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Eckrond

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Everything posted by Eckrond

  1. I don't forgive you, you are either being willfully ignorant, or refusing to even read my original message in the first place. I refuse to support the practice of offering players less with no notice whatsoever, this is not a difficult concept.
  2. It's not just about the money, but even if it were calling people "broke" for being unwilling to $100 on mediocre digital items is not the flex you think it is, if you feel offended because they called out your purchase just own that offense too since you have so much money to throw around. That said, what you've done is sign your name in the "I like this, do this more" column of the season's content at large and the business practices displayed here. You have validated it in one of the most compelling ways: with your wallet, and again, if pointing out the absurdity of that is offensive to you maybe try to understand why.
  3. Your logic only makes sense if SWTOR was the only game to play in the world.
  4. Loved the last season, actually ended up buying straight to level 100 in cartel coins but I still enjoyed the objectives and the rep tracker for Shadow Syndicate despite the general lack of reward for it. I will not be participating in this season - I was very excited for it until I logged in and saw that you nerfed the CC reward without saying anything about it, and why? Because you hoped maybe some people bought CC before finding out? Glad I didn't, I really can't even begin to understand any ethically justifiable reasons you've done this, I understand it was to hurt people grinding across all servers, SO GOOD JOB! You hurt an entire player base in order to hurt a small minority of players.
  5. First and foremost I'm wondering why this is happening at all; Ten years with this forum it's odd that any resources would be dedicated to some sort of major overhaul unless some sort of major rebranding is underway. Is there an official statement as to the why of all this, even if whimsy? Thanks.
  6. The 18k ish amount of credits is not much reason to pursue Bonus missions and only continues to hurt inflation; I'd propose changing the bonus mission rewards to mats, this would help a lot with passive material acquisition to help with the stronghold and conquest crafting items (Prefabs, War Supplies) which tend to take a lot of lower-tier materials that higher level players simply have no interest in grinding those planet nodes for materials, meanwhile players with no interest can sell the materials in bulk and help drive player trading which will, in turn, take credits out of the economy through the GTN fees.
  7. Posted this in Gen Discussion, posting it here where it actually belongs: Title might be self-explanatory, might not, but I will explain: in an effort to give crafting more utility we should... get more utility from crafting, consumable items that grant non-combat oriented buffs and scale with milestones in each crafting crew skill, below are the examples I have come up with: 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. The scaling will be useful for a few reasons - it will reduce, possibly prevent entirely, these sorts of buffs from getting out of reach of F2P players and maintain the integrity of the idea as a gameplay addition - most seasoned players will likely trade max level buffs, but F2P will still be able to trade on the lower level tier ideally, which in turns gives players at any crew skill crafting level a dependable resource of generating credits, specifically that is traded between players so as not to contribute to inflation.
  8. I don't have quite that many credits, but I'm certainly doing alright. Absolutely there's the investment component to it, but I think before that comes the chase component, by giving items that potential future value you drive players to participate in events that the otherwise wouldn't be interested in the rewards of. And as someone else mentioned, it would be better for the economy in the long run especially if they raise the credit cap on the GTN to get those GTN fees out of the economy.
  9. They are bind on equip, like any other tradeable item in the game. On that note, strongly disagree with OP, tradeable items are always better for player interactivity and economy, and items that have limited quantity or available are excellent additions to the game when rare. Kudos to BW on a great decision here.
  10. Thanks for the insights; sounds more like you'd like to see a major overhaul in how crew skills in general currently work, I'm going for more of an easy addition to existing skill system using buffs that for the most part are already in the game in one form or another and trying to create a healthier economy and gameplay for it. That said my specific concerns for your idea is in two areas which I quoted: I don't think implementing bonuses that only affect crafting will help bring player into crafting, and I think a new max tier would also fail to address this as well as a big intimidation factor for new players is being told or discovering for themselves that, often, they will not be able to generate any sort of income from crafting until max tier.
  11. Title might be self-explanatory, might not, but I will explain: in an effort to give crafting more utility we should... get more utility from crafting, consumable items that grant non-combat oriented buffs and scale with milestones in each crafting crew skill, below are the examples I have come up with: 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. The scaling will be useful for a few reasons - it will reduce, possibly prevent entirely, these sorts of buffs from getting out of reach of F2P players and maintain the integrity of the idea as a gameplay addition - most seasoned players will likely trade max level buffs, but F2P will still be able to trade on the lower level tier ideally, which in turns gives players at any crew skill crafting level a dependable resource of generating credits, specifically that is traded between players so as not to contribute to inflation. Thoughts on this? Probably a pie in the sky idea at this point, but I thought it would be fun to come up with an talk about. Thanks.
