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sinjinhawkes

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  • Location
    Denver, CO
  • Interests
    WH40k, Reading, Movies, Driving, and of course Star Wars
  • Occupation
    Transporter
  1. This is truly phenomenal. Dude built this himself. Wow.
  2. Thanks Caligari, that hadn't even occurred to me. I am guessing that is correct since I did not get into early access. I will check it when it goes live for on the 14th for the rest of us that bought the xpac.
  3. Rest xp is resetting on all my Lvl 50 toons. Whether I log out/in or zone, it resets to zero every time. Please address.
  4. You can usually find these darn cheap on the GTN. Much, much much cheaper than their CC cost or Credit cost. For me, I always dug that armor but the colors on this are horrid. Bioware, you need to have polls on these items with a set of color choices we can decide on. You would sell a lot more of them if you did. If not that, then come up with a coloring kit that allows you to paint a chest piece in a choice of schemes. Oh and just a request, can you please add this: http://http://www.torhead.com/item/xzsLC6/td-07a-scorpion-jacket Or something close to the concept art for the smuggler. My Gunslinger needs his duster!
  5. I want to know about this as well. At least give us the option to purchase an upgrade to the same level as the CE. I also agree with those saying that 14.99$ will be too much when this launches. 10.00$ would be fine. But 14.99$ for such limited bonus is not cool. Not happy about this really but it was inevitable with all the screw ups by EA/Bioware to date. Also, F2P people should never, NEVER, have access to the legacy system. Period.
  6. I read the patch notes as something to do with sploiting aka duping or something along that lines. I can understand that. On my server, yesterday I saw someone post 6 Guardian Armoring 25s at the same time and within 2 minutes they were gone. No way they looted those or had em stocked and JUST decided to put em up for sale for 300-400 under the going rate. Something hinky was going on after the Tuesday maint. IMO, I am glad they got on top of this fast. The economy is jacked enough as it is.
  7. On The Bastion - LTB the Battlelord's chest. Also willing to trade my TT-17A Hydra Chest and Legs. Drop me a mail in game to Sinjin!
  8. You need to decrease the amount of Companion Gift missions and increase the resource type missions. Or provide an easy way for us to refresh the missions to get the type we want. Also, you need to bring back The Rich Yield Tier 1 and Tier 6 missions. I realize you did this to nerf slicing, but you desperately need to find a work around for that and bring these type of missions back.
  9. With the additions of so many craftable items to the schematic tables recently, you need to do something about the materials needed to craft them. You are obviously trying to create a crafters market. However, because of the fact that so few resources are rewarded when a person gathers a node, loots a corpse or sends a companion out on a mission compared to the cost, you will never see a competitive market. You need to increase the resources a person gains when looting, harvesting or missioning in order to make crafting viable. As of right now, factoring in the cost per single resource some of the schematics need inevitably makes the resulting item so expensive, it descourages people from even making many items.
  10. Obviously you were trying to create a market for Armormech and Synthweaving by adding Craftable Orange Moddable Schematics for Bracers, Belts, Boots and Gloves to the Underworld Trading loot table. However, by leaving the rarity ratio as it was for loot drops in the wild, you are doing nothing of the sort except upsetting those people trying to gain these schematics. They drop so infrequently that for time and money spent trying to acquire them is negated by the fact that you can just go buy them from the legacy vendor. INCREASE the drop rate of Bracer, Belt, Boot and Glove Custom Schematics at all levels as soon as possible.
  11. This is starting to really piss off your player base. Figure your sh*t out and quit doing these piddly *** little maintenance patches. Test the stuff thoroughly on PTS like your player base has TOLD you, so this crap doesn't happen. Getting closer to saying later to this game day by day.
  12. With the sheer amount of schematics on the now combined GTN, there needs to be a way to sort the schematics by either crafted item level or required craft level.
  13. I completely agree. Unless they are going to unlock across the entire Legacy, they should either be reduced in price or moved from the Legacy completely to a new system. Otherwise, what is the point of having a Legacy system.
