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crubel

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Everything posted by crubel

  1. I'll bite and play devil's advocate. If what you say is the intended design of the developers, then why have prestige listed on the public scoreboard to begin with? I think what the point of other's in this thread is, is that the score appears to be a mechanic that tries to tell players "hey these high score strongholds are probably cool, check these out before you check out the lower score strongholds", yet it appears that this mechanic is not working as designed. Now if the purpose of prestige and how it works with the scoreboard is not intended to do that, then again I ask, why do we have it on the scoreboard anyway and what is it trying to tell us?
  2. I disagree. See my post above for other in-game economy reasons. Here is why I disagree with the credit sink theory I have seen multiple people propose. As people level or progress through end game and optimize mods, they will still change their stats and use the credit sink. People with fully augmented suits that are not in the middle of updating a mod or two rarely change outfits, due to the prohibitive 1 million+ cost to fully move all mods and re-augment. In other words, instead of the credit sink being used, it simple discourages people from using the system all-together. This is an example when a credit sink is not working properly. A credit sink is designed to take credits out of the economy, not simply discourage from using a system and in turn not sink your credits. The high cost to re-mod and re-augment, in addition to the wider spread use of legacy armor, has lead to less people desiring cartel market armor. This means that the Cartel Market is less effective, when means our Cartel Coin sink is less effective. If you have to choose between Cartel Coin sink and Credit sink, it is more profitable to ensure that the Cartel Coin sink is working as intended. Either that or a lot of people are wrong and EA isn't that greedy. Adding a wardrobe feature could be accompanied with it's own credit sink. For those of us that agree with my points, let's fast forward into what we think (correctly or incorrectly) the future might look like with a wardrobe option. A new outfit comes out on the cartel market, which I spend cartel coins or credits to acquire [CC/Credit Sink] and spend cartel coins to do an account unlock [Cartel Coin Sink] so I can use in appearance tabs for multiple characters. Previously I would not have done so without the wardrobe feature, as it is an armor appearance I will only use occasionally. I need a wardrobe tab first, so I purchase a new tab [New CC/Credit Sink] with coins or credits similar to a cargo bay. I add the armor to my new wardrobe tab, and activate the tab. I go do a OP and wipe because I suck. Turns out, the wardrobe tab does have a small repair bill due to the wipe, so my repair bill is a bit higher [New Credit Sink]. If I choose not to pay, the wardrobe tab gets decayed and can't be activated. I finally finish the OP, and I won a drop. I go into my equipped armor and change out the mods [Credit Sink]. I don't just equip the new armor drop, since it isn't augmented and even with the high cost to move mods, I need the stats and moving the mods for this one armor piece is cheaper than augmenting the dropped shell. So what is the end result? I continue to use the existing armor mod credit sink, I consume more armor than today which means I am participating in existing Cartel Coin and Credit sinks more than I do right now, and I participate in some new credit sinks as well. Of course, I made that all up, but my point is that implementing a wardrobe feature will not necessarily equate to economic problems with a credit sink breaking, and could even possible cause more players to use the sinks.
  3. I recently read on the forums that a player at a cantina event asked a dev about it, and that particular dev really wanted the option in game but couldn't talk further about it. My point is, we really don't know if the BW consensus is if they do or not do not want it. I suspect it isn't in game for two reasons. Which is probably pretty good guessing based on my work history. I used to be a business analyst (closest corporate job to a game designer for business applications) and I'm currently a software developer. I also have done software project management. 1. Opportunity Cost If they work on it, what are they not working on? Game features and content have to be prioritized, and it might not have made it that far up the list yet. This is the project management side of things. 2. Design, not programming More than likely, some dev has already done a proof of concept of some of the back-end code and they roughly know it can be done, technically speaking. The issue comes down to design and requirements. What can it do and what can it NOT do? How many wardrobe tabs do you have and are they different for subs/pref/f2p? Do the items still take up inventory space or not? Do we sell tabs on the cartel market? When you remove armor from a wardrobe slot, does it cost credits or destroy the item? Is the wardrobe per character or legacy (I made that question up, I'm sure it would be per character)? Should/can there be a wardrobe tab for your companions? Are there any restrictions on what kind of armor can go into wardrobe slots (i.e. can a sage put heavy armor in there)? What does the UI look like? Another dev is working on multi-spec (I made that up)....do any of these features conflict with that project or should they be worked on at the same time by the same dev, potentially delaying the project because they are tied together and the project scope just grew significantly? I see the business requirements being the major obstacle. A game designer needs to be assigned, work out what it should do, get it approved, and work with a UI designer and programmer to get it done, and ensure that there are not performance issues....then begin testing which will take a while. It's probably a ton of work that 99% of players don't realize, and the devs are probably working on other higher prioritized stuff right not, assuming they have not started on this.
