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BenKatarn

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Everything posted by BenKatarn

  1. If the items on these vendors would remain Bind on Equip (or, if they get removed from loot tables are changed to Bind to Legacy instead), then there shouldn't be a problem.
  2. That is why I suggested that the items should be sold for credits only, with the sets being sorted by class aesthetic for each vendor (one vendor gets Knight gear, one Consular gear etc). Of course, we could also further sort the gear by having a premium, prototype and artifact vendor, but I figure that would be overkill.
  3. First of all, I want to say that I am grateful that Ancient Armaments are even a thing. I was one of the people crying foul when it was announced that 7.4's GTN update would no longer allow for old world drop armor pieces and weapons with randomized stats would no longer be able to be sold via the GTN. I annoyed by this decision for multiple reasons, mainly because 1) I dislike losing access to any kind of content or equipment in general and 2) because I very much love the original gear design of SWTOR's launch era. I'm aware that these days people are more into the newer, more high detail outfits that the Cartel Market offers, but for people like me who *love* the base game era of SWTOR, I always want something that fits with that design aesthetic to wear when doing that content. I was therefore very grateful when it was also announced that these world drops would be brought back with another update, in spite of the fact that, according to @JoeStramaglia's words, these types of drops didn't "sell very often", the dev team would still look into ways to keep these appearances around for the Outfitter and companion gear. Now 7.4.1 has brought us "Ancient Armaments", which returns all these old world drops in a new way. They no longer have any stats, but all of the armor pieces that are part of the "Fitted" line now feature a dye slot, and likewise the older weapons also feature a tuning slot. They also have a "fixed" appearance now, meaning they won't switch based on faction, so certain appearances can now be carried over to the opposing faction. That is all great, and I love that the team actually took the time to incorporate them all back into the game, but at the same time, I feel like we're kind of missing the mark here. At the time of writing this post, we can't sell these "Fitted" items on the GTN yet due to a bug, but we're told that we're getting that fixed relatively soon, so good on that. However, I am a little worried about what will happen once these items become available on the GTN. The "Fitted" equipment has no credit value assigned to them, meaning they cannot be sold to regular vendors and they also can't be properly disintegrated like the current "normal" 320 gear drops we got before the last update, making them rather useless for most other players, which leads me to think that either we won't see much of the "Fitted" gear on the GTN at all, or at ridiculously inflated prices, and I don't think that was supposed to be intention here. I have already seen posts on here, the subreddit and on Twitter with people complaining about this old gear clogging up inventories while adding little to no benefit to all those who didn't care about these items in the first place. Even Treasure Hunting missions now yield the new drops and people aren't happy about that. So I am asking a relatively simple question: Why were Ancient Armaments designed the way they are now? I love that we have them, but I also think that this gear shouldn't be world drops anymore, but rather, just be sold at vendors on the fleet. Unless you really want this gear for your outfitter, the gear itself is pretty much worthless for anyone else, so having them as cosmetic world drops that can't even be used to upgrade your gear if need be is a little questionable. We even now have a new Login Rewards calendar dedicated to Ancient Armaments that rewards some of this gear at key intervals in the calendar. It's a nice effort, but I seriously have to ask why this was even done? It feels like an unnecessary amount of additional work that was done for this gear. Again, I love that we still have this gear around, but not like this. Would it have been so bad to just put this gear on a couple of vendors on the fleet for a reasonable credit price per piece (NOT like the old Galactic Command gear that is being sold for 500,000 credits AND 3,500 Tech Fragments per piece!) and be done with it? For several years now, the Galactic Trade Network section on both the Republic and Imperial Fleet have a vendor booth that's been sealed off, (I don't even remember what used to be there) that would have been perfect to place some vendors there. Since the gear itself is based on the game's original archetypes, they could easily be labeled with <Ancient Armaments - Knight>, <Ancient Armaments - Agent> etc and be sorted that way for easier access. Having 2000+ pieces of gear on a single vendor would be absolute overkill. Price them something between 20,000 and 100,000 credits per piece if need be (while keeping the pieces as Bind on Equip), it would even make a decent credit sink for people like me. So overall, I'd like to ask the devs to rethink Ancient Armaments as they are now. Don't overly complicate the matter. Put the old gear on a couple of vendors, price everything reasonably and then either reduce the drop rate on planets so that people who didn't want this gear in the first place aren't beaten to death by them or remove them from the loot table altogether once they can be bought from an NPC vendor.
  4. Taris does not count because Taris, in this game, is not in the region of the galaxy that the game classifies as "The Distant Outer Rim". The game has divided the galaxy into six different clusters, and Taris belongs in the category "Seat of the Empire". I get your point, but as far as game mechanics are concerned, we don't have a proper "Mid Rim" or "Outer Rim territories" cluster. Just keep in mind that the GS objective wants you to do stuff in one of the six clusters and be done with it.