  14. There are two suggestions I have. You recently posted the findings of distributed wealth for players across the servers and I believe you stated that less than 3% of all players have less than 10 million in credits but 84% have at least 1 million. That may be in a snapshot, but on a day to day basis, I think you would find that players have a significantly smaller bank account. Yet both training and Legacy unlocks costs are outrageously high. I find this confusing if you truly want your players to be able to fully enjoy your game. Here are two ideas to help people get the most out SWTOR. 1) Drop the cost of subsequent levels of the original Combat skill. Make the initial level of each Combat skill the highest costing to learn. However, for future levels, drop the cost significantly. When it costs 100's of thousands of credits to learn 1 new level of 5 old skills, you instantly decimate the credit bank of your player. Nothing is more deflating for a player to have 300k in the bank and feeling good about their time in game than to go train and see that bank drop to 28k because they had to to train Level 6 of 5 different skills. I don't know how many people I see saying how angry they are that they have to train. Usually being able to train is a giddy time for most players. This is the first MMO I have ever played where training actually upsets a player base. Not good if you ask me. Notice I just said Combat Skills. Subsequent levels of speeder training and any skill that does not affect combat and character survival can stay where they are. Those where welcomed changes. I know that I, as well as many of my friends, have incomplete training at the higher levels because the 10-20 point damage boost it would give us is not affordable for 35k credits. You are handicapping a vast majority of your player base by charging so much for training. 2) Legacy Unlocks. The simple solution is this. After you reach the required Legacy level to actually unlock the skill, for every future level of Legacy level reached by the player, you deduct a cost from the initial cost of the unlock. An example would be the Ship Unlock: Repair Droid - unlocked at Level 15 I believe and costing 1 million credits. After obtaining level 15, each subsequent level would drop the price 75k. So even after hitting Legacy level 25, the droid would still cost 250k and still provide a decent credit sink. Obviously for the other unlocks, you would adjust the price drop in accordance to the starting price. This would accomplish two things. It gives an incentive to your player base to continue playing and gaining legacy levels because they are actually getting closer to that item. It also allows those who have millions of credits to still unlock immediately upon reaching the required level thereby removing that pile of credits from the economy. The cost of legacy unlocks is a slap in the face to your majority player base. You touted the legacy system and showed how cool it is and how it would enhance the enjoyment of the game and then basically told the majority of your players they couldn't afford it even if they had the required Legacy level. While I understand that, yes, these perks should have to be worked for to be enjoyed, it is unrealistic for most of us to obtain these rewards when they become available due to reaching the required Legacy level. This is another area where I have seen a great deal of anger towards the cost of items. So those are my suggestions. Many may say that if I have been playing since pre-launch (which I have) that I should have plenty of money to afford the above items. But I believe I represent a very large portion of the playing community. I have 6 characters, of which only 2 are at 50. I have a legacy level of 22. I play all 6 characters and craft on each of those characters. I enjoy every aspect each one. I have tried to concentrate on one specific but find myself wanting to play the others. This is a good thing. It means you have created an inclusive game across the board that is very engaging. But this also means that between training 6 characters, sending the companions out on gathering missions, buying supplements to craft as well as gearing each character and a few of their companions, I vary rarely have more than 300-500k at any given time. In fact, even trying to be frugal and playing only one character, I have topped 1 million credits once. One time. As I said, I could concentrate on just making as much money as possible on one character, but I have done that twice and each time I got burned out fast. Doing the same things over and over on one character was numbing. I also don't believe that making money should be the focus of any game. And I believe that is not the type of game you wanted to create. Having the diversity of multiple characters is amazing. I believe that I represent the majority of your current player base because I know only a handful of characters who just play one character. The majority of the people I come across in game play multiple characters. I hope you can attempt to implement these ideas because I know the entire player base, from the hardcore single toon grinders (it might even entice them to try another class) to the 8 player alt-itis sufferers like me, would be delighted to hear of these changes. And after all, a happy player base is a player base that stays subscribed:D
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