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HollyUSEC

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Everything posted by HollyUSEC

  1. Although Kaliyo doesn't like it if you side with Jadus, it is a minor dislike-- under the old "affection" system, it was only a -1 hit with her. VECTOR, on the other hand, reacts in outright appalled horror and even gives a response in which he expresses his utter shock. Under the old affection system, it was a humongous hit of -356 or something affection. There's a way to talk Jadus down without fighting, a LS choice that bags a huge approval from Vector; I don't remember how Kaliyo takes it. My Sniper is Light V, I went that route when I finished chapter 1. Jadus is still my favorite Sith though. A diametrical opposite of Baras, Jadus is almost always so CALM, it's unsettling.
  2. I know it's not a bug. When I heard about the low-level requirement, I understood why. That's why I specifically asked if they would have changed it in 4.0, as level sync removes the issue with milking low-level kingpins with a high-level character. I've found that I can once again do space missions (the on-rails shooter minigame) "at level" and with full rewards, specifically due to level sync. Allows for a fun distraction that even gets me some decent xp and cxp to boot. Unfortunately, there's always things that Bioware lets fall through the cracks and then sweeps under the rug.
  3. I heard on Dulfy that Henchmen contracts on Hutta and Ord Mantel require that the player be LOWER than level 27. The posts about that, however, were two or three years old. Was this ever fixed when Level Sync was introduced in 4.0? We finished BCW yesterday and I found I could take Kingpin contract missions for those two planets, but not Henchmen contract missions. How many times has this question been asked before? hahaha (Sorry, I don't read the forums much) If it wasn't fixed, I doubt it ever will be. EA only cares about, "Keep on buying more CARTEL PACKS so we can stroke our (rhymes with "sticks") ever more briskly!"
  4. The New Big Bad is already here and has been silently at work since 4.0: The second Star Cabal, composed of
  5. Two little things that had me scratching my head. Not a true story element, but after the big battle inside the war room of the Alliance base, it's all completely cleaned up and repaired immediately afterward. Furthermore... if you pick "rule the galaxy as emperor/empress." Obviously the Republic and the Sith Empire aren't going to recognize you as THEIR emperor/empress? So exactly how much of the galaxy you truly rule isn't entirely clear. Finally, if you take the throne as ruler, exactly how and why are you supposed to personally go out and fight in these uprisings and any other group content released in 2017? This has been discussed before-- the EMPEROR/EMPRESS doesn't personally go and squash every little threat. They tell someone, who tells someone, who tells someone, who tells someone. Just because the Emperor/Empress might be super-mighty doesn't mean they have to run around squashing all challenges themselves. Even Darth Vader and Darth Sidious knew when to send rank and file, and then if necessary, officers, to do the dirty work.
  6. I know we never really needed it because of the silly mechanics of the Chapter 16 KOTFE fight that totally undermined the entire story arc of Chapter 12... but in the KOTET story, that weapon is pretty much useless, right? Doesn't really give any useful abilities at any point, including against the final bosses? I'm pretty sure what the answer is, but I'm just checking before I craft 220 mods to put into my old weapon(s).
  7. My Account shows I have subscriber status, as I have for a considerable amount of time now; before KOTFE started. If I click the pre-order button for KOTET, it absolutely demands I choose a subscription plan. So what's the deal here-- am I automatically pre-ordered, or not? Does the game actually expect me to pay TWO subscription fees? If I am a subscriber, am I also a "premium" player or not? What's the difference? BTW, by no means exclusive to this game, but we can safely call "preeeeeeeeeeeeeeee-mi-um" (as I like to pronounce it), by its true name, "the new normal." Anything in any product that isn't "preeeeeeeeeeeeeeee-mi-um" is a watered-down teaser sample.
  8. I see I wasn't specific enough and everyone thought I was asking for story chapters where we're FORCED to group up. This is not the case. I'd like to see story chapters where we have the OPTION to group up, where we can CHOOSE to bring a friend or two along to enjoy the story together. No, I don't want players to be FORCED to group up for the main story arcs. This game should always have solo options. The big issue with KOTFE, in the minds of a lot of people, is that there was far TOO much emphasis on solo stuff. We need a little of solo, or at least, soloABLE stuff, and a little group stuff.