  5. Honestly, I find this rather disappointing. Galactic Seasons are basically grind events, and these things kinda need a reputation track to work towards. I wasn't the biggest fan of Galactic Season 5, but this is somehow worse already, pretty stronghold or not.
  6. Can confirm, doesn't count anymore.
  7. If I may ask, where even is this new graphics setting? While there was a pop-up asking me to adapt my graphics settings, I did not find any new option to actually toggle on or off. Or is this new "cinematic lighting" thing tied to Enhanced Shadows?
  8. The problem with this line of thinking is that nobody would advertise these items in Trade Chat. Yeah, sure, the items will still drop and you can still get them from other players, but the accessibility of them is severely diminished. You have created this problem with your new GTN.
  9. So, since you are using the word "currently", do you have any intention of addressing this issue? You are killing half the GTN's armor listings this way, unless you are trying to move people more into dealing with Cartel Market gear. If I put this gear into the outfitter, yeah, it'll list it as "Unidentified Guardsman's Chestguard" instead of "Echani Guardsman's Chestguard", but that isn't the issue here. People are not buying this old gear for the stats (usually, at least), they are buying it for the appearance, usually also because of unique color variants. The blue prototype versions of these armor pieces usually also feature a different coloring form the normal green premium quality versions. It really cannot be your intention to make so much gear unavailable to be sold, not unless you have something in mind to keep this stuff somehow available, like making it all available for crafting.
  10. Am I correct in assuming you are talking about gear that usually has a prefix to its name that is based on one of Star Wars' many companies, i.e. Adascorp, InterroTek, QorWorks etc, or in the case of low level gear, named after a race, i.e. Cerean, Gamorrean, Echani, with each of those prefixes implying a specific stat distribution? If so, then I am not pleased with this change. I'm a person who still clings to the old days of SWTOR and especially the old design aesthetic of the gear, when SWTOR still had its own visual identity. I still collect this old gear (usually referred to as "unidentified" in the Outfitter) and use it for outfits on my various characters. Some of this lower level gear is already hard enough to come by as it is, but to completely bar it from the GTN doesn't sit right with me. To say that you'll put them back in some other form eventually isn't of much help. I still remember when Eric Musco said we'd get the Galactic Command gear onto a vendor shortly after Onslaught launched and it took an entire content cycle until that promise actually got fulfilled. If this change goes through as I understand it, the GTN will be left with: Cartel Market gear (duh) Gear crafted by Armormech and Synthweaving Old custom gear with pre-installed mods (example: RD-05B Gunslinger Jacket) Old artifact gear with pre-installed mods and the [Prototype] prefix (example: [Prototype] Primeval Ardent Blade's Vest) Old class-specific custom gear without mods (example: TD-17A Imperator Belt)
  11. They especially screwed over the German players, because October 3rd is a nation-wide holiday over here.
  12. Can confirm as well, I can no longer use the catch-up mechanic, neither on my main server where I have already progressed the season, nor on a new server.
  13. I'm not sure if this is intended or not (at least I hope not), but the new Mandalorian Commander Helmet doesn't have anything covering the neck when equipped, unlike the other two helmets of the Mandalorian Helmet Bundle and pretty much all other helmets in this game.
  14. Just logged into the client, there was a small download out of nowhere and now the version no longer matches. Incidentally, I logged into my account on another PC and it works fine there, no additional download and no issues with the game version.
  15. I believe the issue here is that the cutscenes were set up without remembering that additonal flavor NPCs (the ones you can't click) spawn in the different sections of the Alliance base based on the influence rank of the specialist in question (in this case, Oggurobb). That being said, I also noticed another issue with a second version of the Darth Nul lightsaber piece just floating inside Tau / Rivix during part of the cutscene.
  16. Darth Nul's lightsaber is yet another example of the designers not properly measuring their in-game model to player characters. Simply put, it is too large / long. Please adjust the length, it is unfortunately a common occurance with CM lightsabers (both single and double-bladed) at this point.
  17. Not sure if it helps, but I just logged into a different character that didn't participate in the PVP season last week, and the objectives properly reset there. Logged back onto my main and they were also back.
  18. I have the same issue. I completed 4 objectives last week, logged in just now and while the objectives have reset, they are all grayed out and it says 4/4 weeklies completed.
  19. Another issue I've found: The big flat area outside of the stronghold to the right (if you're looking at the entrance) is supposed to be a starship hook. The hook itself is not highlighted in decoration mode, but can be interacted with. However, while you can place a decoration on the hook, it does not actually appear.
