of course; this is just my perspective and there are many others. My $0.02 worth... for whatever it's worth.
  10. Obviously you get the point that it matters to know if it is (a) intended to be this way (which seems unlikely) or (b) not and, that, if not, it should be fixed. I see no need to make it more convoluted than this, personally. I do not feel "BioWare is ignoring us" as much as "BioWare doesn't think (or we have not been effective at communicating that) it is that important". Perhaps in the overall scheme of managing the game, ongoing development for expansions and additional content, the sure-to-be-overwhelming list of tweaks, fixes, et al, it's "not that important", but that hardly means it isn't important at all and, for those of us who prefer the aim-based melee companion, it is a an ongoing disappointment. Hence, the continued attention; first and foremost in hopes of getting visibility on it, but also because tolerance of it will decrease over time and, of course, because if it is broken, it's among the more obviously broken elements in the game. (I mean, let's face it, to have roughly 1/5th of potential companions in the game unable to be equipped/outfitted as the remaining 4/5ths is hardly a small thing; particularly for those specs that rely upon "tankage" and avoiding melee.) Worth note - I am sorry you feel you were ignored in beta, but I'm keeping a realistic mindset and not assuming that we're being ignored. If anything, I'm assuming most people are so convinced they can't push at it that they're just not trying. It is my hope that this thread along with some others in progress (and the signature, the armstech by server post running over in the consular forum, et al) will help change that. Naturally, any and all support and, in particular, adoption of the below signature file is grealty appreciated. The same goes for pointed feedback in-game, by email, etc. After all, the most anyone can do is actively try.... this is me, actively trying.
  11. If you refer to the first page, it is reported that all aim-based melee companions are experiencing this issue. I do not (yet) know if the Empire Sorcerer has an aim-based melee companion, but I had assumed so since it seems there are frequently many parallels between the sides. Probably my error, but it remains this is not just a consular issue (see first post for all the companions who experience this problem). Thank you for the post.
  12. Point of clarity - I was not necessarily saying we should or should not be able to "raid with companions" or even "run missions with equivalent drops"... simply that there are many people (myself among the number) who simply will never have several hours at the time to devote to things like high end raiding. That said, it is not entirely unreasonable to say that providing some means for folk like me to enjoy and achieve despite this fact is not wholly without merit. This particular theme (i.e., if you can't spend the time, you should never be able to get the same rewards as those who do) is kind of a "diminishing returns" situation for publishers and game developers; primarily because (frankly) avid gamers tend to run out of time over time and the pipeline of new players (barring advents like WoW appearing which, you must admit, was a gigantic boost to the life of the MMO as a genre, regardless personal opinions of it otherwise) is, itself, a diminishing thing over time. It is, I think, wise for a company to consider ways to encourage "even" solo play in this genre and there are ways for this to happen that do not automatically result in degradation of those who have the commodity of time to spare/spend. Mind you, I've gone from being someone who could easily spend 25+ hours a week gaming to someone who frequently has <10 hours a week to spare, so I see both sides of the coin (and think it would be nice if this were more than a wistful wish of possibility). Mileage may vary, of course; this is just my perspective and there are many others.
  13. I heartily agree with the idea that single-player or player +companion (singular) missions/flashpoints would be an EXCELLENT way to ensure both longevity, interest, and playability overall. In separate feedback to Bioware (the recent survey received by email), I specifically mention this as something that I have longed for in MMOs and only seen "done well" in one - Anarchy Online (mind you, I'm not a big fan of that game, but it did have its moments). A customizable mission system where the player can CHOOSE the following options/preferences and receive a generated instance that meets them would be STELLAR... GALACTIC... EPIC: 1) Party size (1 - 4) 2) Reward preference (credits, gear, schematics, materials, social points, light/dark points, etc) 3) Mission focus (diplomacy, fighting, evasion, kill count, courier, timer, etc) 4) Mission length/duration (short, medium, long, OH-MY-GOD-EPIC-QUEST) 5) Exposition/story preference (light, medium, heavy, etc) 6) Mob preference (humanoid, droid, beast, jedi, sith, etc) One could layer entire systems of both "sinks" and "sieves" onto this, as well as leader boards, status/rewards, and even linear/gateway progression to things like expansions. One could additionally set codex achievements and unlocks for either/or titles, legacy benefits, and expansion content access here, too. Also, this would provide the means by which content extension, reuse, and expansion could proceed upon an all but infinite path; it also paves the way for monetized content access (should you choose this) a la the lesser implementations as done by Sony OR the revenue generating add-ons as recently attested to by Turbine with LoTRO (a 500% revenue increase is nothing to sneeze at, folks). But, most importantly, this would offer your casual and solo players (as well as your groups, should you so choose) alternatives to the static content paths in addition to granting players CHOICE.... choice is never bad. My $0.02 worth... for whatever it's worth.
