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Daeada

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Everything posted by Daeada

  1. Or just pop the key off the keyboard, put it in some warm soapy water for a few mins, dry it off, pop it back in and it shouldn't stick any more.
  2. Yet you are still here... I think my analogy is better, since in it the wife has little power to get away from the abusive husband safely.
  3. The relationship between BW and the player-base: BW is the loving wife who tries to do everything possible to satisfy the husband (players), who verbally and emotionally abuse them nonstop no matter what they do. In the end, the wife gives up trying and just accepts her fate as a victim, never able to satisfy her husband.
  4. We got a free month a while back. That more than covers the loss of time due to maintenance this week.
  5. It's a 110% speed tier 1 vehicle. Kind of a big deal for people who like to level alts, since it gives them potential for the fastest mount at level 10.
  6. They've already laid the foundation to prevent that in this game though. Take a look at the numbers in parentheses on your endgame gear, that's their effective level. Tionese = Level 51 (+1) Columi = Level 56 (+6) Rakata = Level 58 (+8) Campaign/BH = Level 61 (+11) (Currently Unavailable) Denova = Level 63 (+13) Assuming we get 5 levels with the cap increase, BH/Campaign will become the new Columi, and Denova gear (in the data files, but not available yet) will become the new Rakata. If you look at the stat jump from Columi to Rakata, you can estimate the stat jump we will receive when the level is raised, and it isn't that much. Even the change from Rakata (+8) -> BH (+11) is a small gain or even a loss for some people, so if they put in a new set to be equivalent to that (would be 66, assuming 5 level increase), it won't be too terribly overpowering.
  7. Not necessarily, it all depends on how they handle it. WoW doesn't handle it the right way.
  8. This is one thing Final Fantasy XI did extremely well handling. The game released in 2002 with a level cap of 50, released it's first expansion in 2003, expanding cap 75 and stayed there until the first Abyssea addon released in 2010. That 7 year period they kept adding different forms of endgame with different situationally useful rewards, and added alternative progression in the form of merits (passive stat increases, cooldown reductions, etc.). The game was still gear based, but managed a nice balance of horizontal progression and prevention of burnout. One thing that assisted this, though, was the ability to level all classes on a single character instead of needing alts. With 20 different classes with both primary (leveling) and alternative (merits) advancement, and 6 or so different endgame activity types to participate in, players stayed subbed for long periods of time without burning out on repetitive content. In this past year, they have hit their final level cap (99), and have updated all previous endgame activities to be still viable at the new cap. They are also developing a brand new expansion, which will add another new form of endgame, to be released next year. The game is a decade old and still going strong, which is a rarity in this genre.
  9. I seem to recall them saying something similar. They said that current raids would not be made completely obsolete by the new gear levels coming out. It's easy to see how they are going to do this. Currently, with 50 cap, Tionese is +1 (51) level worth of stats, Columi is +6 (56), Rakata +8 (58), and Black Hole/Campaign +11 (61). If they give us 5 levels, that will effectively drop BH/Campaign to be the new Columi equivalent. To further support this theory, there is data for level 63 mods and gear in the game, which would be equivalent to Rakata if we get 5 levels. Since the jump from Columi -> Rakata isn't that great, it's safe to assume the jump from BH/Camp -> 63 stuff won't be either. For example, BH Guardian Armor is 57 Str, 60 End, and the next tier is only 60 Str and 64 End. All in all, as long as they keep the passive stat gains from our new levels small (5-10/stat/level) power won't creep too much. The gear foundation is already there, and it's not terribly overpowering.
  10. Again, as I explained, Legacy is a credit sink, but it's a FINITE credit sink. Mod swapping is an infinite credit sink, and infinite credit sinks are needed when your source is also infinite.
  11. Excessive? maybe. Needed? Definitely. As I said before, there is an economic purpose to the mod removal cost, it keeps the amount of currency on a server fairly stable. Remove that, and you will see prices on other more functional items skyrocket.
  12. If that's the case, I'm sure you people will get your free mod removal soon then. Cause you guys are pretty loud...
  13. Did you really need to necrobump a thread that's been dead for a month and a half?
  14. They didn't. A dev confirmed it's just bad wording on the tooltip, it's 3% crit for everything.
  15. There is an offhand gun and saber, just not for black hole commendations. Just like main hands for ALL classes are not available for black hole commendations. I'm looking at the BH vendor right now, about halfway down the list: Campaign Combat Medic's Blaster Pistol 4 Pieces of Armor Campaign Combat Medic's Generator 2 more pieces of Armor Campaign Combat Medic's Offhand Blaster. It makes perfect sense. If you want the top tier hilt/barrels, you have to do top tier raiding (Hardmode Explosive Conflict) otherwise, you are stuck at Rakata level hilts/barrels. I repeat: moddable weapons (MH or OH) are not available for Black Hole commendations, only Campaign tokens that you get from HM EC.
