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WiltenRose

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Everything posted by WiltenRose

  1. Sorry if this has been answered elsewhere, but I am having a hard time understanding the nature of the Denova and Hazmat armors listed on the Mr. Robot database. First of all, where do these armors come from, and are they BiS over Campaign gear? Also, there are versions fully decked out with mods and versions with empty slots on the database. Is it possible to get a hold of one of those fully geared pieces as is, or is that just a quick reference point, where you would have to buy/find/make all the mods yourself and insert them into the shell?
  2. This question was answered at the PAX East Q&A, day 2. You can check dulfy's transcript to confirm. They said getting character transfers to work is top priority after 1.2. It will come first to the Asia servers, then PTS, then the American Servers. They will let player transfers be the norm for a while and then, if it is necessary they will look at merging servers that reall need it. I imagine no server that has anything higher than light volume during primetime will be considered though.
  3. Level 48 - Smuggler/IA = AOE attack over time (similar to Sage's Forcequake) Level 46 - Knight/Warrior = Saber Throw Level 42 - Knight/Warrior = AOE stun Level 42 - Trooper/BH = No resource cost on next skill These are the only skills available to the base classes between levels 37-50. All other skills in that range are either AC skills or unlocked via the talent tree. Of these, the saber throw seems to be the best concept to directly port to the Consular. Perhaps, rather than a straight shot, it could be a boomerang throw that hits targets in an arc. Other ideas: - Instant cast, self-heal over time. Something like 15% health return over 10 seconds on a 1 minute cool down. (Not usable while shielded) - Skill that doubles the cast-time of any skill with an induction for a 3x return on base power, so a 3 second cast becomes 6 seconds, and instead of doing 1000 base damage or healing you do 3000. 3 minute cool down, no effect on channeled or instant cast abilities. For shadows, this could be a flat 2-3 second induction on the buff skill itself, followed by the next skill used getting the damage buff. - Skill that allows you to detect hidden enemies within a 10m radius of yourself. Must be in-combat to activate.
  4. Just checking the maintenance announcement for Tuesday, I noticed they are going to be taking the website down for about 10 hours to implement a new design. Here's hoping it is cool and not lame.
  5. I would just like to echo the suggestion for Alignment-based PVP. As was said, this would give you 3 factions instead of 2. It also works along RP lines. It would be interesting to know, statistically, what the numbers are for characters who are light, neutral, or dark. We know there are more Imps than Reps, but that doesn't necessarily mean there are more dark than anything else. Add a story element for Ilum or a new world where there is a necessity for characters to be split along Alignment lines. Something that they can fight over that is contained to that planet, so it's still believable that as long as that they're not on that planet, they can still work together.
  6. When reading the forums on my Droid, double-tapping the screen should cause the page to word-wrap (to use Windows Notepad terminology) to my screen. This DOES work for articles posted by the devs but DOES NOT work for reading threads on the forums. Instead, I have to constantly scroll right and left to read everything. Please apply word-wrapping to the entire site and forums. Thanks.
  7. Does anyone else think the new sorcerer outfit looks like Voldo from Soul Calibur?
  8. Also in the Legacy Family tree, the character is dragged over icons that say: "Add as Sibling" "Add as Spouse" "Add as Child" It also included both Repub and Empire characters in the same family tree.
  9. It looked like a couple of the legacy unlocks are on-ship mail and a Training Dummy.
  10. I live in Round Rock and know some of the devs personally. Hope I get picked.
  11. I'm sorry, but we are talking about "end-game" aren't we? By definition, it refers to the point at which new content stops. A developer can only put out so much content at a time, so there is the inevitable point where you have gone through all the content the developer created. Whether that's a whole extra bonus series for every planet or whatnot, it is still content just like the base story quests are content. When you've done it all there are only three options: 1. Stop playing, because there are no more new quests available to you. 2. Roll a new character. 3. Replay old quests until new content is created by the developer. That's it. There are no other choices. We might argue that gear grinds via repeatable end-game quests are tedious, but by the same right, if one person will stop playing a character because there are no "new" quests, another will stop because he is fully geared out. Would you really be happy being able to get full BM armor in an afternoon? End-game grinds and limitations are a balancing act for sure, and there is probably some tweaking that BW can do to make the progression as fluid and enjoyable as possible, but the principal is solid. Now, would it be nice to get some more new level-cap content? Absolutely. And we can look forward to BW releasing more Flashpoints/Ops, and I'm sure more story content as well in the future. One problem with piling up content at the level-cap, though, is that when the level cap inevitably gets raised, much of the excess content that was "end-game" no longer becomes viable. From my own experience in LOTRO I can speak to this, as every time the level cap got raised much of the level-cap content could just be skipped (I'm looking at you Enedwaith). People just wanted to push through the story to level cap, wherever that was, and so much content was missed because of it, because it had all been bunched up around 50, 60, 65, and now 75.
