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Voidwards

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Everything posted by Voidwards

  1. It's not the East or the West side It's not the North or the South side It's the Dark side!
  2. Did you know that my lightsaber brings all the raiders to the yard?
  3. Still room in Noxuls dungeon. Mr Pink wants to hear from YOU!
  4. He actually did state that it "wouldn't exclude the possibility of seeing a new pack added". Still, rather disappointing patch this one. The only new stuff is that pack - and no, regardless of what anyone thinks, my personal view is that another difficulty level on an already existing flashpoint/operation doesn't qualify as "New content" in my book. That's just like adding pepper to your salted potato mash and calling it completely new. It's still mash to begin with.
  5. This is a good roadmap, and I'm happy that we're getting this update and in this form as well. Can we get some form of acknowledgement that the new Flashpoints will not just be a Hardmode of Red Reaper and Colicoid Wargames? Adding a little extra to an already existing map is not new in my eyes. Outside of this, I'd love to see a map that stretches even longer. What's going on with the Space Missions, are we getting new comms content there? What of Guild Capital Spaceships and other new functionalities that have been on the table for quite some time? Thanks for the update, glad to see that stuff is on the horizon!
  6. Still not working, did Ascendancy Barrier today, blew absolutely everything out of the sky, no banana.
  7. It's fun. Really it is. Unlimited supplies of psychoactive stims. Not to mention the Jawa brothel.
  8. Received my stuff - courteous and efficient service! Recommended!
  9. If your Surge Rating tells you that your crits will do 79% more damage, then adding more Surge Rating will increase this rating still. The only thing is, once you're past 75%, you need more Surge Rating per % than before, which essentially decreases the usefulness of more surge rating.
  10. 1. Guild Capital Ships / Space Exploration feature 2. Minigames like Pazzak & speeder racing with weekly quests/rated tournaments 3. Massive massive story content update to keep momentum. I think what we need here is enough of content so we don't end up sitting on fleet for months again.
  11. What I'd like to see is some form of solidified timeplan for the coming few months. Any chance we can see at least a glance of a more detailed content release schedule? When can we start getting more information about the "Secret Space Project" - that thing really got my attention from the Guild Summit videocasts - is that scrapped or is it still in the making? Any chance of getting more than "Soon" on that one?
  12. Made a ticket about this last night. Essentially, we had a Yellow circle on a person, and said person missed to place the circle. Immediately, our tank was targeted with a new yellow circle, but didn't even get a chance to move before it turned purple. Fortunately he was able to move the boss into the hit area. This is the first time I've seen this in the instance though. As for the jumping before casting, that also seems to occur, but just holding DPS will work around that issue.
  13. We had a similar situation. We got the third bomber, killed it in good time, but the player with the bomb was slow to get to the walker and didn't position herself correctly (quite new to the fight). Eventually she positioned and grappled up, and whilst doing this a fourth bomber spawned. There appears to be some issues with the timer, i.e. Bomber 3 dies > timer to spawn 4 begins > Bomb 3 explodes on walker > Timer to spawn 4 stops. Somewhere in this sequence it appears to jitter, because we've not seen this before.
  14. One concern I have as a subscriber regarding the Cartel Coin market is that there will be gear or stuff in there that will affect my in game character more than just cosmetically - i.e. gear or character buffs. Can we get a definite yes or no on this?
  15. Currently, endgame PvE offers quite little in terms of locking people in and making you spend time inside the operations. With Denova HM only sporting four bosses, it can be cleared very fast. At the same time, currency gains for Black Hole gear is quite easy to obtain with the daily quests and daily flashpoints. The game could really do with some form of sandbox addition and soon as well to keep people logging in and doing stuff. Are there any plans to see a massive content update soon - and by this I mean more than just a new Operation?
  16. I'll happily answer questions or offer sage advice Server: Niman Faction: Empire Characters: Noxul, Mal'kai, Malachai
  17. Absolutely, that's a viable option too. Or one that continues to expand, i.e. starting out with a small ship that progressively becomes bigger.
