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Aries_cz

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  1. Mix-and-match of abilities was never the intent, though admittedly, the initial announcement made it look that way. Even if we skip over all the balance issues that would create (imagine going up against someone who looks like a commando, cannon and all, only for them to suddenly drop behind cover and start sniping you), it would also require a massive effort from animation teams to get all the abilities to play nice with all weapons (which would be pretty ridiculous like Sniper doing Snipe with assault cannon). As for armor, with all armor these days being Adaptive (I think only some of the old content still drops "weighted" armor), stripping you out should not really be an issue (and you still will be carrying 2 or more set of gear, if you will be utilizing the system). For the switching issue, I am pretty sure it was because your bag was full. Happened to me as well, and I had no idea why I could not switch (there definitely needs to be an error/tooltip saying why can't you switch)
  2. I think Loadouts need to work together with inventory, to somehow mark any item that is part of any existing loadout, so it does not accidentally get sold. Ideally, some kind of icon (similar to how Legacy items are marked, for example, but in different corner of the item) and a mention in tooltip saying of which loadout the item is part of. It also needs more tooltips/error messages in general, to say what is wrong when you cannot switch. I could not swap a loadout for a long time (pretty much the entirety of Rishi story), getting pretty annoyed at having to play as Sentinel (because I suck at that class, but wanted to try it, and fit with Shadow, in the sort of Asajj Ventress way when she splits/joins her blades together), before I realized it is because my inventory was full. Another thing I would like to see is to somehow dis-incentivize swapping combat styles through the big icons on character screen, as that completely messes up toolbars and the entire active loadout, a problem I have not ran into when switching through loadouts. Maybe something like a warning confirmation dialog? I would also like a way to delete loadouts. Otherwise, it looks like the system works decently well, so props to the team behind it, it is really useful, especially with the ability to swap between two combat styles.
  3. As I understood Musco's post, they are replacing the points with a new score that is gained by participating in any kind of group content, not just those that have conversations. The fleet vendors should be moved to Cantina.
  4. What BRKMSN said, you need to complete start world and get to at least level 10 before it opens up. Or just copy over an existing legacy now that transfers are back online
  5. I like that the objectives now live inside their own tab, but said tab is VERY hard to locate (I got into it by accident by clicking a completed objective before even noticing the tabs exist) Like a lot of stuff in the new UI, it is a bit or a UX fail, especially when just slapped inside the old UI (the new Galactic Seasons / Galaxy Map button also look way out of place in the old UI). Not sure if you are planning on completely overhauling the entire UI to this new "flat" style, but mixing it like this is just messy. Not sure why the Syndicate plans received as rewards from objectives have to come through mail, can't they just be added to our running total? Unless I am missing something, of course Seems balanced so far, though this remains to be seen across multiple weeks As mentioned, I like that the objectives now have their own section I like the wider variety of objectives to pick from Nothing game/system-breaking so far However, there is a bug with the achievements related to levels. Despite only unlocking level 2 reward, I got an achievement for level 75. Not really a huge problem, I expect everyone will get to 100 eventually with plenty of time to spare, just like in S1, but still...
  6. I am pretty sure my Knight Shadow was getting Knight-themed Adaptive armor (and even some Medium from drops I could not use for obvious reasons) while on Tython (I did not get further than that). Heroic Lockboxes rewarded me with Shadow-themed gear.
  7. As far as I can tell, all abilities outside of Speeder piloting are now acquired automatically as you level up, making trainers mostly pointless. I got the "you are the wrong discipline" error when I tried learning ability that did show up at the trainer, but was higher level (High Impact Bolt, a L15 ability, while I was L12). And yes, the tutorials (accessible from Esc menu or from the big question mark on your screen if you are new) need reworking to explain the new systems a bit. And definitely, Commando just feels boring at lower levels.
  8. So far, I tried Commando and Shadow on 7.0 PTS, and I think that Shadow does not suffer from this, si it seems like not all classes have this problem? Shadow felt pretty well put together and relatively exciting (stealth into a pod, backstab, AoE, rock, most of pod dead). But Commando is pretty dull Correct me if I am wrong, but aren't all lowbie FP the kind where you do not need roles? It definitely sucks Shadows get Taunt so late (should get it at same time as Guardian), but it is not like anyone is tanking or healing in lowbie FPs that often (in my experience)
  9. Early impressions after completing and leaving Ord Mantel with classic Trooper/Commando combination, so level 1-15 i mostly play my Commando on Live as healer, so missing any heal aside from Med Shot feels weird. On these early levels, no. I pretty much just spammed Explosive Round and Hammer Shot after opening with Charged Shot. Felt a lot like in ESO, where all you have are 4 abilities, and just spamming them around the clock. IMO, that is not fun. For comparison, I spun up a Shadow (with Knight Origin), got it to same point (level 15, finished up Tython, fly to fleet) and that felt much better. I had more abilities to mess with, and it felt much more like the playstyle the class is supposed to represent. I am all for pruning the ability list, but in case of Commando, it feels like you went a bit too much into it, and it looks like the style is getting into its "thing" only at around level 25 Yes, enemies died sufficiently quickly in few shots (Explosive Round stronk ) Given the lack of abilities I mentioned, it is a "well yes, but actually no" kinda situation. The abilities I used (open with Charged Shot, then spam Explosive Round and Hammer Shot) work decently together in a very basic rotation, ut I do not really feel the progress as I gain levels (again, compared to Shadow).
