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BRKMSN

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Everything posted by BRKMSN

  1. I don't believe this would have any affect on lag. My prediction is it would create a "buyer's" market as opposed to a "seller's" market as prices would continually be undercut. It would also increase the number of listings of repeat items. You would also see a lot more people complaining on the forums because they'll forget about listings on characters they don't play often and they will start losing items and/or credits in the mail (when it expires). I think the biggest thing people will notice is that where there used to be one page of a certain item listed, there would now be 6-8 pages where each new listing undercuts the previous by 1 credit. The listing that was posted a week ago or two weeks ago won't even be a consideration to buyers, which, in turn, renders the extra listing length useless.
  2. I think eventually, you will approach the cap of that currency. The length of time it takes depends on how many mobs you kill. When you are capped or near the cap, that would be the time to use them to buy a piece and get the upgrades. You don't want to start with something that you don't have enough currency to upgrade all the way if the currency is specifically for/from content you don't do.
  3. I don't know what all is on their plate and how much manpower they have to get changes out, but I do know that things progress very slowly these days. When they put something on the PTS for testing, they make a feedback thread. I'm sure they read that thread. Some suggestions will simply be future considerations because trying to implement them may not be a simple task and would further delay a scheduled release and require another testing phase that would surely have more feedback. My point is: Just because they don't react immediately to feedback does not mean they aren't listening or even considering our opinions / suggestions. We just might have to wait a lot longer than we want.
  4. It wouldn't bother me if they had no vendor value, but if they were all made into one type, of item, the vendor value would be the same on every planet. I doubt anybody would be farming starter planets to get rich vendoring medpacs. They haven't removed slicing nodes from the game so... until something is at least as efficient as farming those on Yavin (for example), you needn't worry about a potential medpac exploit.
  5. What matters is if players are enjoying the game. That was the consideration that the devs used to balance difficulty in the past. Clearly, there has to be content that presents a challenge for the challenge seekers. There also has to be content that is enjoyable for those that don't like to be frustrated. The trick is getting the balance right. Right now, we are just seeing what happens when a change creates a noticeable difference to the players. When the game originally launched, most things were challenging and grindy. When things were too difficult, you gained a few levels and came back to try again. Gain a few more and the challenge was completely gone. Then they removed a lot of the grind and introduced level sync. The basic stuff was a cakewalk... not challenging at all, but level sync prevented you from getting to the point where you didn't even take damage. Now, it seems in some things, they have reintroduced difficulty in basic stuff, but you no longer have the ability to gain levels and perform better. In content where level sync drops your level rating down, your better gear doesn't perform better., so things just remain grindy (and less fun overall).
  6. Understanding the limitations of the current system and the number of available outfit slots... If you like to change your look that often, you can always just make 1, 2, or even half of them for one combat style and the rest for the other. And the worst case scenario is that you pay to change the weapons from time to time if you need a certain look available for both styles. It's not ideal, but this isn't a suggestion thread in the suggestion forum, so whatever we say here is unlikely to bring about change.
  7. Right, but let's say for the sake of this topic that the OP is largely referring to the gray-quality medpacs, not premium, prototype, or artifact that you typically get from crafting. Since these are all scaling and giving the same results, let's just consolidate them into a single "type" to cut down on clutter and preferably increase the stack size beyond 20.
  8. Have you looked at the low level medpacs lately on a high level character? They already scale now. I think what the OP wants is since all medpacs of the same quality type scale to the same level and stats, that it would be nice if there was just a general icon that stacked (higher than 20). Right now, if you do heroics on a few planets and collect all the loot, you end up with 7 or 8 different stacks of medpacs with a different name and icon, but identical stats.
