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crubel

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Everything posted by crubel

  1. Make it a four person mount, as the rancor could "eat" one person and carry them in the the stomach and later spit them out.
  2. What if the legacy character perks panel had two different boxes you could buy into that granted buffs (buffs can be turned on/off)? One could be to turn off xp gain all together, and the other one could be to turn on permanent double xp? Add legacy level requirements to purchase either of them.
  3. Question for devs. Would it be possible to transfer your legacy level and perks over without transferring an actual character between EU <> US or vice versa? I understand that there are some legality issues, but I'm curious about strictly legacy and not moving a specific character. Currently I don't need to do this, but in the future if I did I would be ok leaving all of my characters behind IF I could transfer my legacy over (and achievements! anything based on legacy). Thanks.
  4. /signed I'm not sure how this should be handled, but we need a solution to change into different outfits quickly and easily that don't cost a ridiculous amount. Perhaps a legacy perk (with a few boxes to buy into) that will lower the cost of ripping out mods?
  5. /Signed Add a legacy perk where you can buy the buff. Requirement can be legacy level 50. Make the power of the buff based on unlocking of each class to 55. Only leveled up three toons? The buff is then weaker. Once you get one of all 8 base classes (1 of each faction) then the buff is at it's max.
  6. /Unsigned If the gear you craft was adaptive AND if the schems could still be acquired in-game, that I might sign. The purpose of the schems still being acquirable is that if they are no longer available, what if all of the crafter's with those schem leave the game? I'm actually having an issue right now looking for a specific pair of war hero boots but I can't find any crafter's who can craft them. If I can get them on the cartel market, so be it. As a consumer, the gear needs to be available to me or I can't consume it. Limited availability schems hurt consumers. Non-adaptive orange armor also limits your consumer base. Unless the crafter model is changed where it is easier to get schems and create adaptive orange armor, then I will support the cartel market option.
  7. So why can't my shadow wear the guardian's exalted gear? Why can't my sith warrior wear the inquisitor's exalted helmet? I get that your opinion is that you want to keep some stuff restricted, by my argument is that that ship sailed long ago. The fact that these are legacy bound does not give them a lot use with the class and armor restrictions. You could pass armoring's, but with the cost of these items you could just use the free GSF legacy sets everyone has. If the class restrictions were removed, I might buy a helmet or something and pass it around. Right now, I could only pass it to another alt of the identical class, which sucks. Have a sith warrior that comes a marauder? Now you can't wear the juggernaut's exalted gear because it requires heavy armor. I know you agree with e companion part, but i use the jedi battlelord gear on my guardian, which is class and armor restricted. If the guardian's exalted gear had restrictions lifted, then I could equip Kira in that set and we could be close to matching. The restrictions seem out of date, I would love to propose the removal of the class restrictions (fixes PART of the companion issue and opens to alts) and make the armor adaptable (fixes the other part of SOME companions and also alts). Right now, this stuff can't compete with the cartel market gear even with legacy binding, due to the restrictions.
  8. Can we please have the class restrictions and armor rating restrictions removed from equipping the legacy armor sets available from the capital planets and make them fully adaptive? Perhaps add a restriction that only the appropriate class can purchase the armor (if that was the intent of the vendors) and leave the legacy level requirements in place, but I would like my companions or even other alts to wear some pieces of armor from other classes. We already have adaptive armor that used to be class specific stuff that is now in the cartel market, so why not?
  9. I'm not sure I buy that and will attempt to play devil's advocate. Whenever I have seen stuff datamined in patches, like from swtor_miner on reddit, it builds hype and boosts my confidence in the game. I always read that stuff with the understanding that they might be doing a proof of concept, testing something, or just for some reason the datamined stuff won't go into the game, but it builds hype. No hype or communication = lower confidence, and in an environment where other MMOs are launching and we have a content lull, that extra hype of things that MIGHT come could give some players the confidence to stay.