  12. Yes. The engine was designed by Simutronics, the same company that ran the paid-for MUDs Gemstone IV, DragonRealms, Modus Operandi, etc. if any of those ring a bell, Simutronics had been developing the engine for years for an MMO they were going to release and BW licensed that engine before it was even finalized, as far as reports go, and heavily modified it from there - Simutronics actually dropped the development and sold it off back in 2010. I have no personal insight into the modern development whatsoever, but I would suspect what takes the most time in implementing new content, especially those that pushes the original limitations of the engine, is what is severely broken now and what could possibly be implemented vs. will never be possible. I doubt we'll ever see 64-bit unless you could argue there's any money in it.
  13. Rocket Boost mount, I will say it forever, but I understand it diminishes the value of the current jetpacks, so I will offer another suggestion: I love GOOOOOOOLD. Whether it's the Regal Chemlizard, STAP Royal, the Legend Rank mounts from the Swoop Rally rep vendors, you make a gold version of a mount and I want it. So make more please, and sell them, and I will probably buy - I imagine that extends to silver for a lot of people as well. Bonus suggestion: Season of Gold, gold mount rewards, gold weapons, a Gamorrean companion with gold tusks! Season of Gold, please.
  14. SKIRTS; whether it's reskinning Naga Sadow with different texture, or making chest pieces that extend far enough down like the Formal Militant chest piece, I would love more skirts in the game.
  15. I will pretty much always buy idling, business as usual Personnel to fill my SHs, there's a fair few bundles of combat oriented personnel already on the CM but if there's any concern from anyone that people won't want to buy another personnel bundle of reskinned NPCs even in the same poses, let me say that concern is misplaced: I think the people buying these bundles, such as myself, just want to create and fill scenes, and one of the keys for me is diversity in the characters you see in a given room, if they aren't soldiers I don't want to use copies unless I'm creating a progressive walk-through experience. My suggestion first and for most would be SPECIES BUNDLES, Human pack of 9 personnel, Chiss pack, Twi'lek pack, etc. etc., I would probably buy every one of those pack as long as it contained diverse personnel with different looks and poses.
  16. I would love more nobility titles; you have the "Lord" title for the sith storylines, and the "Baronness" title for female BHs, I'd love to see that expanded to more noble titles: "Sir <name>" "Lady <name>" "Count <name>" etc. You can even redux the "Lord" and "Baron" and other titles with planetary nobility: "Lord <name>, Alderaan Nobility" "Baron <name>, Tatooine Crimeboss" "Duke <name>, Corellia Industrialist" Don't know if we'll ever see a return of the pack series where titles used to be just part of the pack loot table, but I think given the flavor of these sorts of noble titles just offering them as standalone purchases might see a lot of interest, I certainly would love to see and grab some of them.
  17. Credit sinks would reduce inflation and, in an ideal case, reverse it, which would lower the cost of augments. You thought you did something but what actually happened is you failed to follow the discussion.
  18. And so your entire perspective is irrelevant then, but I guess you wanted some attention? So here you go eager baby, your attention.
  19. This would probably never happen, and more so people would hate not using their favorite mount in a given situation, but I think it would be fun to have faster speeds for using the appropriate mount on a given planet: Dewbacks, Banthas, etc. give us 180% on Tatooine; Walkers, veractyls, etc. give us 180% on jungle planets like Taris and Onderon; Tauntauns, Winterfangs, etc. give us 180% on Hoth; so on and so on. This would give some nice incentive for getting the chase mounts currently in the game, such as doing the Tauntaun nest missions, or the GSI speeder missions. Pie in the sky suggestion, I want more speed in general! But this would be a fun way of drawing people into mount collecting and existing mount quests.
  20. I also wanted to say this: I'm primarily a solo player, but when things like tacticals and the new legendary implants get put into the game, I think we who mainly run daily areas, heroics, etc. enjoy just as much if not more the new ability interactions and mechanics (many of them help us clear these solo content faster than they help DPS burn in Ops, for example) the new 30 drop rate for each heroic on Tech Frags in addition to the occasional pack of ten dropping from mobs is just a slam dunk in my opinion, and offers a pleasant and organic rate to earn this currency towards tacticals and implants without funneling me into PVP modes for the buffed rewards. Super appreciate it, great change, thanks.
  21. It is an existing and acknowledged issue in the Known Issues thread: https://www.swtor.com/community/showthread.php?t=1005574 I don't know what you gain by claiming otherwise.
  22. End game is an incredibly small minority of players, will *not* bring players or money into the game, and currently has no path to greatness, i.e. BW understandably is not brave enough to gate significant content, plot, items, or anything else behind end game group content. So no; story is SWTOR's strength, animated voiced cutscenes are what sets the game apart from all others.
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