  20. I can understand this, but this should still not hinder you from making more things available for purchase with credits. There is still so much in terms of assets you haven't released yet (decoration assets, old armor sets, etc) that could be utilized as an additional source to speond credits on. Please keep this in mind. There need to be multiple types of credit sinks, and one of these has to be items that players actually want to buy. It can't all just be nickling and diming players for small convenience features, particularly if those have been without cost for 11 years.
  21. The prices themselves are fine for players with money, but I can see a problem arising for new players, players who only play casually and F2P players in general who are capped at 1 million credits. As has been pointed out numerous times in both threads so far, this change will not alleviate the growing inflation in the game and will instead only annoy players to varying degrees, primarily the players who aren't considered rich. I ask the dev team to look for more constructive ways to have players spend money (i.e. things players will want to spend money on). The idea of having to spend money to travel to strongholds seems counterproductive. These are purchased properties that people put a lot of money into, people shouldn't be charged further for entering their stronghold. As was also pointed out by other players already, the amounts charged are so insignificant that they won't make a difference in terms of inflation. I would expect none of the travel options to cost money. It has worked for 11 years and there's also the fact that many players have invested into things such as cooldoown reduction perks. But since you're asking, I have noticed that the following things: The only strongholds that charge money are Alderaan, Umbara and Manaan. Everything else still works as it should, i.e. doesn't charge any money. Couldn't test the fleet strongholds because the unlocks don't copy over to PTS, nor do season tokens for a re-purchase. The general feedback thread listed "Priority Transports" having a credit cost for use associated with them, but I could not find anything that actually asks you to spend money. This includes the priority transport legacy perks as well as the regular daily area ports from the Activities window. IF these transport charges end up going to live, we need to have a toggle for the confirmation to spend money on them. It's annoying to get that pop-up everytime.
  22. It's an alternate solution to the "Reactor Ransom" Heroic that's active during the Pirate Incursion on Dantooine. Instead of going through the entire Heroic and fighting the boss to free the hostages, you can just pay the boss the ransom of 15 million credits to auto-complete the quest. I have done this too many times to count, not for the achievement, but because it was faster this way to get enough event currency for certain decorations than actually running the event quests.
  23. Putting credit costs on player transports feels kind of arbitrary, or at least shortsighted. Yeah, it's not a lot, but as was already pointed out, it'll be more of an issue for new players. I have billions of credits in my legacy storage, this won't really affect my bank account to any significant degree. You want to combat inflation, introduce more things players want to spend credits on. Remember the Cartel Exchange in the Cartel Bazaar? Maybe bring that back so people can spend money there. Or bring out more old decorations and armor sets. You are still sitting on tons of assets from the launch era alone that isn't available for player use. Get this stuff out there, purchasable for credits (maybe with a reputation requirement in conjunction with Cartel Certificates). You need to come up with more incentives to spend credits, not with penalties.
  24. While it's nice to see you trying to combat inflation, these first few changes are kinda... minimalistic? I feel like this isn't quite enough for a first outing, and in the case of the Priority Transport Terminal stuff I'm also a little confused. At least with the first couple of daily areas (up to Yavin), we can buy a legacy perk to go to that area immediately. If those transport passes also have a credit cost added to their uses, what is the point of having those perks in the first place? Just so we don't have to actually go to the galaxy map? I feel like this needs clarification. Will the individual transports for Heroics also get this kind of treatment? Overall, charging people now for instant transportation sounds more annoying than anything else and I don't think it will help battling inflation at all. In general however, I feel this initiative misses one very vital issue with SWTOR's economy: there needs to be stuff that we can spend money on. While we've had our fair share of devastating exploits over the years that probably generated trillions of credits out of nowhere, the game has clearly failed to generate the means to get these credits out of the economy through some sort of trade. What I mean by that is that we need more things in this game that can be bought with credits. Of course, the main issue with making cool new stuff available for credits comes with its own set of issues, namely that making these things available for purchase via credits cuts into Cartel Market sales. I can understand that issue, but at the same time I am wondering why the game has basically abandoned the secondary market of buying a certain selection of Cartel Market items from the vendors on the Cartel Bazaar on the fleet in exchange for credits and Cartel Certificates, in combination with Cartel reputation. There was a fine selection of stuff back in the day that you could get your hands on via in-game currency with the trade-off of these items not unlocking within Collections. Could this feature maybe make a comeback to battle credit inflation? I need something to spend my money on, but I'm not going to do it by spending hundreds of millions on the GTN just to buy one rare dye.
  25. I feel like this is going to become a "damned if you do, damned if you don't" type situation. Obviously this is bad for people who have already completed their weeklies but lost their progression, on the other hand there's people like me who have progressed their weeklies, but haven't completed one yet. Would also be bad to lose that progress as well.
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