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GamerSoul

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  1. That has not worked for me but I will try again I guess.
  2. I believe that there is an issue with the IOS Swtor Authenticator app. I set it up and it works for a day, but then the next day it requests an activation code again which I need the security key in order to get. I’m in an endless cycle of having to wait for emails with one time passwords because of this. Has anyone else experienced this?
  3. I've been playing SW:TOR since it came out, and one thing I've always admired is the Legacy System as I think it is somewhat unique and fun to just fool around with. BioWare has done a great job of keeping it updated and adding new things to it such as the perks and achievements, however, there is one thing that I believe could be changed to make it even better. Preface: I don't RP, however, I do find it fun to fool around with the Legacy Family Tree, and I think it is just another thing that makes the whole system unique. This is the feature that I am suggesting an update for. Idea: When setting up the family tree, you can of course decide between a multitude of options that can link your characters as a family; - Spouse - Sibling - Child - Adopted Child These are the options that allow your characters to become linked and seem like a family. In addition to these options, we have also been given the opportunity to choose between non-family options such as; - Rival - Ally Again, these options are unique, however, they do not fit into the "Family" aspect of the, well, Family Tree. If a character is a rival or ally to another character this can mean multiple things, at least from my point of view: 1. The character is not of the same family, but rather from another and is either allied with or rivals with a character in the legacy. 2. (Rival Specific) The character is of the family, but is a rival of one of the family members. 3. The last reason I can think for this set-up is that there are either brothers or sisters (or both) that are rivals and instead of connecting them with the sibling tag they are connected through being rivals and their families are considered to be rivals as well. Each one of these is simply a guess as to why the rival/ally connection was added into the Family Tree system. The Fix Now, it is likely that most of you would read this and say, "And? Who cares?". Well, frankly I wouldn't blame you because it is not a huge deal, however, my idea here is not to make a big deal out of this, rather to offer a suggestion of how this can be implemented to make the legacy system even more unique. In the case of Reason #1 mentioned above: The fix would be as such. As the rival or ally is not of the same family as the rest of the legacy, but rather another family, this character should be allowed to hold a different legacy name than the rest of the characters. The limitation of having all characters under the same legacy name makes it impossible for an ally or rival to have a different legacy name, therefore making it impossible for them to be from a different family. This limits us to either Reason #2 or Reason #3. By adding the ability to have multiple legacy or at least (Surnames) the rival and ally connection could be better utilized and be made a bit more unique. In the case of Reason #2 the fix would be as such: Allow for multiple connections (tags) to be added between characters. An example would be the rivalry between two sons (brothers), but the families of the brothers are still unified. Multiple connections (tags) would just allow for a more in-depth explanation of the family tree. In the case of Reason #3: For the most part, this reason is already drawn out in the game as rivals are split up and their family members basically form different trees and they are segregated from each other. This could however be fixed by adding a "family rivalry" tag that would basically make it so that if two brothers are rivals, each of their family members is rivals with the members of the other family, making it more than just a sibling rivalry. Perhaps this is just wishful thinking, and my own over-thinking the whole "Family Tree" aspect of the legacy system, but this is something that I would love to at least see discussed and maybe even changed in the future to allow for more in-depth and unique feature. I have more ideas for the legacy system, however, they are somewhat "out-of-the-box" and would take a lot of effort and time to implement, so I am going to wait to post those ideas until I see what the general response is for this idea. Thank you all for reading this, and I hope that the devs decide to take a look at this as well, because I would love to see their own thoughts on the rival/ally system and maybe get a chance to even see what they think of my idea being implemented. I'll be checking this post often, and adding any additional thoughts or information if it comes to me. Have a great Morning/Day/Afternoon/Night! ~ GamerSoul
  4. Awesome about more than stronghold, and I figured about the others, can't wait though haha! Thanks Eric
  5. First, just wanna say that I think it is great you all are pushing this back in order to make sure that we will be able to access all of the content plus the new additions. Now my questions: 1. Am I correct in assuming that we will be able to have more than one stronghold? If we want to are we able to purchase strongholds on each of the planets? 2. In addition to the above question, I am guessing that the strongholds on Dromund Kaas and Coruscant will be not only faction specific within the legacy, is this a correct assumption? 3. Will players below level 55 (or max level if it changes) be able to participate in the quests to conquer planets? 4. Will conquering planets be limited to just the planets that we are currently able to visit, or will there be new planets introduced that we are able to conquer? (Don't expect an in-depth answer to this one haha) 5. Lastly, when a guild conquers a planet does it have any effects on the actual planet, or is it more of just an additional quest-line? That's all I have for now, looking forward to the answers! ~ GamerSoul
  6. I understand what the OP is getting at, and I understand that there is frustration because of the fact that gunships can cause it to become difficult for those in scouts and fighters to play. I would like to bring up a few opinions from my perspective at least; First, gunships help increase my skill personally, because not only do I have to worry about fighting scouts and fighters, but I also have to find new ways to maneuver out of the gunships range while still being able to be an effective pilot in either capturing the cap point or destroying enemy ships. Second, as many of you have said gunship pilots will often hide behind or near an asteroid or debris and this makes it difficult to kill them because you have to shoot them at the right angle. To me, this is a good thing, because again, it increases my ability as a pilot because it makes me be creative and find ways to sneak up behind the gunship and shoot it down, as well as allows me to learn how to better maneuver myself around asteroids and debris. In my opinion, I believe that having a gunship in the game really helps make it interesting, of course the best thing about space PvP is dog-fighting with another skilled pilot, but I believe without gunships even that would eventually get boring. Just my two cents, ~ GamerSoul
