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BRKMSN

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Everything posted by BRKMSN

  1. The best way around it is to look up the list of alternate keyboard characters on Google and replace a couple letters like : a --- å B --- ß Then it will still look like you have the name you like and all is well. Also, when the initial server mergers were forced on us, they did away with unique surnames. Anybody can use any surname now, so only first names are unique.
  2. Ah! You misunderstand what I said. I dug up the Hyrotii Scrapper (The same smoking, sparking, speeder pilot1 clunker from the Chevin event.) It was the special treasure. I didn't dig it up in pieces and take it to the GSI vendor. It was the exact speeder in all it's slow, pitiful glory.
  3. When you transfer a toon to another server, the highest legacy takes over or continues on that server. In other words, it does go with you unless the server you transfer to has another legacy of yours that is a higher level. Even if you just transfer 1 character to another server, your established legacy will be on the new server and the old (if you keep any characters there.)
  4. They definitely implied it was an annual event that happens in the summer. I expect it to return next summer. Just put the tokens in your cargo hold. "I’m delighted to be given the opportunity to introduce you to a new event, which is themed specifically around Soovada (Huttese for Spoils of War). Soovada is an annual celebration of total extravagance in the Hutt culture. Rival clans go to great lengths to prove they are monetarily superior to one another by holding decadent celebrations & competitions. Nar Shaddaa fits the bill perfectly for this kind of gala, so we’ve given you a place to try your luck at winning fabulous prizes. The rewards are many and lavish, including a new Rancor mount, themed casino outfits, and more. "
  5. The only issues I can see with a legacy-wide ignore feature is that's just an exploit waiting to happen if someone wants to know all the characters a certain player has. If you like to keep your characters anonymous, that could lead to problems. Also, sometimes I fumble with the mouse while whispering to more than one person at the same time and I have accidentally put friends on ignore without realizing it. Being able to contact me on one of their other characters was helpful in getting that resolved easily.
  6. In our first weekly conquest, there was a goal to get 10 wins to complete one conquest objective. Please don't leave that off the list each week. I see too many players on PUG teams either AFK-hiding or actually sabotaging the team so the WZ will end quicker and get them the 500 points. Perhaps a good solution would be to make a repeatable WZ (and GSF for that matter) conquest mission that requires us to total X amount of WZs (loss counts as 1 and win as 2 like the regular daily/weekly) for X amount of conquest points. That way people will actually try to help their team so they could earn the conquest points faster without ruining the competitive nature of WZs.
  7. I actually tried that --- I finally got (today) one of the 2 henchman I had never seen and captured him. On my next Alt, I kept quitting the contact dialogue until I got the same contact as before. I chose the same answer and surprise ... I got a different random henchman. So unfortunately, that does not work. I wish it did, though.
  8. There really isn't one good reason why after talking to the contact, we don't get a list of beacons available on that planet so we can choose the henchman we need to complete achievements. This random bounty garbage is redundant and tiring when the player has no control in the matter. Resetting the mission after being assigned a henchman you have already done 10 times may give you another shot at a different beacon / henchman available on the planet, but you still have to talk to the contact and then gather info from shady characters all over again just to be assigned another random henchman you likely have done repeatedly ... possibly the same one you just had before resetting. Somebody dropped the ball here and I would have rather seen this fixed in a patch than the shady character respawn rate or the number of collected info packs required for completion.
  9. I'd just like to remind people that PvP deaths, while humbling, incur no repair cost. It's easy enough, therefor, to pick oneself up and continue on one's merry PvE way. Ever since the decision to remove the expertise from WH and EWH gear was made. People sporting the old gear should have seen a decrease in open world PvE fatalities since all their other stats increased significantly. That means PvE deaths, which do incur repair costs, should have been reduced for those out obtaining credits. I remember being disappointed at the initial news of the expertise removal and I didn't even bother with warzones for about 3 weeks afterward because I didn't realize bolster existed for the lvl 55 zones. But in reality, the bolster helped remove the grind of obtaining an all new set which as I stated earlier, did not take very long at all. Bioware could have just decided to make the new set so high in expertise that the WH and EWH gear was useless even in warzones against those that had the new stuff, but this decision (what they have done) really may have been the best all around decision. Either way, in an MMO, you need to keep improving your gear to keep competitive. The old gear was lvl 50 gear, the new is lvl 55. It really isn't that insulting that the old has become obsolete, especially on lvl 55s.
