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Journeyer

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Everything posted by Journeyer

  1. Hi Bioware. As a customer--one who has bought at least one hypercrate for every type of pack so far, I have a request. Please reconsider your sense of rarity with these packs. Consider the latest pack: 2/3rds of the items are labelled "SUPER RARE." So....the majority of items are super rare? In the grand scheme of "rareness," how does that figure? Esentially, it seems to mean that we look at all the neat things in the packs, and when we open one, what we get are companion gifts, a handful of crafting materials, 5 copies of the same emote... in short, there's almost no spread of prizes. Everything is either "rare" (you copies of the rare ones almost every pack) or "super rare (lucky if you get one). I *think* -- players, back me up here -- that we'd prefer a wider mix. Have a smaller number of "super rare" items that are truly ungettable, and a variety of rares and semi-rares. Also, please list companion gifts and materials as common, to give a better sense of what's actually in the packs. But yea, main point: More variety in drop rates, please! Make some actual super-rares! And make the rares...not so common that I can't drop them for 5k.
  2. There has been only 1 sale in the history of the CM so far: Subscribers got 1 purchase half-off.
  3. Need I say more? The big balloon over Tatooine represents the majority of our game time experience on Tatooine; why not immortalize the journey with a miniature speeder version?! Side note: My guild also wants a Jawa Mount, where you ride his shoulders starting at rank 3 speed, then throttle down to 2 and 1, finally falling off after 10 seconds.
  4. Journeyer

    Matchmaking

    I don't know what happened, but after several days of it, I'm done. No more PvP for me for now. I leveled to 46 on it, but... http://content.screencast.com/users/StormingLeech/folders/Jing/media/70e3170d-7d84-4bb2-ac34-2c65434bd360/2013-10-14_1805.png This was a "balanced" match. We have no heals (40k). But all week it has been worse. The highlights: Arena 4 dps versus 2 tanks and 2 heals. Ancient Hypergates with 6 heals on one team. (I topped my teams' score with 2 kills!!!) Alderaan 2 heals versus 5 heals Voidstar 1 heals versus 4 heals (I topped the kills list for our team with...4) I understand that balance is hard, and that queues aren't consistent, and so forth. But in several dozen matches, I can recall exactly 5 in which, win or lose, it felt like a normal match. And 20 or so matches that felt insane--the scoreboards afterwards generally indicating that one team has nearly zero kills and the other has more than 20 per team member. This almost *never* happened to me until recently. Now, it's 8-10 times / night. What changed? If nothing, then...something should.Either way, this is unplayable. The matchmaking stacks horrendously.
  5. My vote: Collector's Edition Vendor Only, of course!!! I'd love to see, however, the mount added via a gameplay mechanic--aka via a special seeker droic/macrobinocs mission, or as a reward for exploring the entire exhaustion zone on Hoth... ;D Request Also...if it's available for CC, consider making it hilariously expensive, like the Life Day Snow Blower (1800, iirc?) or more. I know, I know, ppl will complain about the price, but...that crowd will complain about *any* price (even 0) if it's in the CM just on principle. By jacking up the price a bit for a highly requested item, the "haftahaveitfirst" crowd can still get their goodies, and the completionist/spader crowd won't feel like suckers for playing to get it.
  6. They are a supplemental story element. Each data cube can be used at a decryptor on Nar Shadda to listen to a cinematic explaining the Hutt involvement in recent galactic events.
  7. Ahh, thank you for your side-by-side; I hadn't seen it (And thank you for reading my post!). That's quite interesting there, as the difference in tone is much more subtle than the other comparison I'd been looking at, but much more compellingly clear in its differences. (I agree that the last big update to higher res textures and auto-detected gfx settings was 1.5, but given the screenshots I was looking at, it was clearly a comparison between the old medium res textures and the new high res ones; I figured the screenshotter might have recently changed his settings, or had them auto-changed) The two images are different enough to be distinct, yet similar enough that I still wonder if lighting hasn't made the difference. Given your post, I'd wonder @ Bioware whether anything changed recently in the way that lighting is handled? Such that the same outfit, under the same lighting as you demonstrated, might give off a bit more light? I *know* that the way in which lighting was handled changed in 1.5, and at that time, we were told "it's joined by some even better improvements in the pipe." Sometime after that, we got dynamic shadows. Is it possible that everything was artificially lightened a bit, for example, to account for the new selective darkness introduced by shadows? Was there something else in that pipe we don't know about? If the colors are numerically the same, can the lighting guys weigh in?