  9. What was relevant before is still relevant today (as evidenced by numerous threads since 7.0 dropped).
  10. I would say that anything above level appropriate gear and basic (beginning) companion influence, combined with having done a specific heroic or mission 25-100 times previously, defines one as over-qualified for the content. Overall in these discussions, I agree with a lot of your points. Some people maybe want to farm things without any effort and complain because currently effort is required. My personal stance is that after a major update where tuning is altered due to changes in bolster, gearing, and companion performance, the devs need to try their best to get content to mirror the difficulty before the major changes. There are clearly KotFE, KotET and other "story" content where the difficulty of certain areas has gone from "Low" (The intended difficulty) to "high." I wouldn't label the H2+ heroics as High, but some of them have increased to medium even for seasoned, players in appropriate gear. The reason I don't care for the (difficulty) increases in old content is because our (max-level) characters are supposedly higher level and more powerful than before, but all of a sudden, they are half as effective. I'm not into RP, so I wouldn't argue it breaks immersion, but it definitely defeats the purpose of leveling up.
  11. H2+ means you can have larger groups. H2+, according to the devs, means the content should only require a player and a companion.
  12. Fundamentally, the Adaptive Gear vendor version is superior to the world drop version. While it can't be traded to other players, it's missing the higher level requirement and the class requirement. The world drop version for example, TT-17a Hydra requires Bounty Hunter class to equip. That means none of the bounty hunter's companions can equip it. I'm not sure why anyone would prefer the world drop set over the adaptive one.
  13. You can use them to purchase the base level stuff directly, too (just see the other vendor).
  14. Those used to be "world drops."
  15. Most of those sets that were specific for certain classes can be bought at the legacy vendor in Supplies (on fleet). They no longer require a class to equip. It's been like this for many years now.
  16. With 7.0, they added all those sets to collections. So once you unlock the set, you can get unlimited copies on that character and also, if you choose to pay 10 CC can unlock the set for your account. Since it's now possible to have unlimited duplicate copies through collections, the credit value had to be removed (just like bound cartel market items).
  17. You can also buy things directly with the Cartel Coins you are rewarded for subbing, for having a security key, from getting certain game achievements, and from Galactic Seasons.
  18. The worst companions are oversized melee companions as you start to have problems with camera angles, hit boxes, etc. Some ideas are cool on paper, but don't work as well in practice.
  19. It's still chapter 2. Open your legacy tab (Y) and under global unlocks should be imperial classes and republic classes. Click on either of those to see what buffs you have and what buffs you still need. Completing chapter 2 is all that is required for the class buff.
  20. Exactly. You can slow inflation*, but you can't undo it or even stop it as long as credits generate out of thin air from game mechanics. The devs should treat the "do something about inflation" topics just like they treat the PTS feedback ones and just ignore them. At least new players won't be hurt by more credit reward nerfing. *Inflation in credit prices in player to player trade
  21. I guess that depends on how you interpret his reply. People have been complaining about augmentation kits since they are tied to armor shells. Shells are pretty much "cosmetic only" post 7.0. So if you augment a piece of gear, and upgrade that piece of gear, you will need to use the credit sink to add an augmentation slot to the new gear piece. You would also use the credit sink to remove the augment from the old piece for the new. So for people that just have to have augments at all times, this is a credit sink. Others just aren't bothering with augments for the most part. I'm not sure how this has affected the demand for Aug kits, especially considering the many issues that have arrived with 7.0 that are causing some stats in some situations to not be correctly portrayed. I get the gist of that response. I'm all for credit sinks and would love to see some good ones added that give us benefits in return, but as of right now, I have no desire to mess with augments for my playstyle. I always did prior to 7.0, but now it just seems wasteful as I might not notice any difference in my characters' performance in the content I do the most.
  22. I had to click on this topic to see just what BS timer you were talking about. There are some respawn timers, the /stuck timer, the daily and weekly mission resets, and a whole bunch of other timers I would categorize as BS.
  23. The people that are complaining about inflation are mainly complaining about the pricing of CM items in player to player sales. They already have the ability to use cartel coins for those things, but they don't want to. So that wouldn't solve the "main issue" at all. On top of that, it would pretty much kill the Hypercrate concept since duplicate items would have no value to players.
  24. Star Wars Celebration is scheduled for May 26-29. I'll be surprised if something isn't revealed at the event.
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