  12. We definitely need something by way of a global looking for group chat. Being stuck sitting on the fleet trying to get groups for flashpoints, etc. is not great. Of course, if BW can put together a robust UI for forming groups then having a chat channel for it becomes a non-issue.
  13. I also agree with Sprint being granted at Level 10.
  14. The one things I think is being missed here is that while the damage is happening sequentially, the debuff to run-speed is a constant. Whatever the animation is, it should be constantly happening to the opposing player simply because of that run-speed debuff.
  15. My suggestion is based on the situation on my server most of the time, namely, not a lot of players on either side, usually lop-sided if any are on, and people generally leaving immediately after their daily armament quota is met: Add a buff to all players in the Ilum Battleground when there are 12+ players on both factions present (that is 12 rep and 12 imp). You could call it an "Epic Battle" bonus or something. Basically, it would be an incentive for players to work to get larger groups in Ilum and stay to keep the buff up. This buff could be an additional valor boost, x2 on all armaments collected, or something else. As a safe-guard against imbalance, you could also have this buff drop off of either faction if they outnumber the number of players in the opposing faction by 4+. By the same token, if the Battleground is severely imbalanced, like 40 to 10, it might make sense to give a hefty combat bonus to the underdogs, though that's not really the main focus of this suggestion.
  16. Here are the positive sides to Orbital Stations: 1. Logically, a planet not metropolitan enough to have a space-port cannot be accessed directly from your ship, ergo Orbital Station. It also doesn't give away the ghost on your starting planet that you are getting your own ship. 2. Some visual set-up in terms of seeing the holo-version of the planet, wall hangings, etc. 3. Stims vendor 4. Some Mission givers The big negative? ... A minute or two of walking and loading screens. Compared to planets with space-ports? ... There's about as much walking to get out into the city. Now I'm in agreement with most of the other posters here that I would like to have the time from exiting my ship to being out in the town cut down, but these are the facts. I get just as frustrated being forced to run all the way from my ship to the exit of the space-port on Corussant as I ever have been running through an Orbital Station. Really, I think the solution is simple. Lift the restriction of using speeders in Orbital Stations and Space-ports. Do that, and a lot of the head-ache goes away. For bonus points, ditch Orbital Stations completely and move all quest givers to the shuttle landing pad on the surface. I wouldn't care if the animations remained the same. Have the ship flying toward the planet...loading screen...on the ground beside the shuttle.
  17. I voted "Terrible" because that was the only negative option. Really, I think the concept behind the most recent implementation is a step in the right direction in the following way: - A long cooldown timer now can more accurately be seen to end both by a more clear descending shield over the ability and by the flash when the ability is ready again. This is great. I would be happy with a little flash on my abilities with cooldowns, be they 2 minutes or 6 seconds. What is NOT good, and in fact quite terrible, is the fact that the GCD operates on the same principal. It should not. The version before this was much better for showing the refresh of the global cooldown, just a slightly grey sheen descending while the ability remained fully colored. So I would advise using both the method from the previous iteration and the new method together using an if/else kind of function: IF the ability used has a cooldown that is longer than the GCD, use the new cooldown animation ELSE use the cooldown animation from 1.1.1. I would also suggest that when an ability that has a cooldown finishes its cooldown, if requirements for resources or range are not met then the ability should NOT flash. Let the bar expire, but keep it darkened with no flash. When it becomes available again, just let the normal color return. So the only time we should see flashes are for individual abilities that have cooldowns and whose requirements for range and resources are currently met. This would make the notification of the flashes imminently useful. Without this kind or restricting though, the flashes lose their meaning and just become an eye-sore.
  18. No. Now that you have hit max light side, as you keep making light side choices your dark side points will be reduced by that amount until you have none left.
  19. I've seen a number of posts since the lvl 50s were separated out from the rest of the PVP community that some people will resist getting to 50 because they enjoy the gameplay of 1-49 PVP better. Perhaps part of that concern will be addressed in the re-balancing of PVP gear coming down the pipe, but I would like to offer an alternate suggestion: Allow a lvl 50 player, when cuing for a warzone, to choose between General PVP and 50s bracket PVP. If they choose General PVP, any 50-specific bonuses they would normally have from their gear, etc. would simply not apply. It would be as though they were a lvl 49 character in lvl 49 gear. In this way, a lvl 50 player could still do pvp with their lower level friends, and if they were not interested in chasing the end-game PVP gear, they would not feel the bite of it. I think if something like this was done, you could worry less about the discrepancy between 50s decked out in BM gear, and those that are not. It would allow less experienced/geared 50s to still make progress in PVP and reserve the 50s bracket for those that are really serious competitors and gear chasers. In order to add incentive, so that most 50s wouldn't abandon the top bracket, I would suggest making sure the rewards for a lvl 50 playing in the 1-49 realm should be a good bit less than if they play in the 50s bracket.
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