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Mahriman

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  1. Hi all, Straight to the point as this will be lengthy: Save for two or three missions and a datacron hunt or two, the use of vertical spacae and jumping moving platforms, something I've come to associate with the Star Wars franchise, is somewhat sparse. The whole game is set in an advanced distant future, yet the room and sometimes (lot less) feel archaiv and earthly. The singleplayer space railshooter haven't received attention in a huge time. I don't know what's best for it, but since GSF it's only played for nostalgic reasons, for me at least. What I'd like to see are new missions, preferably non-railshooting (a GSF singleplayer) and some other objectives than "blow every enemy you see on the map up" Aside from new schematics from bosses and on new crafting levels, crafting at all haven't really been revamped at all. I've been playing since pre-release and have yet to find myself as competetive crafter. As a solo player, it's damn near impossible to obtain crafting schematics and do anything "fun" if you're unable to spank the NiM bosses with guilds. There's almost no uniqueness in the crafting of stats either since stuff crafted from learned/normal schems are always worse than operations schems. Customer service is slacking off. I'm usually sending away a ticket or two a month, mostly bug- and QA-related, and am almost always met with standardized replies (if non-bug-report) that I should file a bug report. Most recently, I was given the same response after having misunderstood the placing of a decoration in its' category - a typical issue that a talented CS agent -shouldl've- been able to assist me with rather than just relaying me to dev team, who assumingly have alot more to do than handle simple errornous bug reports that tier 1 sohuld be able to reposnd to. The highest 'ranking' Strongholds, at least on my server, are a bunch of places filled up with furniture and random hooks and places that are, to say the least, unesthetical. Some kind of voting system ought to replace the presetige ranking of strongholds, or similiar.a I'm still having major local stall problems that -seem- related to loading of textures and/or text. This whole text situation have improved as of 3.0, but not by far enough. It's not practicle to disable texts as a PvP player, for instance. Pay2Win: Even though the CM isn't made for it, the basic geist of it is that if you have money, you have the ability to buy stuff that are -unobtainable in-game- and thus have a competitiveness over players who can't afford food/cartel market items. This is really bad, and subscribers should -in the least- have the ability to score exactly the same items as CM players, without having to do the double job of grinding money to buy on the GTN rather than receive schematics (see above) or as drop from bosses. PVP maps shouldn't rotate but rooms should be created for players who pvp, if both teams can't agree on a map it's randomized, otherwise it should be set by the teams. This, together with an in-game ranking and ways to find out more about your enemy in pvp, bounties for the highest rated pvp players and most medalists or something in normal pvp. Voidstar - Just finished a game where our team didn't manage to get to the core, but we did hold off the enemy from it until the last 5 seconds, even though we were 5 most of the game and they 6-8. It was clear who was the winning/whining team but I can't really find a better system than how it works today. Still, frustrating to know that a better team is losing because of non-perfect game rules. PVP Queues. If you're not doing cross-server-queueing, at least show us how many are in the queue so we don't have to prioritize between FPs, WZ, GSF or RWZ. Imma' bet you the queues will get *better* if people know when there are others queuing and when not. I think I have more, these are just off the top of my head, and it's a shame I really have these long lists of improvements and quality of life-related problems with a game I spend so much time with.
  2. Read the other day that people that had bought RoTHC expansion prior to the offer beginning today would receive The Risen title and 1050cc, and now I get that it's -subscribers with RoTHC- that's getting these rewards? So me, who purchases RoTHC and have been a subscriber 'cept a few days and now have pre-purchased access but weren't subscribing will get nothing? Is this the case, BW, or what's in store for the rest of us?
  3. I like the new achievement system way better than the codex entries. However, I find it odd that some expected things have not been accounted for. When achievements were first activated, past progressions in operations were not accounted for. For instance, even though characters had obtained the timed runs titles, they were not granted achievements for this unless doing them again. Further more, the number of total pvp kills hasn't been counted, even though there's a counter for pvp kills, matches won etc . in the pvp window. Currently I'm nearing 1000 wins since started playing and approximately 32k pvp kills, while I Am Death Incarnate achievement only tracks the kills since achievements went live, about 9k defeated players. I'd like to suggest that achievements take into account past achievements. If possible and recorded, some kind of server first achievements (even pre-merges) would be nice for all people that struggled in the earlier versions and when there was a competitive community for progression. Also, it feels kind of ****** that there are achievements that are unobtainable due to vehicles not being in the game anymore, achievements specifically for CE players and the like. CE and digital deluxe (what happened to their benfits, btw?) players should be rewarded for their support, absolutely, but there's no real justice in some achievements being only available to them. There are alot of achievement hunters out there, and disabling some due to dropped speeders/content/them not paying for the CE edition is not the right way to go.
  4. Madness specced. A versatile, annoying foe (or good ally) with lots of useful abilities, but not very high damage. "Why do I own a lightsaber?" Drawing inspiration from the Emperor when creating my sorc, I can't help but feel that the damage I do with my endgame-level lightsaber is comparable to a butter knife, and my ability to fend myself from scoundrels and other types is non-existant. I'm feeling more like a witch better of cursing people from where they can't see me rather than take them on in a close battle.
  5. Sorry for mixing lots of different questions, but don't want to spam with 5 different threads... Most are aimed at developers/BW representatives, but everyone's free to join in on the discussion of course ^^ 1) Will any existing items be converted to legacy items? For instance, the custom lightsaber (simply named 'Lightsaber') given by Zash to the Sorcerer is a typical legacy item in my point of view. Will such an item become a legacy item? 2) Will we be able to add NPCs to the Legacy tree? Continuing on the above example, would I be able to add Zash as a former master? 3) Will we be able to add other players and/or guilds to the legacy system. For instance, let's say I have a couple of sworn enemies on the republic side I want the entire world to know I'm after in every single warzone, would I be able to add them? 4) Where's the simple black robe? Or is there a decree by the emperor he has the sole right to this appearal? The Saber Marshal's outfit mostly fit this appearance, but is still a bit too flashy IMO. Will we see 'clean' outfits, e.g. completely black robes? 5) What is the explanation and rationale for having level requirements on different items? While I understand it would require a complete rewrite of game mechanics - that is to say practically impossible - it doesn't really add up that a lightsaber becomes harder to use because it has a 'more powerful' crystal, or a better hilt. From where I'm standing, it seems strange that my master artifice crafter can't make a decent lightsaber for his next of kin. (Yes, it can be argued that a crafter can make a decent lightsaber for the generations to come, but I think you get my point) So what was the thoughts when designing item stats? Wouldn't it be more logical that experience decided how good you use your lightsaber, rather than it having pieces in it that's just not usable because of a made-up numerical value? 6) Will 1.2 offer more content for special tasks (e.g. the +10 datacron, adegan magenta crystal etc) that require more effort and collaboration, offering more 'unique' items?
  6. Question 1: Are there any plans to allow crafted items used by other players generate xp/legacy xp? Question 2: Will there be titles achieved by crafters? Question 3: Will, for instance, boss drops mechanics analyze participating players so a group of let's say artificers receive artifice mechanics rather than armormech schematics?
  7. - Are there any plans to incorporate space pvp? - New maps for existing game modes (e.g. different Huttball maps?)
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