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Eckrond

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Everything posted by Eckrond

  1. And such special circumstances thus justifies the unlock cost, does it not?
  2. Well you don't have to "store them and remember where" you put them anyway, all you have to do is log into the toon that has collected them, claim a new set from collections, put that set into legacy bank, log onto the toon you want them on, and pull them out of the legacy bank. "Convenience" is exactly right, you're pay 80 cc to avoid that 60 second process, and that is totally your decision to do so, but as silly as it is to charge for a process players can easily circumvent, it's at least equally silly to complain about it in my opinion.
  3. Would really like a daily, like finish a match in either pvp mode, for the PvP seasons. Give another dynamic to grinding for season points, something to do each day for those who have gotten their 4/4, and then for people (like me) or are just fodder for the pre-mades and don't have a hope of getting those wins objectives, it'd be nice to have a better sense of progress along the rewards track. To be transparent, I don't actually like PvP but ya'll are killing it with the PvP seasons rewards, they are must-haves for me.
  4. I think you get that feeling because *you* take this forum a little too seriously. No one is making you 'defend the game', and there's no need to be arrogant when sharing your opinion, especially if you plan to get offended when someone confronts you for that arrogance.
  5. If you bothered to read the comment I was replying to, you would find not only rampant arrogance in the presentation of an opinion, but a demand to 'not make them defend' the devs. This is the reason I pointed out that they weren't even invited in the first place, much less made to do anything. Then again, given the cringe bravado with which you attempt to present yourself, I can understand why you didn't pick up on this in the first place. Feel free to move along too.
  6. No one even invited you to comment, let alone made you. Implementing lighting changes for scene not originally blocked with them in mind is concerning; of course the scenes which are blocked with them are working fine, that is not and should be surprising to no one. Finally, there was nothing wrong with cinematic lightning (in my thousands of hours of experience), it's a not-broken feature getting a change for some reason, and that is rightfully concerning. Feel free to move along.
  7. Not trying to doomsay here, but this is going to change the way our characters have looked in cutscenes and that may be really jarring. I'm hoping it's nothing, and maybe since I've seen them all dozens of times by now it'll be refreshing. On the other hand, lighting can highlight features in ways that can be incredibly distracting. Hoping for the best.
  8. I was speaking to OP's contention and nobody's else, of course it makes sense to charge on exit so that we can freely use our strongholds, my point was if you do think there needs to be some lore reason for the charge, you shouldn't care at which point it happens. If you do not care about this then I am not speaking to you.
  9. Your contention is disingenuous, of course, but if you "understand them charging you to travel" to your stronghold then you should, logically, have no problem whether the fee comes from the entering or the exiting.
  10. And again, you tried to argue your points first, which you failed at and then tried to backpedal as if it didn't matter. Why should I believe you know what you're talking about when the only thing you've proven is otherwise? No one cares if you disagree, your perspective is worthless at this point.
  11. Follow the conversation first next time, the point being made was that megaservers are the ideal and precisely aren't here because of ping.
  12. Yeah, that was my original point, separate servers are a necessary limitation currently, not a feature.
  13. You tried to argue your points, you failed, you backpedaled, that is the end of the story here. Megaservers with optional instancing are the optimal for any MMO, you are objectively wrong if you believe otherwise.
  14. So you tried to argument your points, they were shown to be pointless, and now it doesn't matter? Right.
  15. Literally all reasons that are, again, why they are a necessity, not a feature. If ping and lag were not an issue, you would have no point, genius, hence what I said.
  16. Every person that enjoys the MULTIPLAYER aspect of any MMO wants megaservers. Separate servers on MMOs are not a feature, they are a sad necessity.
  17. Yes, in fact the new Night Life armor set is already available from the gold cert vendors in Nar Shaddaa. Details on both can be seen/read here: https://www.swtor.com/info/news/article/20230613
  18. I don't think this excuses at all not at least outright stating this so that players can move forward and make a more informed decision on whether their paid-for items will ever display properly.
  19. Only thing I really disagree with about is PVP, and to be honest I think those changes are getting caught up in your whirlwind of frustrations with 7.0; PVP changes have made it more accessible to people who are not good, and may never be good, at PVP. There is an incentive for being good: getting the rewards much faster, and getting much further along on the rewards track, and yes the catch-up does allow players to get the seasons' base armor, but there is an additional armor set with glowing bits which, although you may not care about, does serve to set those apart that more actively participate in PVP and thrive at it. But PVP should not be a gated mode, and is the one area of 7.0 I think they've made good decisions with, it can absolutely be better by better rewards objective-based play and disincentivising idling, but it's better than no or slow pops.
  20. Obviously this is more appropriate for the bug forum, but as these have been consistently a problem since holsters were first introduced with the Mischief & Anarchy blaster (thank you by the way, holstered blasters are some of my favorite, must-have items) and 7.3 saw the release of TWO holstered blasters at once (thanks again!) I just want to bring up that all these holsters do have their myriad of issues: 1. Not showing up in cutscenes at all 2. Holsters do not reappearafter coming out of cutscenes 3. Equipping two at once will, often, have the main-hand holster disappear 4. Emoting, sitting, etc. while blasters are drawn have the holsters disappear 5. Using some abilities in combat will have the holsters disappear I'm sure I'm missing some, but you get the point. As politely, non-entitled as I can say, this is aggrivating for items players are expected to pay for to have so many display issues for so long - obviously it's not enough of a problem to stop me using them, and I know there are plenty of other issues that take priority with development, especially now with the move under Broadsword, but just wanted to float this out there as I create another alt with dual blasters and find myself wrestling with the display issues yet again. Do other players agree or just see any attention given here as a waste of time? Thanks!
  21. Now you're just reaching far and hard. Even if they removed the current function and replaced it ONLY with dying, requiring a player to transport back to medcenter, this would still be a better answer to the OP's /stuck problem than your suggestion, we're not going to go down your yellow brick road of ignoring your bad suggestions. Just no.
  22. I was replying to YOUR claim there would be bugs with a feature already supported in game as if it were some sort of argument against implementing a /kill command as a better solution to OP's issue than working on QT prices. Maybe re read the conversation before you reply again.
  23. Didn't read this wall of text, because you have no argument. You are selling at the price you choose to sell at, therefore you can price your items to compensate for the tax; case closed, move on.
  24. No bugs, it would contain no bugs, because it is exactly what happens when you use /stuck while in combat now. Again, not an argument against QT prices.
  25. Less of an argument against QT prices a more an argument for a /kill or /die command.
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