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Eckrond

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Everything posted by Eckrond

  1. I'm interested to see it of course, glad to have new things, didn't expect to return to Voss... but 'brilliant'? We simply haven't even seen or experienced it in any real way yet. My criticism so far personally is with the new armor sets from the Flashpoint, always great to have in-game drops to chase in my opinion, but styling them after the Voss seems like a missed opportunity to give us some of the gritty, tusk and bone styled Gormak armor especially since we have Voss styles available to us at the moment. I am optomistic these will be good additions though.
  2. The replies here are perhaps confusing: the Prestige you see for your Stronghold is tied to the PERCENTAGE of hooks you've used in that stronghold, and displays 100% of your total Legacy Prestige as Prestige for that SH. I.E. if you want to increase Prestige for a stronghold, you have to put more items down, the prestige you see collected when you consume a Deco goes to YOU, not a specific stronghold. If you have 500k collected prestige and you fill one stronghold with all unique, different items, and another stronghold with the same identical chair 999 times, they will both display the same Prestige score at 100% of hooks used.
  3. TBF the intention is probably to give you a miniscule amount of motivation to maybe foray into Ops this week; R4 might be a bit much for someone who never does them though.
  4. Just giving you props for calling this, despite your cynicism regarding it actually happening.
  5. Sort by Cartel Rarity Higher thresh-hold for max GTN price Default all sorting by lowest price and then apply the sort filter from there, e.g. even if we sort by name, those items should appear from LOWEST to highest price by name. This would be a big one please. An estimated value applying the GTN tax would be appreciated, e.g. I list something at 1,000 credits, there will be text somewhere in the window that notes I should expect to receive 920 credits if the item sells.
  6. Yes, as a larger answer to your concern, your entire legacy progess will follow with the toon that you transfer over, so all of your legacy unlocks, class completions, reputations, etc. will transfer over.
  7. That logic does not follow, I don't have a problem with the QT prices, if I did and mounts were expensive to use I might consider not doing so, in fact there was a time where all your skills cost credits and so I did often not keep my Mount Piloting rank up to current in favor of choosing combat abilities. As for me "changing my argument", I don't understand why you think there needs to be one static perspective to this issue except, again, for the fact that it's clear you and others simply don't like it. This isn't a black and white issue, it presents many interesting challenges for shaping the new player experience, and as I have said I think it should have been in place years ago. And I don't think you sound too salty, I just don't agree with the logic you're using, though I appreciate that you don't live and die by what people think of your opinion on a game mechanic. If the devs are compelled by these ideas, then fine, my input is simply that I'm not.
  8. My hope is that this is an attempt at adding longevity to the expansion that was just misplaced and hopefully will be met with a little bit more consideration in the future. It is a fine line though, you want to create new areas, new environments, new dailies, but you walk a fine line of not falling into a cookie cutter template layout of a daily area. Ruhnuk is a slog, and while that is not necessarily "fun" in and of itself, it gives it some semblance of identity, some terrains and environments simply will be more punishing. It's a delicate thing when you demand the player's time for anything though. I think more chase items would help diffuse player frustrations in grinding through all the mobs - loot drops with rare chance from the Ruhnuk mobs. As it stands, decos seem to drop here more than they did in Manaan, so that is a step in the right direction in my opinion at least, I wonder what the loot table for deco drops actually is tho, if we can get the higher tiered rep items as well, them still being tied to the reputation is a little disappointing though.
  9. Did a search but I didn't see this on the forum, minor but visually annoying bug with the Carrick Station Penthouse South Room (that faces the station interior) where all the carpet decorations seem to be lifted off the ground; doesn't seem to effect the thicker tiles or medallions though. Examples here This bug doesn't occur on the Vaiken Dock Penthouse; the other rooms in Carrick Station seem fine, though the north room (facing space) may have a slight but less pronounced gap as well with carpets.
  10. And yet I have the freedom to express my perspective as I see fit. It's a shame for you that offends you so much to here perspectives that contrast your own, even more shameful that you feel the need to express it in such an insulting manner while accusing others of baiting and trolling. So here's where I'll leave it: nothing you have to say on this matter has been compelling in the slightest, you don't like that change and that is obvious. Tough.
  11. Yes, and I think you should take my advice too; I may be wrong, but I disagree with you, and that is not a personal attack. It is not an insult to you that people disagree with your perspective. QT tax will and is impacting inflation, however much in a small way, it will and is realigning the new player travel and exploration experience, and it is in all likelihood here to stay because the reality is that, while you may be intellectually in the right about some of your points here, none of them are actually all that compelling. Certainly not in regards to the impact the tax will have moving forward, again because it is a mechanic that should have been in the game years and years ago.
  12. I disagree, QT is not necessary to travel throughout the game, it is merely extremely convenient, so much so that if it weren't until recently that it was free to do so, no one would bat an eye at the costs or how they are calculated as it would be seen as a speed system for higher level, wealthier players rather than a mechanic that has undermined intended (whether we agree that the design is good) travel and exploration experience for new players. And yes, the way it is implemented likely is a cheap, quick way of doing so, but I will say there's nothing actually wrong with that, people just don't like it, again because they have the context of it being free of charge for so long.