  9. For KOTET to succeed we need: More group stuffs. Brand new FP's and Ops relevant to the story More group chapters More variety in SF's-- with harder difficulty modes that would make them qualify as FP's and would require a standard full group (tank, healer, two dps). The current SF's are only different in layout. Make them unsoloable with more vareity not just in layout, but in mobs, bosses, loot etc. And unique story content/cutscenes. More long-lasting, even game changing consequences based on choices. Not severe enough that we become completely unable to finish the story, but enough that it becomes harder and more challenging. More alliance-alert missions for RESOURCES and not just companions, that way we have more to do between chapters. Resources can be supply packs, influence with specialists and companions, or a special item that makes the next story chapter more rewarding in some way Maybe a little More delving into the backgrounds of Arcann, Vaylin, and Thexan... and eventually Valkorion. Is he or isn't he a "bad guy?" Maybe drops some minor hints along the way. We also need: Less mobs that insta-aggro on spawn, even if we're stealthed Less "999 heptadecillion *INFINITY* stuns and knockbacks/knockdowns each and every single micro-tetra-milli-billi-nano-bano-second" Less taking convenience requests and making them into Cartel Market-only purchases (like the fiasco with shorter time giving companion gifts... don't you DARE also do this with such suggestions as letting us place companions back on player ships, too) Less "each new chapter starts instantly and gets *ABSOLUTELY* crammed down our throats soon as we finish the last one, if we wait for multiple chapters at a time to become available" And finally... the single, solitary, absolutely *THE* most important thing we need: LESS "Keep buying more and more CARTEL PACKS so we at EA can stroke our ***** (rhymes with sticks) ever more briskly!!" (This is SWTOR, not Project Runway... I have QUITE enough new Barbie-esque fashion outfits to last a little while, thank you very much)
  10. I would very much like to see a "Lite" version of Ops for people who otherwise don't have time to raid or can't find a long-term compatible guild-- HOWEVER, for these Lite versions to give 216 and 220 gear is the worst, most game-breaking mistake that Bioware and EA can make. Honestly I wouldn't program these Lite Ops to give any gear at all... just a few credits for gear repair and stim/adrenal/medpac use. The sole purpose I'd like to see it for, is the story. There is story content in SWTOR Ops, moreso than in WoW. I always thought that in the story progression, KP came before EV, but after seeing the story-mission cutscenes for both Ops, I found that the reverse is true-- EV comes first, and then KP, as we find out that A one or two person version for the sole purpose of the story would be nice, but again, it would still run afoul of those players who are clamoring for more GROUP content-- even I want to see more of that because soloing the entire game is boring-- and we can buy a standalone game for a one-time payment without having to pay by the month. I like the idea of being able to see the story without other people complaining and kvetching-- but we do need more group content as is, we desperately need more standard FP's and Ops, and so far all we're getting is a new outfit to wear each month on the Cartel Market. Personally I like the idea, but it would probably break the game even further in the end. A streamer to watch current Ops... maybe. If we didn't have to listen to player conversation. My concern is would we still be able to watch cutscenes even if players are rapid-spacebar'ing through them.
  11. Back when companions had roles and unique abilities, I'd say yes all the way. But now, it would be just another crew skill unit to craft things or go on crew skill missions. All existing companions can now perform all roles-- EXTREMELY convenient, but makes companions "all the same." And since in the KOTFE/KOTET storyline, it appears all player characters will eventually have access to almost all (if not all) of the "original story" companions, all with very similar abilities depended on role selected... "Legacy characters as companions" loses a great deal of its luster. Now the only difference would be equipped gear, and a lot of players are getting extremely upset about SWTOR appearing to turn into a Cartel-Market funded fashion show. Every month we get a new interchangeable, universally-equippable (Yes I know that's not a word) Cartel-Market-only outfit or two, to wear. Not very exciting. This WOULD have been a fantastic idea once upon a time, but that time is past and the game's moved in a different direction that takes away nearly all the appeal of this idea. My Imperial Agent already has Xalek, Yuun, Talos Drellik, Bowdaar, and Qyzen Fess... and Nico Okarr. She doesn't need a carbon copy of my player Scoundrel character, too. Not anymore.