  10. It only took me about 2 weeks to get back a little over 1900 expertise and I wasn't exactly grinding warzones all day. Usually, I would complete the dailies and try to get the weekly as well. It didn't take near as long to get competitive PvP gear as it did in the past.
  11. I'm not sure why someone would think spending 36 planetary comms would be worth receiving a crate containing 20 planetary comms. Maybe it would be less insulting for Bioware to just place some random NPC muggers on the fleet to take 16 planetary comms from us as we walk by.
  12. Once again. Suppose a mixed group of novice WZ players is playing vs a premade team when a queue pops. It starts as a romp. A couple players quit. You have 6 vs a full premade that happens to be a good team --- how will you kill the ballcarrier if the premade is playing the way you are supposed to? I totally get what you are saying, but the unfortunate reality is that some people are behind the curve and when the game balance is tilted heavily in favor of the good team in a WZ, the opportunity for medals can disappear rapidly. I am in no way arguing that bad players should be given handouts for nothing, but that there is a certain time investment where small compensation should be awarded for participating. Enough to encourage players to stick to the grind and learn and get better. The rest of us gain nothing if more and more people lose interest because they feel "it's just not worth it." This is my opinion. I think it's in the best interest of this game to promote PvP however they can and not to discourage inexperienced players from jumping in.
  13. You're talking about medal farming. I'm talking about objectives. You can actually do things and rack up objective points and still not get medals. That is what I am saying. This topic was made so I can get my opinion to the devs about the current setup. A good player on a winning team gets 125 WZ comms +MVP votes. A good player on a losing team gets considerably less. A bad player (starting out) may play the whole game and still get absolutely nothing for it. IMO, this is still TOR and that bad player is still building that character and they should still get some comms, valor, credits and XP at the end for their time invested --- even if it is a small amount. There is no reason for blanks across the board. Let them grind low numbers while they suck, but at least give them a reason to stick to the grind.
  14. You can if you stick to the objectives and put the team ahead of personal gain. If you play for medals --- great for you ... but there are some people out there that concentrate on doing what needs to be done for the team to have a chance even when it's futile. Like it or not, it does happen. Is getting no medals common? Not for good players obviously, but nobody just jumps in and is good vs premade Warlord teams using voice chat. Losing is fine and part of the process, but there is no reason why someone that does accomplish objectives in a WZ should not have at least 1 medal since medals are all important.
  15. Actually, if you stick to the objectives, you don't always earn medals in a warzone. If you play just for the medals as your objective, the team is worse for it. That is my argument. All I propose is a better system for rewarding effort. This isn't about elitism or "help, help, I'm being repressed!" It's stupid, IMO, that you can try and even be awarded objective points for doing the right things, but still get no post match reward in XP, comms, credits and valor. You guys crack me up --- seems like a few of you are afraid of possible future competeition and would rather discourage new players from keeping warzones popping during the duration of this game. We all look forward to forced mergers of the remaining servers some day and the ensuing 35-45 minute queue times.
  16. I know they changed some things a couple months ago to keep players from entering warzones just to hide and collect free comms without having actually played in the match. But now, there are genuine effort competitors that either don't have experience, expertise, or the gear to be of much help. They need to earn warzone comms to improve their gear, yet they are always at a risk to not earn a medal during the WZ, even if they achieve certain objectives. A good premade team can usually make quick work of a random grouped team from a queue. Throw in a couple noobs and it's a lock. Sometimes people know they won't get anything and they quit the group and another queued player pops in only to get nothing for wasting his or her time trying to improve a hopeless cause. There is something seriously still wrong here. I hope the devs find a way to fix this, because it is preventing some players from wanting to play warzones at all. It also reflects on the game in general when you try to have fun, but are sucker punched at the end. If the winning team is getting extra rewards for finishing a warzone early, then it is obvious the match was unbalanced and the losers shouldn't walk away thinking "why even bother ..." simply because they were deprived of XP, WZ Comms, valor, etc. ... for doing their best.
  17. I enjoyed the whole Ilum scene even despite the performance issues. It was one more thing to do when bored and another way to earn valor. The integration of the use of warzones to complete the daily and weekly Ilum requirements was a sad way to end something that may have been far from perfect, but still was fun for a half hour to hour everyday for many of us.
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