Jump to content

Shirvington

Members
  • Posts

    486
  • Joined

Everything posted by Shirvington

  1. Time cards might still be a thing. Depending on your relationship with him, you could buy him 30 day time card --$15-- and he could pay you back over time (or whatever you guys arrange). Once he's a subscriber, making credits is easy. Just doing dailies will earn him enough money to get the unlocks going on the least expensive strongholds.
  2. Tell him to put down the $15 to sub for one month so he can earn as many credits as he needs to buy and open the SHs.
  3. Lot of games (MMOs included) allow modding. Nothing is actually changed in the base game. Most of modding consists of UI changes and/or using already created in-game assets.
  4. Pretty sure games like Star Trek Online and other games with a "Foundry" took out gear drops from player-made content. In reality, it's an easy fix.
  5. I agree with this suggestion, and while BW is at it, make the Ilum heroic daily as well. It's only weekly like the starter planets' heroics.
  6. Periodic Intensity appears up to 2.2% per Armoring, and you can get 9 of them. That's almost a 20% increase to your periodic effects, for example. For people who pvp or raid, the increases are significant.
  7. There is definitely a metric for average number of times that players use Amplifier reroll. Make it as expensive as that or more. I don't care.
  8. Amplifiers are a game of chance right now. Chance when the gear drops and chance when you reroll Amps. I get that BW wants them as a credit sink. We can make Amps a credit sink without all the RNG. I propose when you get an Amp of the flavor you want (e.g. Medtech or Periodic Restoration), you can then directly upgrade that Amp type with increasing credit costs. I'll give an example. You get a 0.3 Tech Wizardry on an Armoring. That's the stat set you were looking for, and you use the armoring for a while. Awesome. Now, instead of rerolling it over and over to get a higher value, you can pay 300k credits (or whatever BW decides to keep the credit sink) to upgrade that 0.3 to a 0.4. To get the 0.4 to a 0.5, you pay 400k credits. To upgrade from 0.5 to 0.6, you pay 500k credits. Again, BW could decide the starting price and each upgrade cost. Players can then upgrade their Amps as soon as they have one they like and BW gets to keep a credit sink.
  9. A lot of these problems stem from the scoring system. If people didn't lose 20 points a match but only gain 10 from a win, they wouldn't be as upset about losses. Solo ranked really needs a system like zero points for a loss, 1-3 points for a win Edit: I would actually queue solo ranked again if I didn't have to play the meta game of who else is on and queuing
  10. By this time in 2023, we are going to be playing SWTOR 2 on the Frostbite engine
  11. Which table they use depends on which crafting crew skill you have. The Synth table looks different from the Armormech table for example.
  12. An easy solution to situations like this is for BW to offer a RANGE of level syncs. Other games do this. City of Heroes comes to mind. Relative to a planet level, you can choose to cap out at: +2 +1 0 -1 -2 So say Dromund Kaas lists at level 15. Normal Level Sync puts you at 17 now (iirc). With a portrait menu option, you can change that to stay capped at 17, or drop it all the way down to 13 (or whatever values, point remains.) Your stats adjust accordingly. May not be "best" solution but it's a method other games have used.
  13. I queue as a Sin in tank spec with 90% dps gear and it's usually good enough to do MM FPs.
  14. As is, Surgical Shiv tactical is lackluster and no one uses it. Dps and healers both have better options. In fact, I'm not sure to which demographic of players this tactical actually appeals. Not pvpers, not pvers, not even really solo players. That being said, I like playing around with underused builds and I came up with a self-heal set/build. Surgical Shiv still is pretty bland; if you hit and the enemy has defensives up, you get very little health back. There are a lot of ways to spice this tactical up. I'll list a few interesting ones. --Shiv returns 100% of the damage done over 12 secs (ticking every second). By changing it to a Heal Over Time mechanic, Leth and Medicine can benefit from bonuses to Periodic effects. Also, by using Shiv on cooldown, ~6 secs, you still only get 50% of Shiv damage as heals as the HoT would overwrite itself. This is my preferred change. --Shiv increases self-healing (and self-healing only) by 100% for 3 seconds. So if you want to use it properly, you have to use an instant healing ability right after Shivving. --Shiv returns 10% of all damage done from all sources as self-heals for the next 3 seconds. Or 5% of damage as heals for 6 seconds. Nothing crazy. Just a little spice on an otherwise milquetoast tactical.