  13. Perhaps exercise the possibility in your mind that people simply disagree with your perspective, rather than that they are trolling or baiting. Progression is not a non-sequitur in this context, amassing credits is a form of progression as you ought to know without it needing to be explained. If your costs for standard services increase with your wealth, your wealth is not actually increasing is what I have pointed out and what you have failed to address. And again, the context keeps getting lost here that you are talking about a luxury service, not one needed to actually play the game at all. Maybe lay off the comment stalking and ad hominems and just accept that, perhaps, you are not right about everything you believe.
  14. The game isn't like that either, the only mechanic that is not static is repair costs, which is the most minor of penalties for taking damage/dying in MMOs (it used to be that you literally lost XP/levels). QT is a service, not a penalty, and so giving it a static price is no different than having a static price for items you can buy from vendors. I shouldn't try to convince you of this of course, I think you're smart enough to know it, you just don't like it.
  15. There's a pretty simple reason: that's how things usually work. A service is not priced based on how much money a person has; Uber doesn't charge you more because you have more money in your bank account. As you get more credits from quests and bonus quests, using Fast Travel becomes a more accessible luxury, this makes total sense towards giving the player the feeling of amassing wealth. Obviously, compared to it having been free for years the change is a negative one, but it makes perfect sense in the way it works.
  16. If your problem is that quest rewards become more and of greater value to you, as a player, as you progress through the game then I think you miss the point of progression.
  17. My thoughts are that it's incredibly inappropriate to call anyone incompetent or stupid just because you don't like a game mechanic.
  18. So, you're grinding the game so much you're hitting the cap, and you expect anyone to take this bluff about you moving on from SWTOR seriously?
  19. For your comparison to apropos, you'd be talking about a teleportation company, not an airline. And while the common man certainly wouldn't pay $10k to go instantly anywhere in most cases, I guarantee you they would not be hurting for business. Based on the times given, quick travel absolutely is comparable to the taxi in that respect, and again if it doesn't seem worth it to you... don't use it.
  20. Well, if the time it takes you to run/mount/taxi from your location to the Senate Plaza is anything more than 100 seconds, then logic dictates that you're getting an absolute great deal by paying only 100x the price for instant travel. But I understand your gripe and complaint, I have no skin in the game myself, by my opinion and perspective is that Quick Travel used to be a much less-useful ability as cooldowns used to be up to an hour, I think this change is fine because it's probably how it always should have been, and while the perspective that 'new players are being punished' may have some merit (even though I don't agree it's true), I don't think quick travel costs are driving anyone away from the game. If they will ultimately serve as a miniscule part to combat inflation, and more relevantly simply make sense, then they are here to stay.
  21. My line of thinking was to bring 1 - 3 minute cooldown abilities down in between fights so you don't have to wait as long to pop them again for your next skirmish, they aren't the strongest ideas though I'll say. Another option could be a flat damage increase/reduction, something on the scales of 0.3% per crew skill milestone so they aren't crazy, but still arguably useful.
  22. My suggestion is/was to add utility items to each crafting profession: Cybertech - Boosted Speeder Fuel - Grants 5% (10%,15%, etc. with each 100 skill pts up to 700/35%) mounted speed for XX minutes. Biochem - Crew Deployment Stimulant - Grants 3% (6%, 9% etc,) deployment time reduction for crew skill missions and crafting, lasts XX minutes. Synthweaving - Stealth Field Battery - Grants Stealth for 5 (10,15, etc.) seconds on use, cannot be used in combat or PVP arenas. Armstech - Weapon Maintenance Kit - Reduces all active offensive cooldowns by 3 (6, 9, etc.) seconds on use, cannot be used in combat or PVP arenas. Armormech - Armor Maintenance Kit - Reduces all active defensive cooldowns by 3(6, 9, etc.) seconds on use, cannot be used in combat or PVP arenas. Artifice - Resource Extractor Drill Bit - Doubles the amount of resources gathered from nodes for 5(10,15,etc.) minutes. Pie in the sky idea, I know, but adding consumables that will constantly need to be crafted while also being valuable and compelling is a 100% win in my opinion.
  23. 10000 CC to buy out the whole season, which is what I did last season and would have done this season as well.
  24. Get used to taking anything ZUHFB says with a grain of salt, they have been notorious on these forums for years because they just say blatantly false things; I recall them claiming the Swoop Rally achievements we attainable while the Dev's bug tracking post flat out acknowledged it was impossible to get them.
  25. 5 packs which doesn't make up for the value, and wouldn't even if it were 10 or even 20, just like me offering you $20 or $20 in scratch-offs makes a big difference if there's thing you could use the raw currency value for. But again, even if it were 20 packs, or a whole hypercrate, it's also the lack of communication about the change that's very frustrating as well. Sounds pretty odd to be that your attempt is to be fair to the multi-million dollar company that is doing just fine and not the thousands of players that weren't participating in the practices you mention here yet have to deal with the lack of reward and communication or preface regarding it. Maybe re-evaluate your perspective on fairness.
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