  10. I don't disagree, I will be shocked if there is a yellow post in this thread unless it is to lock it. I'm a software engineer so I totally get that from a project management perspective the importance of not committing to any feature until it is done. That being said, I struggle to see the harm in them telling us what they would like to do, even if it would never see the light of day. Anyone have thoughts on what is the worst thing that could happen if the WoC was unvelied/leaked to the public? I don't buy that they need to keep it secret from competitors, as ex-employees that have seen it might already working at competitors. Is it simply to control public expectations?
  11. Any chance we can get a rough list of what is on the wall of crazy? I understand that anything or everything on the list might not ever make it into the game, but it would be cool to see some of the ideas that the devs think would be cool to implement. Thanks.
  12. At a cantina event I had a similar request to a dev, and the response was basically that I had a cool idea, but he did not seem convinced that they should work on it instead of X (fill in the blank). Threads like this will help show that it is in demand. What MY request was, was two different kinds of companion customization that are not mutually exclusive. #1. In the companion customization slot, allow us to purchase an "orange/moddable" customization item that can be equipped there. Opening up the item would have slots that we can add "mods" to. The internal slots of the item would be things like hair, body type, etc... If technically necessary, the orange item might have hard coded species and gender. You probably don't want to change the gender due to voice over work, but it would be nice to change the species. Allow us to buy "Companion body type #" for XX cartel coins and that plug that item into the slot of the orange item to slightly or majorly customize our companion. #2. Similar to Beta, let us change the role of our companions (why can't I make Kira heal?). Initially, the dev thought I meant change what weapon they used, which he was really against. Once he realized I meant role, he seemed to not be strongly against it as much as he was the weapon changing, but if I recall correctly he seemed to think there are much better things they can work on than allowing the roles to be changed. Side note, I would love if I could change the weapons the companions use though. I think the Smuggler is a good example. I want Bowdaar to use a rifle, Gus to use a lightsaber and really heal me with jedi powers like a jedi sage, and for Akaavi to actually have some guns equipped that itch, because I hate hearing her say her guns itch when she doesn't have any.
  13. Can we get a Bioware response on this? I would love to add the Outlaws set to collections, even if it came with a warning/disclaimer that copies would not have any mods.
  14. I have to disagree. From a gamer/user perspective, I can see why you advocate the "2nd option" as you call it, but from a business perspective the "1st option" will net them more money over time. The packs are here to stay and they are working. When I say working, I mean a few things. They raise the profitability of the game (evidenced by people buying them posting the packs on the GTN...we know they are selling), give users access to unique items, and create a new type of sub-economy for users to participate in. What I am talking about with a "sub-economy" is that some users can buy packs in bulk and sell them to other users as a means to increase their credits, and the packs will always sell because of the potential (no matter how slim) to get something desirable out of the packs.
  15. In all fairness, a potential bad solution could derail the thread and lose focus on the problem. I work in IT and typically we don't want users to solution anything, just to tell us what is wrong so we can determine the most appropriate solution, which is what I am trying to do here. I have given it some it some thought and could think of a couple of ways to make it group friendly, however they have not been thought through. Potential solution #1: Everyone in the party gets access to the node and receives 100% of what gets pulled. Downside is that material inflation could occur here. Potential solution #2: Everyone in the group gets a portion of the materials. Would only be a benefit if the output is raised before the split to make grouping useful and not make solo more desirable. Potential solution #3: Create a new mechanic that doesn't use the nodes, and leave the nodes as they are for solo play. For example, something similar to the HK and GSI missions where as a group you can search for materials under the ground and everyone gets to pull them up. X% chance of enemies spawning that would be difficult to kill solo and that drop materials. Make the scanner usable while mounted and this might be the solution I would love to see implemented.
