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Jagrevi

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Everything posted by Jagrevi

  1. Some minor suggestions that I hope are at least considered: 1) Make armor dyeing override unify-to-chestpiece for that 'color slot' (Primary/Secondary). This would increase the range of things players can do with a given set of dyes. For example, if there's a [brown/Blue] dye {Primary/Secondary}, and a [Yellow/X] dye, a player could dye their chestpiece [brown/Blue], dye their pants [Yellow/X], unify their pants to their chestpiece, and end up with [Yellow/Blue] pants. Essentially, it will make your current dye system more fun for the players to play with. 2) Put many of the Artifice Schematics in 'Standard Artifice' (1 - 400), not only in Advanced Artifice (401-450). There's a few different reasons for this. Firstly, it introduces players to the idea they can craft dyes earlier on (a seemingly very fun activity), which would be preferable for new-player retention. (They've already left their starting world and been crafting for a bit, so I don't think this is too much complexity too soon - these players can already craft augments) Also, it would have a better effect on the game's economy, given the current state of Grade 9 materials. (A similar system already works fine for orange crafted armors, so it's been shown there's no harm in asking for a little Grade 2 material for something cosmetic even endgame players may want). Also, it may help a bit in PR to put all those Grade 6 materials people continue to pull out of Cartel Packs to good use. I want to emphasize this note fairly strongly. Also, it would help a bit with my 3rd suggestion... 3) Do not make the dye schematics all crafted out of the exact same materials. Crafting schematics in this game can often be a bit ... anti-immersive, to make up a word for it. I make belts out of ancient artifact fragments. My expertise in medicinal science tells me I need "Red Goo". Hollinium Gloves aren't even made with Hollinium. Putting these aside though, one of the most 'anti-immersive' things I could imagine crafting wise would be making all different colors of dye out of the exact same materials. It just goes directly against your intuition. Introducing augments showed that there isn't really a problem when introducing a new craftable item-type to using a different type of material than that profession is used to using. You would not even need to make up any new materials, just use Bioanalysis materials. It's intuitive, easy, and more importantly, more fun to craft. We all know how dyes were traditionally made, and the way many of them are still made today. So let us use the most intuitive material. All those animal parts we collected, and those Red, Green, and Blue Goos. It's highly preferable to us making them out of ... artifact fragments. (And it introduces enough resources that the dye 'recipes' could be more varied. Heck, with Bioanalysis, even different amounts of the materials could reasonably feel like a new dye recipe). And yes, this was also a backdoor argument for my final suggestion ... 4) Make the Schematics use Bioanalysis Components. See above. That's all, those are my suggestions. Fairly minor, but I feel like they could make a big difference in how fun the new system is. I look forward to seeing this new dyeing system in action!
  2. Didn't she say crafting as well?
  3. 1) I like that there are some sets that dyeing won't work on. It makes sense in a lot of cases, like gear that's differentiated by a Rated PvP version soley by color. We won't all agree on where the line should be, but I'm glad that it won't work for *everything*. 2) You could always just dye your chest and color-unify every single lore piece spare the chestpiece.
  4. That'd be pretty darn cool, on the same scale that they added Microbinocular and Seeker Droid content. ... I miss decorating my SWG house and luring people in with a vendor.
  5. Or .... we could make up new schematics that require them for silly junk
  6. I'm just glad to see a proper Jedi Outfit that doesn't make it look like you'd just trip over your own robe in any real combat.
  7. I actually like their removal, as the natural rotation of endgame sets is the only way they can be made achievement sets. (Having a Rakata Chestpiece means you actually participated in endgame during period X, for example. It's like a PAX 2010 T-Shirt). That being said, if this is more than just a vague desire, I'd be willing to compromise on a recolor set. Someone mentioned the idea of adding a vendor to the Museum on the Fleet, which I thought was a cute idea. Maybe they could tie it to a reputation - that's always fun. I do NOT like the Cartel Market solution though. I usually support the Cartel Market in all its facets, but any end-game armor model that was an "Achievement" should not be given away for Cartel Coins, at least unmodified.
