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b-morgan

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Everything posted by b-morgan

  1. I agree. If I want to adjust my UI or my keybinds there's no place to test with the current tutorial. Once you have completed the tutorial once, you should have the option of turning off all of the "pauses" and be able to just fly around. Two captureable objectives with turrets (so when you capture one, the other has reset) would also help reinforce the idea that winning GSF matches is about capturing and controlling objectives.
  2. I'd sure like to see some additional cues for the third dimension. The indicators around the ring could have an above and a below indicator. If you drew a flat plane between the three objectives and the spawn point (it doesn't need to be visible), then a roll indicator which shows your orientation relative to that plane plus an above or below marker would be very useful to get yourself oriented and traveling in the proper direction. If the spawn point(s) and the objectives aren't in a flat plane, then define the zero roll to be how you were launched from the spawn point.
  3. While GSF is a different game feature, a large part of the player base has been playing the ground game for quite a while. The MMO is keyboard+mouse so that is the obvious first choice for GSF. If it was a completely separate game, then choosing the first choice control method would be based on different criteria. There is an option to reverse the axis on the mouse.
  4. After reading this entire thread, I think a lot of people have ignored one critical issue, control system balance. When there is only one way to control the ship, balance isn't an issue. If you add joysticks as an option, now you have to balance two control systems. If you don't, then the superior control system becomes a "must have". There have been quite a few good suggestions in this thread about how to make the current keyboard + mouse control system better and hopefully, the developers will improve the current system over time. I have no objection to adding alternate control systems, but I would object if I was forced to go out and buy them to remain competitive. This is early access to a new feature scheduled for release in February. As subscribers, the best thing we can do is be constructive in our comments/suggestions. Back up your opinions with as much factual detail as possible. Last but not least, lets be polite. For example, the title of this thread would likely gather more developer interest if it was "The Controls, ideas that could make them better".
  5. I agree with the OP. I think there should be a mouse sensitivity control (for GS). I think my mouse is fine in the rest of SWTOR.
  6. I believe this feature will go a long way towards calming the fears of the majority of the players. I hope it happens sooner rather than later. I would suggest that you implement this feature as either change the "forum display name" or change the "login display name". While I currently have unique "login name/email" and "password" pairs for different games, I have not used unique "forum names" so when you separate "forum display name" and "login display name" I would like to change the one I consider less secure.
  7. Bioware, If you feel like these armor pieces need to retain the class restrictions, then allow "or companions of" as part of the restriction.
  8. Why can't the developers create new armorings with Columi and Rakata stats and set bonuses? Add a vendor that trades a piece of Columi / Rakata gear for the new armoring.
  9. Perhaps they should schedule it to be posted on Mondays and then surprise us by posting on Fridays! Unless the cleaning crew does it, I'm guessing it isn't happening today.
  10. I'd like to see the self-cast modifier fixed and add a companion-cast modifier. Add to this a beneficial spells pass through (i.e. heal enemy target heals target of enemy) and damage spells pass through (i.e. damage friendly target damages target of friendly) and a lot of my "target dancing" goes away. Some of my characters could use another row (or two) of buttons, preferably implemented as 4 sets of 6 instead of 2 sets of 12 to increase the customization possibilities.
  11. I agree 100%. Bioware should eliminate the duplicates and provide a way for us to unlearn (and sell back) unused/unwanted schematics. If they want to keep that many schematics, make them have unique stats. Complicating this issue is the existing collection of mods. A method of (silently) converting the deleted duplicates would probably be best.
  12. If there was an in-game warning, it didn't happen on all servers. Canderous Ordo didn't get any in-game warnings. It would also be "customer friendly" if an approximate length of the outage or an estimated time to return were given.
  13. Without removing an augment from the slot, how do you determine what level the slot is? If removing the augment from the slot is the only answer, then I believe there needs to be a better solution. Regards, Brad
  14. I had an earpiece with an installed augment equipped crafted pre-1.3. I removed the augment and it will not go back in. The earpiece just shows an augment slot without any tier assigned but the augment that I removed claims to need a MK-3 slot. From my perspective, this is indeed a bug that needs to be addressed. The simple solution is to change non-tiered augment slots (empty or currently filled) into a slot that will accept MK-* (i.e all present and future) augments.