  16. The crew skills gathering system is currently designed to discourage social play and I would recommend that the system be edited in some way to encourage social behavior. Currently, if I want to go level up scavenging with a friend, there is not incentive to group together. If I find a node in the open world and pull it up, anyone grouped with me loses out on it and vice versa. This encourages people to do this ONLY as a solo activity. Shouldn't this be group friendly? In flashpoints it can be almost comical and turn into a sort of same-faction pvp (who will scavenge the droid first?). It feels like a zero-sum game system, which can be cool if the other faction is the loser, but I feel like I am fighting my own faction when I scavenge in the open world areas, especially when grouped. Disclaimer: I am not advocating that gathering crew skills should be changed so you can't do any of the activities solo as you can today, but simply I think we need an option to do it as a group in addition to the current functions of the system.
  17. That is incorrect, you can get a high level razer crystal from your capital world. You have to trade in the old crystal + a ton of credits to upgrade it.
  18. Question for you. Any possibility of the new achievement system that is on test center to possibly have cartel market rep tokens as rewards for some achievements?
  19. I do my fair share of what I like to call "Market PVP", but you don't need to Price Fix, do what you want. The GTN is not a social activity, and there is nothing they can do if you have a lower price or undercut. If they want to corner the market, they could buy you out, but that really benefits you. Just add them to the ignore list. I will say this though, you have to listen to the market (as a seller, listen to buyers). Prices are rarely static and they fluctuate over supply and demand. If the market is willing to pay 23k, list them at 23K. If they don't sell, drop the prices. Just remember, anyone can undercut you, and they will. This type of moneymaking takes patience and the willingness to adapt. That is not a comment telling you to price fix or not, just saying the idea of setting a price and always having the same price roughly a year later might not be the best. Good luck with your selling!
  20. This suggestion and request for community feedback is in regards to a Master/Apprentice System. Purpose: To introduce a game mechanic that will promote social interaction and tighten bonds between end game level users and non-end game level users. Details of the Mechanic Level 50 players will have the ability to take on an apprentice, one at a time (class does not matter). The apprentice can be any player from levels 1-49 (or 10-49, post starter world?) . Once the relationship is established and the two players are grouped, the level 50 is essentially "bolstered down" to always have stats that are 5 levels above their apprentice. For example, the master of a level 15 apprentice would have stats similar to a level 20 character. Once the level 15 apprentice levels up to level 16, the master immediately takes on level 21 stats. All level 50 abilities and their spec stays, so the master is technically superior to other level 20s, due to the increase in abilities and more points in their spec. In case it is not clear, that does that while grouped, the master is much weaker then normal and would not be able to fight level 50 mobs without dying. Restrictions Once the players disband the group, the level 50 goes back to normal stats. The master cannot have more then one apprentice at any time, and the apprentice cannot have more then one master, although the relationship could be ended. The master would not be join the apprentice in the 10-49 warzone bracket, and the apprentice could not join the level 50 warzone bracket. Incentives A player in the master role could receive 2x legacy xp, during mentoring. Apprentice players gain a human companion and increased leveling speed due to the human companion, no different then they do today. The idea here is that the apprentice characters are going level anyway, but there needs to be a reason for level 50s to help the lower levels and not focus on end game content to the point of ignoring non-end game community. In addition, taking the master down to near the apprentice in level ensures that mobs that are taken on are near the apprentice's level and there is no issue with xp gain. Other incentives could be titles or even another reward system, such a vendor with special items for the master and apprentice, based on time committed to he game mechanic. Would prefer community feedback on this. Pros If a high level player has a friend join the game, this provides another mechanism in which the two can socialize in playing the game together, without forcing either the level 50 to re-roll an alt to level with their noob friend, or attempting to have the high level kill everything for the low level player on super easy mode, causing the player to lose out on some xp and only really get quest xp for leveling. If a guild has a mix of 50 and non-50s, this encourage the interaction between the two subgroups. In addition, once the apprentice hits level 50, they could take on the master role and be an apprentice to someone else, and the master could then have a new apprentice (or do other end game stuff). Cons The incentive system could be abused, which is the case for any system. Need community feedback for more of cons... So, does this idea suck, or could it prove useful? Does anyone have any ideas to improve upon the idea, focusing on the main purpose (stated above)?
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