  7. Anyone have any ideas that they would like to add on to this one?
  8. Honestly not sure how this pertains to my idea. ~ GamerSoul
  9. Thanks man, the edit is posted under the "Edits" section of my original post. ~ GamerSoul
  10. I completely understand where you are coming from LanceCorporalDan and I agree that at the moment MVP votes are kind of worthless, however, I will be making an edit on the original post that I believe may fix this problem. Please check it out once I post it. ~ GamerSoul
  11. Thanks for your response LFox. I understand your concern about the most medals and most kills. However, you should realize that I included both of those under the "Optional" section. I personally agree that getting the most medals doesn't really warrant getting a vote and the same with kills, but I figured that some people might and that is why I just added those in as optional choices. The major suggestion in this post is about the 4 main automated votes: Damage, Heals, Protection, Objective. Thanks again for your response, and sorry that I didn't make it clear that those were optional additions to the suggestion, not necessities. ~ GamerSoul
  12. Ok, let me preface this idea by saying the following: I have only recently become active in this game because I finally got a compute that can run the game. I have played about a month or so straight, not including my previous game-time when I could somewhat play during the past 2 years. I am in no way the most knowledgeable person about the game, ops, PvP, or anything of the sort, but I still feel that this is a good enough idea to post here. Ok, now onto the suggestion. PvP MVP Revamp Idea Most of us have been in a PvP match, and done extremely well. Whether it's in Damage, Healing, or even objectives, there's been a time where we've been at the top. With the current MVP voting system, it is completely up to the players, and let's face it, most of the time the players just choose whoever is at the top of the board because they have the most medals. Now, how is that fair to the 'Joe Healer' in the middle of the board who had 450k heals and kept the entire team alive so they could do their thing who gets maybe 1 vote, just because he isn't at the top of the leaderboards? Or maybe it's the one guy (or girl) who just kept going after the objective, didn't care about kills, or damage, or anything like that, but had 15k objective points and allowed the team to win, yet he got no votes? I'm not sure about you, but the system just doesn't seem fair to those who actually have an "MVP worthy" game. So Here is the Suggestion: There are FOUR automatically distributed MVP votes, that are given out at the end of the each match (Per Team). This also comes with 2 additional Optional Automatically Distributed MVP Votes. 1 MVP vote given to the player who dished out the most damage. 1 MVP vote given to the player who had the most Protection. 1 MVP vote given to the player who sacrificed his own to keep his teammates alive and had the most healing done. 1 MVP vote given to the player who went all out for the objective and had the most objective points. OPTIONAL MVP VOTES: 1 MVP vote given to the player who medal hunted and had the most medals. 1 MVP vote given to the player with the most kills. These are the automatically distributed votes that acknowledge the amazing game that the "top scorers" in each category had. Along with these votes, the player vote system is also kept in play. This would mean that in a normal warzone with 8 people on a team, there can be anywhere from 12-14 MVP votes distributed. With this idea the players who really did an amazing job in damage, heals, objectives, etc. would be awarded, and then the players themselves could vote on who they believe deserves their vote. Edits 11/20/13 - The four main (and two optional) automated MVP votes reward their recipients with the following: In levels 1-54 PvP: Each recipient receives 250 Valor and 50 Warzone Commendations. In level 55 PvP: Each recipient receives 500 Valor and 100 Warzone Commendations (50 Ranked Warzone Commendations if received during a Ranked Arena). The rate of Valor gained from player-awarded MVP votes remains the same. — — — — — — — — — — — — — — — — — — — — — — — — I hope that the devs and player-base all decide to check this thread out, and with any luck it may eventually be added into the game. Have an awesome day!! ~ GamerSoul
  13. Check out the following link Tooie; http://www.swtor.com/community/devtracker.php
  14. Yeah maybe, IDK, just hope nothing got screwed up with our toons. I just built a computer that could actually run the game on friday, and have been working hard on my shadow since then haha.
  15. Maybe, but there was no patch, and at that point all that was posted on the dev tracker was the issue with the queue.
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