  4. Players can already gear alts this way due to legacy armor being easy to get. I would state that I am against paying cartel coins to convert anything to have BoL bind type, but I don't see why there could not be another means in game via credits or crafting. One more thing I would like to add, if a wardrobe option was added in game, most of these "I want to make X legacy bound" would mostly go away. Most people are not driven to wanting legacy bound stuff because they want to mail an implant to an alt, most of it comes down to player looks and the lack of legacy bound armor styles that look good.
  5. Yeah, there is currently nothing like the battlelord visor on the CM. I'm not a fan of the visor itself, but I support the idea of having different options in the cartel market. Personally, I would be ok with a re-colored version of the battlelords set with the visor in the CM. Another option for that particular visor is if they would just make the Guardian's Exalted Legacy armor to lose the class restriction and change the armor type to adaptive, then anyone could wear it.
  6. As I read the forums and reddit, the ideas in this thread are getting more and more popular, so I think the bumps are warranted. This thread has lots of links to those conversations to show that player-base desire for these features appears to be widespread. I think it would different if we had a yellow post chime in and say "never going to happen", because many people would just drop the topic. Since that hasn't happened, I keep seeing more and more people request for some sort of companion system changes, usually either regarding visual or combat customization, or adding new companions to fill the gaps (gaps being whatever the individual desires that isn't out there) that the existing companions do not.
  7. I suspect the "filler" items are the trophies from flashpoints/ops and the free basic decor. If those items only had a harsh diminishing returns on the prestige score, I suspect that would take care of most filler strongholds. If you are rich and spam an expensive decor item, I don't think most people would complain. Likewise, certain items like lights and banners are somewhat expected to be spammed all over the place. I certainly would not be thinking "spam!" if I walked into a dance party room with 25 twi'lek dancers.
  8. Potentially a score or indicator of unique decorations in a stronghold would help, as strongholds with a ton of few items spammed all over the place would have a lower score. That probably doesn't solve the issue, but might help.
  9. We already have armor and weapon decay. We just go to any vendor to repair our armor as opposed to using a crafted consumable. I would be shocked if the current gear decay/repair system ever changed.
  10. This is the main item I want out of the Constable's pack to build up my casino on NS. Not only have I bought some packs, but I have been watching the GTN like a hawk. I'm seeing nothing at all and have not heard of a confirmed drop from anyone. I can understand it might be ultra rare, but if it isn't dropping I'm not going to be happy that I bought packs to potentially get an advertised item that is impossible to get :
  11. I would like to get a non-ravaged version of what he is wearing in the new flashpoint. To be more clear, the current revan robe in the cartel market has some poofy shoulder pads that I don't like and is missing a cape. The ravaged version fixes these two issues for me, but I would prefer a more cleaned up version. Also, the shape of the hood of the ravaged version seems funny to me.
  12. Agreed. I would prefer to go the way of augment kits, and have crafters craft an item that changes the bind type to bind on legacy.
  13. This. Buying a pack of random items is not gambling. If it was, kids couldn't buy baseball cards. Just because you don't like the random items received doesn't suddenly mean it is gambling. Again, when you buy a pack, you are guaranteed items (possibly items you don't desire). If it was gambling, there would be a risk of losing all of your money and not getting ANYTHING in return. True gambling means there is a chance to lose. The packs this game sells are designed so you are always a winner, there are just different levels of winners.
  14. /bump We really need to be able to customize the visual appearance of companions via the designer kiosk and customize their combat role (i.e. change Kira to be a Jedi healer).
  15. This! Putting any companion near another should result in some sort of audible dialogue between the two when you pass by the, similar to how you can hear NPCs talk when you pass them in cities. Think of the possibilities! Kaliyo whispers something perverted to Corso. How does he react? Blizz shows something shiny to Treek who is in awe. Kira and Nadia just hanging out. Doc flirting with anyone he is near. 4X and HK bragging about kills. Rusk tells Aric he is 4% more efficient after training. How does Aric reply? Guss caught attempting to con Skadge out of money, and the situation is escalating. Gault is making bets on what will happen next.
  16. I would like to see the following in 3.0: Multi-spec (gear, talents points, and skill/ability binds) Appearance tabs Hood toggle system of some sort (would prefer to turn on/off any attachment) Companion Visual Customization: ability to use designer kiosk on companions Companion Combat Customization: ability to change companion roles (i.e. Kira to be a Jedi healer) Advanced Class change, with a 30 day cool-down per account A daily travel terminal that I can put in my stronghold. Ability to somehow acquire the shells/ schematics of the old removed PVP conquerer armor sets
  17. The problem with this quest and others like it is the alignment system. If you didn't receive dark or light side points for either option, which would you choose? I suspect you know what you would decide if there were no points, which I think gives your answer. People get caught up with "oh no I get x alignment points and that is not the alignment I want!", the alignment options might go against how you play your character. It is easy to get points, so don't worry about those and play out the option that feels right to you.