  8. MagnusHeart: I have reading glasses--can see just fine. But thanks for the assist there, bud. I noticed that your screenshots are of the login screen, and that Revan is not a character available to players on login; this makes side-by-side comparisons a bit tricky. May I make, however, a very relevant request? I think I have an idea of what's going on here... Could you set your textures or overall graphics settings to Medium and Low, and try screenshots of those as well? The reason I ask is that...well, there's an interesting effect that goes back to the game's launch. You remember the old Holoterminal glitch? Where you can see your character in full high-res textures and lighting for like 2 seconds when you activate the holoerminal on your ship? One thing that always struck me, back when forumites were screeching about wanting that level of detail by default, was the dramatic difference in lighting. Outfits seemed to almost cast their own glowing luminance, and took on rather different appearances (in addition to more detail). When I look at your comparative images, I can't help but notice that in one, it's clearly before BW moved to the higher graphical performance settings, and the other is after. I'm suspicious that the variance in luminosity might be due to the way the engine lights models on the higher gfx settings, as opposed to the color of the robes (and thus, all of the persuasion in the world to alter the outfit's color will not have any effect). I know there have been some arguments in this thread that having the appearance change because of lighting is a screw-up on Bioware's part, but those posters are, frankly, idiots. Put a vibrant yellow outfit in a dark room with backlighting, and it'll be black--put a deep black robe in bright light and it'll be dark grey. Thus, if the complaint is that the robe isn't a "flat" enough black, and that its reflectivity index is too high, then that's something no outfit colorist can fix--we've got to get Bioware to ask the right people to look at the issue. Whether that's a modeller, texturer, or someone working on the engine itself depends a bit on how the game defines the amount of lighting to do on each outfit. Can you confirm this is the issue?
  9. As far as I know, Batman armor is not scheduled to make it into the game until after they release schoolgirl outfits and bunnygirl costumes. But with a bit of luck, that should be any day now.
  10. I'd like to see some sort of ability to track which pieces I've already bound as part of a set in the Collections interface. I do understand the logic of requiring us to "collect" the whole set before it's available, but it isn't exactly easy figuring out which parts of which sets I've managed to collect so far. Could we add some kind of visual indicator (like with missions that have several parts to them--the mission log greys out the parts you've already finished)?
  11. Open the API? No thanks. Even though you posted only 3 words, they are all incorrect. "We" would imply a majority, which you are not; "want" would imply something is missing, which you don't bother to mention; "add-ons" would imply tacking some 3rd party, unsupported piece of garbage onto the game instead of an official solution in-game that allowed all players to compete equally. Being able to make a custom set of hax for the game that give you an advantage doesn't make you l33t. Competing on the same playing field as everyone else does. And "API" isn't a feature--it's a mess. So... what sort of features are you *really* requesting? What would you wish you had been able to do with the API? Because having an API does nothing; it's an empty request. (btw, if you want damage meters, go to torparse--the client is great).
  12. Subtle trollcomplaint thread fail We get it; double xp isn't l33t enough for you. How did I spend my double xp weekend? Playing more swtor than usual. After leveling 6 toons (3 on each side), I'm *still* really into PvP, occasional Flashpoints, and new class story missions. But I'm not really into the side quests for each planet faction. Running exclusively story missions *without* double xp, I found that I was getting into content 5 levels over my head after several planets. 4 levels I can take, but at 5, it's really not "challenging" or "l33t" to simply miss half the time. It's stupid. So, I've been loving the opportunity to hit a planet, do the story mission, and move on, without touching anything else. I'm seeing new stories, and skipping the stuff I've seen many times before.
  13. Yep. I said it. Why not? I mean, right now, we can choose from several *insanely* drastically differences in appearance (or hysterically similar alternate color jobs). Why not go further and let us make our companions more unique? But wait! There's more!!! Don't give us everything. Sell it to us in pieces, and make parts of it unlockable. Give us a very, very few variations, and then let those customization unlocks actually activate the options they normally correspond to. For example: Let's do Mako--I have her up onscreen at the moment. Give me default Mako, with maybe 2 choices of hair, skin tone, and implants. But say I have the Mako 2 item (I do). It unlocks the short bob style hair and the chin-implant options for her in the appearance vendor. The more customization items I collect, the more options I unlock, and can mix-and-match. So, just using the existing appearances already in the game, but allowing us to re-combine via the vendor, we'd have much more diversity! But even better... You can sell us more!!!!!!!!!! And have special event options, too! (Remember the Rackghouls? Add that to Complexion, if I have the unnlock item). Do this, and I will pay you all of the Cartel Tokens. All of them.
  14. But then, what would Satele wear? Ohhhhhhh... Sneakysneaky, stealing a gal's robes while she's in the shower... ;D
  15. I think the title says it all. But how about as a pet? Just a little floating orange speck? Heck, I think modelling and texturing it wouldn't be too bad... I know, I know--whyyy?! But why not? Toss it in the CE vendor, as most of the people who have any idea what I'm talking about have a CE, and absurdly little things like nods to the game's beginnings make us hysterically pleased.