  10. As some other have mentioned, on initial load, weapons were invisible. Clicking around through several different options fixed it (I think it was species change that fixed it for me) Weapons once again disappeared after changing Body type (looks intentional though, but maybe hide them immediately when entering Step 3?) Zooming feels a bit finicky, rubber-banding back and forth (should zoom closer on the face, IMO). Update 21/12/12: After further testing, this only seems to happen on Republic characters for some arcane reason Not sure if I am supposed to be able to pick a Discipline straight away? Or will I always be assigned the "middle" one? I am playing on WQHD screen (2560x1440), it it helps in narrowing the issues with zooming in any way Generally good, feels very modern and sleek. Could use a recap of what I have picked, like it is currently in Live (so in Customize screen, see the Faction/Class/Style) Had a bit of a "huh?" moment when I could add bearded complexions on a female character, but I guess that is intentional to allow all kinds of people to express themselves? Opening crawl missing is weird, I hope you are not considering discarding it The style descriptions could use a bit of a fine tuning to make them sound more "universal". Feels weird when I get told about using heaviest armor as a smuggler with merc style (or maybe alter the preview armor according to the combat style, just like you do with weapons?)
  11. I know the abilities are preset for this phase (unlike some, i do read devposts), but these are basic abilities that are missing, interrupt and stunbreak, and none of the preset builds has them. Pretty much all the boss encounters currently in the game do depend on one or both from all the participants, or tanks at minimum, so doing those as something to spec into make no sense... (as I do not see BW changing every single encounter to not require them) The others (Awe and Enure) I can see being something to be speced into, but then the preset builds are effectively gimped by buffing abilities you do not have.
  12. Ok, so I am pretty sure this is a PTS issue and not intended feature, but I am missing some pretty key abilities that should be there, like interrupt and stun break. Given how a lot of PVE mechanics depends on those, removing them makes no sense whatsoever... Also, missing some active abilities, despite having passives buffing them (I noticed Awe (Abating Defense), Enure (Inner Peace)) Oh, and FWIW, companions are busted and made out of paper mache, with only around 30k HP, not really fun on Onderon... ---------------------------------- Dropping that, Defense[A] feels pretty close to how it is on live, though I am not the greatest defense player out there.
  13. Also very likely a bug, but in the flashpoint on story mode, the Ash’ad Sharpshooters seem to get rendered immune to all damage (melee and ranged) for infinite duration, without any effect on them, which combined with the doors locking people out is quite annoying. I was using Rass in Tank mode (me in TK Sage spec), and he pulled them from behind their covers with the Multi-Grapple (their kept their cover buff up), if it is of any help.
  14. Not really seeing the benefit in level tiers for conquests. Levels come and go so fast, that you will easily outlevel your tier while running the conquest, IMO it just discourages running anything on low level characters. Personally, never had an issue hitting CQ on low level characters, often even without trying. I think just adding more objectives would be sufficient to provide alternatives for characters that cannot meet some higher level stuff like Operations of MMFP (or perhaps just hide those objectives that you cannot do at your level, we know you have the ability to hide or show certain objectives based on Ossus choice) The tiered rewards are looking especially bad and useless, given of how much stuff has been tied to legacy with 6.0. And as UlaVii said, the credit certificates really need to be bumped up, given how expensive everything has become in (IMO, futile) efforts to combat hoarders with billions of credits on each characters.
  15. Yeah, no. Vong are some of the most meh ides and storylines of old post-ROTJ EU. Also, we do not really need yet another super powerful empire from beyond the stars, we just ended with one...
  16. IIRC, you need to run story only once, companions then depend on getting them to influence level 10 by bringing supplies (Alliance creates) then running bunker to lower shields, and then heroic to blow up the station. Yes, it is repetitive, but the inner layout of each fortress run is semi-randomized, so it provides some change a bit (key sequences like the Skytrooper consturctor are still same though). However, they are not particularly relevant or interesting companions, so no need to rush it, and you have ton of others to run your errands anyway.