  15. WoW did this at one point. It generated and added 5% of all the credits dropped from mobs to the guild bank without reducing the credits the PC actually picked up. Great idea.
  16. All the bosses in RR are fairly easy solo even on MM. The second boss shouldn't be one-shotting anyone if you change at least one pylon before he discharges the laser. If you change the pylon colors, the droid boss does not hit hard at all. The last boss needs to be brought all the way to the back of the chamber to avoid dealing with his adds who root, but it's still very manageable. IMO, Hammer Station MM is definitely harder solo. The tunneler droid is a dps check (in enrages) and a cleanse check. Torch does a lot of damage in the second fight. And the last boss enrages and puts out quite a bit of damage even if you move out of the sweeping fire. HS is super short in a group but suprisingly not the best solo choice.
  17. I like this kind of concept. I don't think it would work for the existing WZs, but for new concepts (real CtF, linear command point capture, escort/VIP), I think a handicap/empower mechanic could be cool.
  18. You can keep Marr (and other story companions) forever if you'd like. Start the chapter in which you join with them, and when you meet them and they join you, exit the area and resume whatever you were doing. They will continue to fight by your side until you finish or abandon the chapter you started. Edit: It seems as if BW fixed this. You can't seem to take story companions into the rest of the universe.
  19. There should be a toggle somewhere on your screen that is a dark side icon and a light side icon. You get DS or LS points for all activities depending on which icon you have toggled. Click the LS toggle and you'll start getting LS points for all quests.
  20. Uprisings. Uprisings were supposed to be quick, tight FPs. Before they dropped, I imagined they were going to be basically "trash free FPs," boss to boss to boss. BW had the perfect venue to make exactly what you describe.... and they screwed it up. A lot of Uprisings have more trash than FPs, or escorts, or time-gated mechanics that actually cause them to take longer to run. So between the difficulty and the extra time to run, no one really runs them. Shame, because I'd rather do a quick couple boss fights rather than slog through boring trash.
  21. All those things you mentioned are only available once per day per legacy. So if you have multiple toons you want for conquest, you have to do the other, traditional activities.
  22. It's not super significant, no. But everyone's dps is going up, so with the set nerf, Concealment's *relative* dps (both burst and sustained) will slip, especially if ops start switching from Tactician's to Debilitator. Doesn't affect me as Leth is getting straight buffs and I've been using Debilitator since 6.0 began.
  23. I was reading an article about WoW's new expansion, Shadowlands: https://www.polygon.com/2020/4/20/21228552/world-warcraft-shadowlands-torghast-tower-damned-anima-powers-alpha-tarragrue Interesting--WoW will include a solo dungeon "rogue-like" with procedurally generated enemy spawns. As you climb higher levels, the difficulty, as do the rewards, increase. The rewards seem to come in the form of crafting mats that players can use to create gear used in other, normal content. SWTOR could really benefit from taking the best parts of a solo rogue-like and abandoning the dross. The lore could be anything: a holographic training exercise or a Gree simulation, for example. For variety, create lots of different types of bosses from existing assets. Repeated, randomized solo content for solo players or group players whose friends aren't on. Rewards based on time spent and skill. Another optional gear pathway (reward a ratio of crates/reknown, offer Conquest objs for participation). Offer a "squad" option where you can recruit two mercenaries to join you and your companion to make a party of 4 (and offer very basic controls from them like just "attack" and "stay"). Get rid of the bad parts. Make the levels short but meaningful. No Star Fortress type of slog. Give players the option which level to start on so they can get difficult content/better rewards right away. No "grinding keys/reputation" just to participate in the content (will WoW every get over gatekeeping?). Also, don't make the reward mandatory to gear up. The article suggested the drops in WoW's were crafting mats to make the best gear. Just make the drops on par with, say, flashpoints. Or just offer Tech Frags. Done right, an optional game mode like this can be light on developer time spent but heavy on player replayability.
×
×
  • Create New...