  18. I'm more on the side of allowing AC change, but you do bring up a good point about melee vs range which is mostly a huge different between ACs. Changing my sniper to an operative would be like night and day due to the melee vs ranged points your bring up, and a lot of people tend to prefer one over the other. I'm curious on your thoughts on this example I have though. I have a BH (Powertech), a Trooper (Commando), and an Assassin. Even though my BH is more melee and the commando more ranged, I have a much easier time switching between my BH and Trooper (two different ACs!), than between any of the specs of my assassin. Every spec on my assassin feels wildy different. Darkness requires I change out everything I'm wearing, and it doesn't feel like a stealth class at all. Deception feels like a traditional stealth/rogue bursty class, and madness is dps, but does not really feel like a traditional stealth class to me. Stealth feels like more of an afterthought in Madness. However, if I was about to switch ACs and stay dps with my BH or Trooper, I would just change an off-hand or mainhand, which is much less worse than going from Madness sin to Darkness sin. Thoughts?
  19. I would support if they changed the legacy armor sets sold at the capital planets to have the class restrictions removed and converted to have an adaptive weight type. That would solve your problem, and other issues people have with those sets.
  20. I completely disagree with your statement that beta had overwhelming feedback from the players that focused one way or the other. I recall extremely passionate and divided feedback in beta, much as can be seen in this thread and others in the past that have been similar, but player feedback was not and has never been united on this topic. If it was, this thread would not be as long as it is.
  21. Necro FTL First, my own 2 cents, then I will attempt to answer your poorly formatted questions as best I can read them. Next, I highly recommend They badly need to change these to be adaptive and remove the class restrictions. With the class restrictions, it is impossible to display those armor sets in a stronghold. The issue with this gear is that it is legacy bound, but the only way you will ever send the gear to another alt who will actually equip the armor is if they happen to be the exact same faction and advanced class, which is possible but unlikely. As to your questions, here goes… Gear is sold from a vendor on your factions capital planet Gear is sold for credits. Bind type is Legacy bound. None of the armor sets have adaptive weight (heavy armor is heavy only) The gear is orange (moddable, as in you can change out the armorings and mods) The gear has a legacy restrictions to purchase the gear. Some require legacy level 10, others require legacy level 20. To purchase the gear, you need only meet the legacy level requirement and have enough credits. I won't list prices as they vary, but prices per piece can be 100k-250k.
  22. Agreed, but while they are at it, I would like to see a reverse filter of what I don't own. Your suggestion, however, would take priority as it is more important. My comment is more in case a UI designer from BW is browsing this to not forget the flip-side of the request.
  23. My two cents on this topic. Remove the class specific requirements AND change the armor to be adaptive. Doing both of those opens the armor up for use on any alt and any companion. Currently, the only way armor can be displayed in game is via a companion, and none of these sets can be worn by a companion as long as the class restriction is active. Removing the class restriction opens the armor up for partial companion and partial player class use. Adaptive just makes it easier for me to buy more of these for other alts or companions. Couple other thoughts... Keep the legacy restriction, these were intended to be a reward for reaching a high legacy level. To those that say we should keep the class restriction, please recall that you can already get any class look via the cartel market, and these sets were supposed to be a type of reward for reaching a high legacy level. I would suggest that a armor set that requires such a high legacy level should allow the perks of no class restriction and adaptive to be competitive with cartel armor. Not doing so makes it inferior to cartel armor. Removing both the class and the armor type restriction opens up the possibility for me to use more of these sets, which means I could buy more of these sets (credit sink!). Not doing so limits my desire/need/want for these sets, so the credit sink is underutilized. To those that argue that since they are bound to legacy and should have more restrictions, please be aware that is is very easy to find legacy bound armor with no class restriction and that is adaptive for next to nothing (GSF free armor anyone? Reputation armor? None have the legacy level requirement!). If I'm going to pay the high cost for one of these armor sets, which also has a legacy level requirement that the other legacy bound sets do not have, it should not have these extra restrictions (class and armor type). TLDR: Remove the class restriction and make them adaptive.
  24. I would prefer a toggle when interacting with the machine. In the future when we have more jukeboxes, I don't want more than one playing over the other. However, the ability to turn it on as a loop would be awesome.
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