  14. Please see the link in my sig file (for that matter, please consider making it your own until this is fixed).
  15. Thanks, Odincore; my alt Empire side hasn't had time to level up enough to get there yet.
  16. Moddable tech blades are not in the game. Please do make a point of linking to a screenshot of one should you find one (though I will point out that no one who thought they saw one to date has been correct... so, for what that's worth). Thank you all for the posts... please help keep this visible as an issue; it is something that seemingly affects both Empire and Republic, is directly difficult for the Consular Seer (healer) in particular, thus I assume for the parallel Empire Sorcerer, and generally deserves to be fixed so newcomers as well as the rest of us can settle into the experience as it was intended (from all developer statements to date; open to corrections here, so if anyone has them, please do link to them).
  17. Actually, the decline of MMOs on the whole can be traced to roughly five factors: (1) Stubborn refusal to move away from the monthly subscription model (Secondary markets, monetized or micro-transactions, and free-to-play being viable alternatives that have slowly appeared and, frankly, should have been wholeheartedly adopted in the mid-2000's). (2) Stubborn refusal to embrace solo-play as a viable option in a massively-multiplayer offering (Examples that could be embraced but have not been include the AO mission model; where solo options parallel group/raid formats; another example, albeit poorly implemented, is Sony's dungeon efforts). (3) The increasingly prohibitive cost of designing and building an MMO (i.e.,. roughly 5 - 7 years and most of it burn without return; average start-up and build out costs usually multiple deca-millions). (4) Most of #3 rises from lack of standardization of game/graphic engines or quest engines (every company seems to be laboring under the impression that anything other than re-inventing the wheel is unacceptable). (5) Disinterest in focusing on social and anthropological factors beyond those required to build a nice Skinner box (ref link: http://en.wikipedia.org/wiki/Skinner_Box) and to maintain the exhaustion-inducing mechanic of bowing to the Red Queen Dilemma (ref link: https://en.wikipedia.org/wiki/Red_Queen%27s_Hypothesis aka "infinite progress toward the unwinnable goal). The rest, bluntly, is both nourished and invoked by these things.
  18. This. Companions are (for lack of definitive statement otherwise and the presence of the options for them to date) supposed to have access to a moddable weapon. Aim-based melee companions do not. This needs to be fix. Preferably now, hopefully soon.
  19. Definitely this ^. I am thoroughly annoyed that I could coast to 10k with Iresso on military gear and courting gifts while Qyzen is stubbornly slow to reach max affection and grants considerably less of it per weapon gifts than do the favorites given to other companions. Poor Qyzen is just made to be slower all the way around, it seems... I often refer to him as my scaly Gump (even as he is this seer's companion of choice). Sure wish BioWare would give him a retooling.
  20. Assuming you're talking about "The One Son", opinions vary depending on your build and your preferred companion. Many say it's "easily soloable" but I did not find this to be the case (Seer, healer, one-shotted by rocks, etc). So my answer would be that you first tell us your build and who your companion is, but overall, that you consider taking a tank-ish friend along with you to do it.
  21. For me, it's: Aim > Power > Critical > Surge You'll find that perspective varies as there are those who believe stacking strength is a viable option (I am not in/of that camp). Here's a thread with some insight on the matter: http://www.swtor.com/community/showthread.php?t=285048 Thanks for asking!
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