  18. Absolutely, credit cost for this would need to be quite significant to make some sense. Perhaps building in some guild tithe system for it would allow for day to day funding - or ways for the guild to quest together and make money, like an 8-man quest that grants funds for the spaceship itself.
  19. Agreed to an extent - it shouldn't lock people out just for being in a small guild. I think a better threshold would be the costs of building the ship being sizeable, so the number of heads in your guild would decide how fast you build it. The different classes of Capital Ships in the lore could allow for some variation.
  20. Yeah, there's the risk of moving people off the "main" hub. It depends on what features you put on the ship though. Some stuff, like GTN, class trainers, main quest hand-in points shouldn't go onto a Guild Capital Ship. Not allowing FP/Ops access from the Capital Ship would also move people onto Fleet, but it's a delicate balance there absolutely.
  21. I'm certain that the idea has been thrown around here somewhere, but I've browsed the last four pages without finding any tangible information. Adding the option for guilds to construct their own Capital ship into the game would tint towards creating a sense of pride and achievement beyond just killing Operation bosses. The basic idea is: Once the guild is formed, the guild can then opt to start funding and gathering crafting materials for a guild capital ship. It would be a big investment, so not something done in just a week or so. To tie this in with some of the crafting abilities would increase the use of crafting across the board. So, lets say the guild has formed, and a few players have reached level 50. The Guild gets a Capital Ship tab added to the Guild Tab, where players can view current status of the ship and what upgrade options are available. To be allowed to construct the ship, the guild needs to obtain a writ of crafting from Imperial/Republic Fleet Command (Credits Cost). Once this is done, the Guild Master or Officer can then go about to assign work orders to people (think of this as a guild quest) where players are required to deposit crafted components at a certain dropbox to allow for the construction of the ship. This should encourage use of all tradeskills (Artifice can produce Beam Crystals, Armormechs do Hull Plating etc) for the basic hull to be constructed. Once the hull is constructed, additional slots in the ship open up, allowing for various quarters to be constructed (Crew Quarters, Operations Deck upgrades, Ship Hangar upgrades etc). The GM/Officer of the guild selects what should be constructed next and allocates crafting orders as per the previous section. Building these areas in the ship should allow for perks to unlock for the guild as a whole (like f.ex. upgraded Ship Hangars could provide for more efficiency in Space Missions) and some rooms unlock new features. Trophy Rooms for Operations/Flashpoints/Warfront completions could also go into such a ship. A Guild Capital Ship with sufficient upgrades can be deployed into other areas of space which unlocks Space Missions specific for this region. Completion of such missions unlock further Quarter designs and upgrades (Sith/Jedi Sanctum, Training Areas) with additional perks. Given game balance and all that, it'd be best left to the designers to figure such things out, but they should offer some additional perks or features for the guild itself. If the future allows for multiple participants in Space Combat, one idea could be to allow a Guild to move their ship into contested space, effectively deploying the ship into combat. This opens up for other guilds to attempt to board the guild capital ship. Basically, flagging for this could open up multiple stages of boarding, such as a Space Mission to take out defensive mountings on the ship (which the guild can upgrade with the use of schematics). Successfully doing this, the ship is vulnerable for boarding during a short period of time, which opens up for a Warfront styled mission for both parties to partake in. Granted population balances, this shouldn't be too big, but depending on size of the invading/defending force (max 8?) various ones unlock, such as sabotage or sackings. Getting the ship sacked sets back current production and causes some perks to be unavailable until repairs have been conducted. It also grants the victor unique schematics for crafting, gear, titles and Valor/Commedations. There, got this off my head. It's very broad strokes of the brush here, but personally I think such a feature would be awesome. This adds a small sandbox element to the guild and could help promote community on the server as well once a few guilds have their ships in deployment.
  22. What's the current outlook on getting Guild Capital Ships implemented to add some flavor and additional purpose for guilds/communities to work together? It would be quite an interesting feat to see whole guilds working together to build their Capital Ship and outfit it - and perhaps also extend this into guild vs guild PvP where it's possible to assault eachothers ships.
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