  8. Given that there are people that put in effort to get those models, I'd have to say I disapprove of giving them away. However, if enough people insist, I think a potential compromise is to go for a "Golden Tionese" set, like the Golden Scalene. Ideally that also color-unifies the other way with primary and secondary colors, to both increase the possible looks that can be created, and to have absolute distinction between the two.
  9. Hey, if they're willing and able to implement seeker droids and macrobinoculars, I haven't lost hope for Pazaak.
  10. Hey, if Bioware put up a kickstarter for a special class story project, I'd probably put in my share, as long as it was given to everyone for free afterwards.
  11. I just hope they don't expect us to pull all our characters through Makeb. I'm not going to do the same story missions again and again. I'm a roleplayer. My alts will be leveling off-planet. I hope this doesn't exclude them from future content.
  12. You might get better info posting in the Sith Warrior sub-forum.
  13. I was just reading in another thread where people were arguing over terms like 'themepark' and 'sandbox' and no one seemed to have the same definition. I thought it might be worthwhile to simply have a discussion of what kinds of activities do you spend the most time doing in game, and what kinds of gameplay would you want to see expanded more. I spend the major part of my time in game collecting various armors, finding fun color unified combinations, dressing up me and my companions, running around and /inspecting other people. This is the loose style of gameplay I wish was expanded a bit more in someway. SWG kept my subscription for years just because it let me spend endless hours decorating my vendor's house and drive players there by running a business there. It was my in-game social outlet, and I don't really have that in SWTOR. Now, given the style of SWTOR, obviously players can't just build houses on Tython, that's silly, but that's the *style* of gameplay I wish there was more of. When people talk about 'sandbox' content and talk about being able to 'create content and missions', that seems silly to me too, and that's never what I meant when I said I wish the game had a little bit more 'sandbox' activities. The missions in this game are very professionally built, and players can't really recreate those, imo. At the end of the day, I just want more creative+social to do. I'm running out of companions to dress up and collect (and yes, buy cartel items) for.
  14. Uh .... ... when I say I want 'sandbox' content, I just kinda mean the avenue of gameplay in Swtor (where I spent a lot of time just decorating my house, making my vendor presentable, checking out other people's homes). It's the kind of thing I do now all the time in game (collect armor looks, color unify them in fun ways, run around showing them off and inspecting other people). I didn't mean this. This is a horrible idea.
  15. I just hope that content after it doesn't require all characters to have gone through Makeb. I'm not going through the same story missions again and again. I'm a roleplayer. My alts will be leveling off-planet.
  16. Yes, it would give me and many others an activity to engage in after we 'finish' everything. (For many of us, that just means story mode everything once, bam, we're done). It would also encourage playing the game by adding more avenues of socialization (depending on what it is) - and avenues of socialization are a major driving factor for logging on to an online game. That being said, they need to work with the budget they have, and would probably need to prove the success of some smaller sand-boxy thing before devoting a bunch of resources to something larger. Ideas?
  17. Well, yeah. Talk to the guy standing in front of the hutt. That's all stuff not in packs.
  18. No, I don't think that'd be a wise move for the game "politically".
  19. Lol, then they don't know what 'elite' means. I don't see this as any more of a problem than the CE clothes - i.e., none. That would be rather cool. I don't know how you'd implement it, but I'd be for it. I would. So this is just a "power" issue in your mind? Because I'd fully support some kind of promotional BoP "1st time subscription promo gear". It just adds further meaning and distinction to gear. "Hey look at me, I made level 50 and did all this work since March 30th." That's rather cool. Again, I like items with various implications. They have meanings. If every item was just available equally they would have no meaning. Some models should say "hey, I beat this op" (exclusive to raiders), some models should say "hey, I have a super high PvP rating" (exclusive to hardcore pvpers), and some items should say "hey, I was there when that happened" (exclusive to anyone who bothered to be somewhere and participate at a given time and place). I support exclusive items, whether or not I get access to them.
  20. Fair point. Whether or not you have the coupon can affect how much food a poor family can get. This only effects what your online fantasy cartoon character's hat looks like. This is less evil than coupons.
  21. Not claiming its a reward in the gift sense. It's a "rewards program" like those grocery store cards they give you where you can get money back after you spend $100 there. It's a money making gimmick to encourage you to shop, or, at the very least, shop with them. It's not evil. It's like coupons. This is as evil as coupons.
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