  16. The reason there is no Black hole offhand pistol for mercs is the same reason there is no black hole offhand saber for marauders. It would be too easy to buy 2, rip the mods on one and have both main and offhands with 61 level mods. There is a Campaign offhand pistol on the vendor. I will admit, the fact that there is a Campaign offhand Generator confuses me, but the reason for no black hole pistol stands.
  17. Actually, it takes time (and time = money) and sometimes parts. As I have said, the credit cost is the game's equivalent since it needs to be instant for game play purposes. Would you rather it be free, but takes time to complete, and you can't make use of the gear at all during that time? Because that would be the perfect version of the analogy. Fair point, you would need to own both. That said, who says mod swapping is cheap and practical within the lore of the game? You may just be envisioning it as a plug and play deal, similar to inserting a usb cable in a computer. I personally don't see it that way. I see it more as adding and removing parts to an existing piece of armor without weakening the armor itself. I guess the absolute best analogy would be, during the medieval time period, removing a piece of chainmail from armor to replace it with a clean, fresh piece. Or adding plate or scales to reinforce the armor. Remember, these mods we are swapping give the armor all of it's offensive and defensive capabilities, so we are literally reinforcing a cosmetic shell with armoring. Needless to say, that's neither a cheap or easy process. After all, Star Wars is more Fantasy in space than it is Sci-fi.
  18. Personally, it's a lot less grindy feeling now than it was before. I've gained 2 legacy levels on my juggernaut since Tuesday, doing my daily HM runs. They just took out the boring faceroll of nonstop level 10 dungeon running and changed it to actually involve some (albeit small) level of competence at your class.
  19. There is a second alternative. Buy a single piece of Bind-to-Legacy gear, put the mods in it, mail it to the character you want the mods sent to, and rip them. Between these 2 options, there's really no reason for them to change the way it works.
  20. There is a potentially infinite amount of money flowing into an in-game economy, thus, there needs to be a potentially infinite drain on the economy as well. These values need to be tuned so that the outflow is at a speed relative to the inflow so that the amount of currency on the server remains relatively stable. Yes, there are a lot of money sinks in this game, but most of them are single time (either per character or per server) purchases. Name the repeatable money sinks in this game. I'll give you a hint: respecs, repairs, mod swaps, and crew skills, vendor purchases, augment slot adding. The credit cost is the games equivalent of the parts and labor used in the process, since the process needs to be completed instantly for gameplay purposes.
  21. They could, yes, but again: That's some pretty hefty and complex code for redundant functionality. As for charging for mods, the game needs some kind of consistent money sink. Repairs aren't that expensive, respec costs will go away with the introduction of dual/multi-specs, and other than crafting costs (also cheap) there are no other consistent costs in the game. The combination of repairs, crafting, respecs, and mod removals are needed to keep the economy in check. Within the realm of MMOs in general, it is not an entitled stance. Within the realm of this MMO, it is. The functionality you want is available to you, you want it for free. Think of it this way: Say I drive a beater, but I have the money (or a way to get the money) for a much nicer looking car. Should I be able to have the internals of my crappy old beater put into the chassis of a much nicer car for free because I'm not upgrading functionality? No, that's not how it works, and if anyone ever requested such a thing for no charge, they would get laughed out of town.
  22. But you can already do that. You just want to be able to do it for free. That's a pretty entitled stance to take.
  23. No-one is stopping you from making money. It's a big deal, but like I said, it's only a temporary issue. There's nothing you can do to change the way it is in the mean time, so why worry about it? Nope, With Tionese/Columi/Rakata, the set bonus is attached to the shell, so you can pull/put any mods and still retain the bonus. With Campaign and anything after, it will be on the armor. Then explain, exactly how, they could code it so you could remove mods for free if and only if the exact same 3 mods are going into a new piece together. Unless they add some kind of station that just automatically swaps all mods from 1 shell to another for you, they can't. That's a pretty hefty and complex amount of code for such a niche function.
  24. It isn't a big deal... you can do this all you want. For now, yes, it's only the top tier of gear that allows this. However, all future sets will be made the same way, so this is only a temporary issue. You weren't forced to destroy them, you could have pulled them out if you wanted to keep them... The reason it costs money is because it's not just about looks. It's also about stat customization and min/maxing, and if you want to be absolutely optimal, you should have to pay a bit extra to do so.
  25. Field Respec. Those who are built for it can choose to queue as either, and use field respec to spec the proper way once they are in the group.
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