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Darzil

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  1. Yeah, whilst killing your own species is fine (after all, they are helping the Republic) the text did grate in many places for a Cathar, unlike all the worlds so far. Came here to pretty much make this post, and found you'd beaten me to it!
  2. The mail headers I see are interesting. The mail appears to come from Dynect (216.146.40.12) who I guess you are using as a mail service. The mail headers indicate ~1 second from there to my mailbox. It usually arrives too late for me to use the OTP. I will be very glad to see the time limit increase, but I'd also recommend you look at the process between the OTP generation and Dynect sending the mail. It varies greatly in performance. Sometimes if can take seconds, other times it can take 10-15 minutes repeatably. I might try using the security key on a smartphone emulator. I can avoid the security issue by having it on another computer. My mail isn't on my gaming computer anyway, for the same reason. Edit - Fortunately the game doesn't ask for OTP often, unlike my browser, which seems to lose cookies on a very frequent basis. Edit 2 - Checking the mail timestamps, looks like it has been much faster before 8pm uk time, but of course that's a pretty small sample size. Just going from those times where I only had to get one OTP rather than half a dozen.
  3. Unfortunately, changing the name system, when that name is used in so many places - database tables (possibly), chat, character banners etc - isn't a quick fix. When SWTOR was losing players fast due to having the playerbase spread far too thinly causing grouping to be very difficult, Bioware had to quickly sort the situation - increase vastly the number of players on each server. Far too quickly to do something elegant with names. I'd like them to do something elegant with names, but I also understand that the overall health of the game was more important at the time.
  4. This looks incredibly similar to the initial LOTRO F2P model (which was so successful for them). Are you also aiming to make Cartel coin content only a way to obtain stuff available in game to subscribers, plus fluff / ease of use stuff (as LOTRO launched F2P promising), or are you planning to add stuff not available reasonably in game (LOTRO added stuff that was vanishingly rare or could be bought, losing lots of support, then started releasing more powerful store only stuff, and lost more) ? Not working for Turbine I have no way to know whether this divisive use of the store made them lots of money or cost them players. Maybe it was necessary to profit. If you're going to cover the interface with shop links as they did, any chance you could keep subscriber accounts clear of most of them (or at least offer an option to do so) ? That was also rather offputting to many players when F2P happened.
  5. Reading this I'm currently glad I play on an RP server (where I tend to meet fewer idiots, I'm not actually there to RP), as I've not had any terrible groups, and very glad it's not cross server, so I don't have to have them!
  6. Or it's just the name used by developers and players to describe the way in game currency in a game is removed from play stopping hyperinflation. As long as it refers to in-game and not real currency, it's a good thing.
  7. I think I /bugged it in the first week of the game, so yes.
  8. Yes, as long as they are in the same legacy. No, you can only have one mission in progress at a time on a companion. The lockbox is personal, not shared. I share materials by mailing as necessary, as it's cheap (10cr a time). Who knows what might exist in future, though.
  9. Probably, the odds are around 0.3% of getting 26 fails in a row, starting at a particular time. So if 330 people tried to RE an item, you'd expect 1 to take 27 or longer tries. Or if, say 33 people tried to RE 10 items, you'd expect one to take 27 or longer tries. Assuming we have, say 100,000 crafters, and that they RE, say 100 items each, you'd expect that around 30,000 of them would take 27 or longer tries on one of those items. You'd expect one to take 72 tries or more! I guess they'd post and say the RNG is broken.
  10. 1. Not really had class related feedback relayed to me. 2. I'm 18 Defence / 23 Vigilance tanking spec. Seems pretty good, a little weak with aoe aggro, but not too bad. Have to use taunts well, but that's better than never having to try. My issues are how squishy tanks are against internal/elemental damage, and how crazy it is that my highest damaging attack is hitting someone with the hilt, not the blade, of a lightsaber!
  11. The problem with money sinks is normally tuning. I think there is an issue around level 25, as you tend to want to buy an expensive speeder, and if you are running crafting missions, that is pricy. The three ways I've found around that are stopping running crafting missions around level 20, and starting again at 25 after buying speeder, making money through trading, or waiting til 26 to buy the speeder. I didn't bother buying later speeders til level 50, as the difference between 90% speed and 110% speed is marginal. A game without money sinks has hyperinflation, so it's about getting the balance right. Ideally (in my view) you should be able to afford what you need, have some spending money, and be able to save for nice to have stuff, at all levels. With varied playstyles, that is difficult. Also, can always do grey space missions (if you enjoy them), as they give low experience, but some money. This means your income raises, but the money doesn't.
  12. My suggestion (give it a try if you like). Tier 2-5 UT schematics are pretty rare, as you get them from Moderate missions, which most people don't run. So run them, and sell the schematics. Not sure about your server, but I can currently usually sell them for 15k each (Chest, Legs, Head) or 50k each (Gloves, Boots, Belts, Bracers) for tiers 2-5 (Chest, Legs and Head are junk at tier 6 - where many run moderate missions, and not as good at tier 1 - where everyone starts by running moderate missions). I can just run companion gifts at these tiers, sell the schematics, and get companions to max affection whilst making money. These prices will go down over time, and are only really high for the new stuff introduced in 1.3. Others sell for far more than I!
  13. You'll also notice the rich companion gifts are for tier 5, not 6. If there were tier 6 companion gifts they would be only moderate and abundant missions.
  14. It was true months ago, when they had the guild meeting that was streamed to the web. It is unlikely still to be true. Money sinks are important to a healthy MMO economy. Now one can always argue that the current economy isn't healthy, but that's unlikely to be down to money sinks. Most of the concerns I saw raised about the new perks system boiled down to "why can't I get all the perks I want on day one with the money I have in my pocket". It's not hard to raise money if you want it, and you can buy perks over time and work towards them. Personally the only ones I've bought are +crafting crit chance, as they will on average lower my crafting costs and increase the value of crafting sales. Basically an MMO economy needs stuff to trade between players, and it needs money taken out. Ideally you should take out of an economy a similar amount of money as comes into it (actually somewhat less, to account for players leaving, and a bit less to allow moderate inflation - as people prefer moderate inflation to zero inflation or high inflation). Buying something from another player does not do this. Buying something from an NPC does. So money sinks include crafting missions, skill purchase, repairs, GTN fees, perks, paid legacy unlocks, ship fuel costs, etc. The balance trick is to get the costs right, so that people feel like they are slowly getting richer, and that they are improving their characters by getting stuff, but not feel hamstrung by lack of finances, or get it so fast that they don't value the achievement (as then they tend to just quit the game as it's too easy). That isn't an easy balancing act, compounded by everyone's expectations being different.
  15. Could well be, and there may be some logic to it, as existing Belt/Bracer modable drops were very rare. I hadn't seen a Heavy Armour one drop whilst getting two characters to 50, but saw many other modable drops. The real oddity for me is that the purple belts/bracers I can craft can get higher tanking stats than I can add to a modable one, meaning that not only are they rare, but also pointless!
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