  17. Ah, well, that changes things then, I thought they do respawn during victory state, albeit on long timers. Maybe shortening the respawn while keeping the state going would satisfy both points of view? I am looking at it from perspective of randoms or smaller guilds who do not have summoners at every location. I read that is how it should work, but I never got it to work for TS. Trying to open the link with "teamspeak://" as URL scheme always redirected me into search engine *shrug* Also, not sure how well it would work with the elevated privileges which SWTOR for some arcane reason requires, as that blocks Discord voice chat, unless you run it with same privileges as well... I agree ESO does it well, as they do handle players by their account/forum name (so I would be seen as John@Aries_cz, or Tom@Aries_cz (avatars show only as John/Tom, IIRC), etc), something I have been wishing for a long time in SWTOR, use the Origin names when the account is the same as one used to game login. Would work much better than legacy name, as those are no longer unique.
  18. Agreed wholeheartedly. Reduced summons - yes please. Guild Register - great idea. Higher member limits - absolutely. Accented characters in suggestion/search - very needed Shortening DvL - eh, I kinda like the longer duration of victory state. Unless the bosses only spawn once per victory state, which I understand why it would be a problem. But if it is not, and they have somewhat reasonable respawn time, longer duration actually helps to find them and plan, IMO Forming Ops groups while one member is inside phase - this is a bigger problem in general, and really needs to be fixed More guild SH - could be nice, not sure if it would do havoc should they up the hook count though, I recall it did cause lot of server load some time back SH/CQ placards - should definitely be a thing in UI editor, allow us to shut them off if we so desire (ditto for achievement placards) Custom spawn sites - I see a lot of shenanigan potential there. Opening chat clients from browser - not sure if TS can be opened from browser. Discord can, but I think I never seen it work with TS. Opening it any other way would require SWTOR digging into places it should really have no places digging. Also, with the possibility of some near version of Windows running all stuff in containers, such option might stop working anyway. Opening browser link is doable without rummaging around in system.
  19. Gratulation to both Mr. and Mrs. Musco. Don't you worry, we will try to not burn down the place any more than usual under Daniel's and CT's watchful eye
  20. Damn, I though we will have this weekend at least, I completely missed any announcement of PTS going down for good. I did not have much time to try stuff this past two weeks...
  21. If I can stand in the middle of combat, doing nothing, with healing companion on, go make a beverage, and come back to finished fight (or two, because the mobs respawned), there is something wrong with the difficulty. You should at least do something to you know, PLAY the GAME, use the abilities, do not stand in stupid, etc, not do nothing/just press basic attack. Nobody wants story to be training grounds for NiM, but when you can use one of these to play the game for you, something is wrong.
  22. In my experience, that is a big fat no. "People standing in stupid" is probably still number 2 on my "Reasons we wipe" list
  23. I have been using the stim deconstruction method mentioned in this thread to get fragments to test this out. I know what I SHOULD be getting, although the actual results are a bit questionable (see below) I assume that most sources of Tech Fragments are not implemented yet, as most seem to come from doing the daily random FP Group Finder missions, etc (whcih give 100+), not from boss kills (which give around 3-5) Because if not, then the pricing is way out of proportion to what can be obtained by running Hammer over and over (which is the only group content people on PTS seem to be running, as Ops seem to be broken and do not drop anything (KP) or are horribly bugged and need dev in group to fix it through console commands (Dxun)) Not in particular. I got items that I could not use at all (2H techblade on merc healer), or sometimes I got nothing at all (I tried getting belt, got nothing, tried several times). The item rolls should definitely be more skewed towards you own discipline (ie. less accuracy for tanks and heals), and absolutely limited to your class (ie. no blades on merc)
  24. Once I discovered it is in the tooltip when modding the item, yes. Prior to that, I was scratching my head as to what things like "Force Harmonization" were. However, the WIP UI is bugged, so it does not update the tooltips correctly when rerolling. It should also autoclose when you select one from the rerolled options. One I discovered the Amplifiers button in the character screen, yes. Before that, I had no idea how to recalibrate left side of the screen, which cannot be modded. I guess about right. Some other thoughts on the system In general, the system is a good idea, although as others have said, it is going to be a nightmare in PvP (maybe disable the effects there altogether?). In PvE, eh, probably not, I do not think we will see "must have +10% First Strike" or something when groups are being put together. However, it is absolute looter shooter RNG galore (bringing back some nasty flashbacks from Division and Anthem). I get that you want this to be a credit sink, but most of the über-rich people will not do it anyway, as all they do is camp GTN, so they have no use for gameplay buffs. I think what is needed is to separate the type and value rolls, as was said in this thread, allow us to roll for what buff we need, then for a value of it, even if it is at somewhat higher price than rolling both at once. Also a complete list of possibilities and value ranges should be somewhere (though I am sure it will show up at Vulkk, SMW, Jedipedia, etc. immediately and be easier to access than digging through codex).
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