  16. Interesting idea but...already exists? I suppose it does not exist for hard mode Operations, but for SM Ops and HM FPs, this is already in the game. Aside from shuttling players to group mission locations, are there other uses you had in mind?
  17. I think they should allow free, unlimited AC changes via a trainer "boss." If you can sufficiently demonstrate competence in your current advanced class and defeat the trainer, you get to respec. Yea, yea, I know. Then none of the people who want respec would be able to have it... But it was just a thought
  18. Simple request: Under the Hide slot customization option, add a sub-setting called "Only out of combat" In other words, I love how armored up my character looks during a fight, but when just running around or in cutscenes, I prefer to have the headgear off so that I can actually see my character. The sub-setting suggested above would cause the character to put on headgear when combat is initiated, and remove t once a fight is over. (Btw--whenever you guys finish hood-up/hood-down toggle, this same kind of feature is going to be highly popular)
  19. Even the most docile, stay-at-home galactic hero needs to set up camp every so often. And what TOR camp site is complete without a functioning Transponder? I'd love to see a portable transponder Cartel purchase. Once every, say, 24 hours, a player is able to set their current location as an extra bind point. Since quick travel uses shuttles that are clearly not rated for above-atmosphere travel, the transponder *would* require the player to be on-planet to shuttle back to their transponder signal. Bonus option: This was your father's. A transponder from a more civilized age. Account unlock!
  20. A year ago, the game was subscription-based. Thus, all new content was paid content. Subs get cartel coins equal to the dollar value difference between the endgame content unlocks and the sub fee. Thus, all paid content is still paid content. The Cartel market has simply given players a more granular way to divide how their monthly sub money is spent. (And, for what it's worth, I wish the Makeb expansion had been a bit more. I loved it, but it only expanded the story by a very small amt with no notice to the unique elements of the franchise such as companions, and light/dark stuff)
  21. His suggestion, to answer the hostile "100% obsolete" guy, was that Bioware should make species options available to subscribers. He did assume most folks could follow the logic. My thoughts on it are these: No, OP, I do not agree entirely. I don't feel that it's unreasonable that a fee is applied, and citing the amount of money spent over the life of the game doesn't change anything. The subscription fee has paid for exactly what it paid for back on day one--unlimited access to warzones, flashpoints, and Operations, as well as a fully unlocked set of all launch features. More recently, it has also paid for $5 worth of the new Cartel currency every month as well, to adjust for the fact that content access costs about $8 / month without a subscription. The fact that artifact gear, earlier speeder access, faster XP gain, unlocked credit caps, and many other 1-time purchases also come with the subscription is also expected, and delivered. New playable races, then, have to be paid for somehow, and they cost just about what you recieve in monthly cartel coins. Seems fair to me. I would like to support the suggestion partially, though; I would have liked to see the Cather "included" as a "character creation" option with the expansion. In other words, the race should have been bundled as part of Makeb content, and anyone who bought it and created a new character would have the species option. From there, I'd have been happy to see the Cathar exist as a paid-for option to anyone who had not bought the expansion, and as a paid-for option to anyone who wanted to change an existing character's species. I think that this mix of expansion/creation option vs paid-for unlock would have gone over with less complaining, and I hope it'd be considered for the future.
  22. As someone who has already bought the max # of cargo holds in order to satisfy both my crafting mat needs *and* my cartel outfit needs, I'd fully support an unlockable stack increaser. Ironically, it already exists, too, so it's not like BW would have to do much to code this. (Check out your WZ medpacks and adrenals, for example--even though they stack in 99s, when you quickslot them, it displays the total number, even if it's > 99)
  23. I can't quite agree here. The specific areas mentioned are designed expressly for the purpose of providing Bioware devs with a mechanism for ensuring specific kinds of content. If they want to create a game element that the factions will fight over, they fit it into one of those areas. In this way, Bioware can create marks of achievement for PvP play, similar to the way that certain gear, speeders, etc mark a PvE achievement such as downing an Ops boss. To be able to walk into a contested area, complete the objectives, and claim the achievement rewards without having to risk the faction conflict would undermine the reason for creating such content in the first place. And to be able to walk through an area where players must PvP, and to be able to ignore the "must" wouldn't make much sense. It would be nice, however, to be able to manually toggle the flag off in a more consistent manner than travelling to a safe zone and sitting still for 5 minutes. Having a terminal at each faction base would be a far better alternative.
  24. Levels 1-10 are the best part of the game, when you are just getting the feel for your character and their abilities. Skip from 40-50, and I'd be all for it.
  25. I like this idea (obviously, I bought that crystal). Collections are a nice harmless way to pull it off.
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