  15. You are asking if random (light,) medium, or heavy armor will be adaptive and the answer is no. Only those specific armor sets listed will be adaptive. As implemented on the PTS (1.3), the only gear being changed to adaptive is the gear available from social vendors. Currently all of this social gear is light armor so by changing to adaptive, it will become (almost) medium or heavy depending on the ability of the character wearing it.
  16. Given how well the character transfer process has gone, I certianly hope that the next major PTS (i.e. after 1.3) will include a web driven, do it yourself, character copy process to the PTS. At the very least, the fill out a form process used by 1.3 could be automated behind the scenes. I also really like the idea of a live title for those that put the effort forth to test RWZ on the PTS!
  17. It was NOT by invitation only. For at least a week before 1.3 was made available on the PTS, there was a SWTOR website main page article with instructions on how to fill out a form to get your character copied to the PTS. I don't believe there were any restrictions and both of my level 50 characters were copied. There were some people that filled out the form that didn't get copied, but Bioware make some adjustments and ran the process again (and my two level 50 characters got copied again). If you (and seven of your friends) were at all interested in Team Ranked Warzone testing, Bioware made every effort to include you in the process.
  18. Bioware could solve this problem very simply and I doubt the solution would be game breaking... Give us all the missions we are eligible for all of the time. The mission window already has scroll bars, just fill it up.
  19. There are fewer Bioanalysis nodes on the landscape partially because every strong (or higher) non-humanoid biological creature is a potential Bioanalysis node. What SWTOR lacks, in my opinion, is good information about what creatures can be bioanalyzed for what materials.
  20. I agree, I'd much rather have a more active GTN than an easily bypassed "faction only" flag. This reminds me of the saying that goes something like "If you outlaw guns, only the outlaws will have guns".
  21. I don't mind crafting 5 items to reverse engineer for the next level schematic but when I've crafted and REed 10+ items with no discovery it starts to get annoying. I fully understand the random number generator and the statistics behind a 20% chance to learn which is why I am making this suggestion... In addition to the straight percentage chance, keep track of the number of unsuccessful reverse engineer attempts (per character) and add a bonus percentage times the number of unsuccessful attempts. A successful RE zeros the count. For example, if the base percentage is 20% and the unsuccessful bonus is 10% then then first RE uses 20%, if unsuccessful, the second RE uses 30% and if unsuccessful, the next RE uses 40%, etc. Feel free to pick a different bonus percentage but I believe the idea is sound and will minimize the long runs of "bad luck".
  22. Titles were awarded to live characters for those that reached "goals" on the test server. If I remember correctly there were two titles. I earned one of them. When the PTS isn't testing, uptime with the current live release allows those of us with test server characters a chance to level them. I'm guessing that sometime in the near future, character copies to the test server will make starting and leveling test server characters much less important. I'd be willing to create a third environment on my client if Bioware wanted to have both a weekly patch test server (as it was originally purposed) and a next release test server.
  23. Where are these keybinding (ctrl+S) documented? Why are they part of the keybindings user interface?
  24. Bad enough that they introduced this bug, but they can't even get the conditions that trigger the bug correct. The big bad warning message in the launcher should read "If you have a matrix cube equipped on a character, DO NOT LOGIN to that character". Regression Testing is a tried and true technique for minimizing this type of bug. Bioware apparently doesn't do it in house, and doesn't care to give their paying customers an opportunity to do so on the PTS. The next "slap in the face" will be the mindless game droids telling those that lost their matrix cube that they can't restore it and they can't reset the fact that you have picked up the shards from the datacrons. It could be worse, instead of just disappearing the missing matrix cubes could have been placed on top of a crawler in the Tatooine desert with a two hour balloon ride as the only access path!
  25. There have been many suggestions that I support but here's four of my favorites. Either add target frames to the operation frames or add a separate assist frame with targets. The operations leader should be able to load and arrange the assist frame for all members of the operation. Dual targets (hostile, friendly) would be very useful for healers who would like to do some damage between heals. Ready Check! Roll sort for the master looter. The master looter should be able to offer an item and the rolls should be sorted. Four and eight man groups are managable but sixteen (and larger) could use the help.
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