  12. A lot of the screwups resulted from the fact that we used to have four separate and different primary stats, and that companions required gear every bit as much as player characters. ALL trooper companions used Aim, and the Sniper Rifle was for... Snipers, a subclass of Imperial Agent, that used Cunning. This was why Aric Jorgan was given an Assault Cannon. I, too, thought this clashed with his story background as part of the Deadeyes, one of the finest Republic sniper units. The melding of all four primary stats into the universal Mastery, and the removal of companions' need for stats and gear, is what changed it all. It allowed fixing those story errors, such as a Republic sniper companion using an Assault Cannon. Now Aric Jorgan uses the weapon type intended for him. But if you bought a weapon special for him, particularly a cartel market weapon, that now can't be used by anyone in the party... yes, you got screwed, and Bioware will probably refuse to compensate you in any way (you can still ask, and I'd suggest doing it, but don't curse them out if they tell you 'no' like I think they would). Some changes are still busted, though. Corso was Republic Military, but can now only use Blaster Pistols (it was changed to that in another hotfix shortly after 4.0). As a military soldier, he should know how to use a Blaster Rifle as well. And I still see shotguns (a Scoundrel-only weapon) with shield, absorb and defense (tank stats). EA has no interest in any further development that doesn't keep the cash register ringing. Remember how players kept demanding and demanding, a means of expediting the giving of companion gifts, and it was made into a character-only cartel market purchase?
  13. If you aren't doing any kind of conquest activity, then most of the key utility items, you can get for your ship-- and the best thing is, those purchases are one-time, legacy-wide, instead of character perks. You might need cartel coins, however, since they're more expensive than the cost of a Coruscant and/or Dromund Kaas apartment. Considering that most of the apartment rooms are locked and inaccessible until additional payment is made for each room (and those costs add up fast), then again, if you're not doing conquest, just drop the key utility decorations in the first room-- mailbox, cargo hold, legacy cargo hold, and Felusia. You can add a guild bank, GTN kiosk, item modification station, and appearance modification station to complete the "one room for everything" function. If you have the CC's to spare, however, and don't want a SH, you can get the guild bank, legacy cargo hold, mailbox, vendor droid, GTN station, and item modification station for your ship. The only thing that would be missing is the appearance modification station. The main purpose for a SH is to increase conquest point gain. If you're not doing conquest, you can simply drop the utility decorations into the first room and make use of its exit door that can drop you into the fleet, or the planet the SH is located on. If you're a subscriber, it can also drop you into your ship and the last place you visited. Or, again, you can unlock most of those utility features legacy wide for your player ships.
  14. We need to remember Chapter 12 though, where Valkorion, and Satele and Darth Marr, are constantly yammering that defeating Arcann isn't enough, failure to "claim the throne" and "remaking the galaxy" will "lead only into chaos." What all that yammering DOESN'T say is whether we have to KEEP it, or what we're supposed to DO with it. Sooner or later we'll find all that out. One thing I remember from an old Sega Genesis cartridge RPG called Sorcerer's Kingdom is that an adventurer must have adventure. Sitting in a throne room as royalty is akin to dying. Or, at the very least, it's a part of the "story" that we're not interested in reading, haha.
  15. It's true that all of those story points are left unresolved. Bioware's argument is that KOTET is coming to continue the story. What they're forgetting is that storylines become stale and lose their interest factor without certain incentives to make people want to read more. One of those incentives is: major supporting characters DIE at some point well before the story climax. It makes you want to see how the other characters use those deaths as galvanizing points to grow and become stronger. Several players have pointed out very valid arguments on how the player character is all but a tragically incompetent leader, but led by the nose, unavoidably, into traps that we can see coming and have time to avoid. If we were reading this from a third-person perspective, it wouldn't be quite so terrible, even though we'd still feel the main character was a "scrub." But it hurts more that it's US. We know what happens based on a certain choice we make in Chapter 10, but the effects of that choice do NOT have any major effect on the remaining chapters of KOTFE. It's a rather minor effect. Only now do we find out it comes back to bite us at the end of Chapter 16, but we still have no idea whether that is going to be a major or minor effect on the KOTET storyline. I like the ongoing story ENOUGH to stay subscribed, but I also find enough dissatisfaction to speak out about. I won't hesitate to point out what I think are plot holes and just bad story hooks. And for what it matters, I hate Koth too. Enough that I wish I'd antagonized him a lot more, on more of my characters in the hopes they'll get to off him one day.
  16. That's exactly WHY interrupts don't work. We'd like it if not everything had that annoying buff. It would also help our blood pressure if not every single Zakuul Knight had a stun and/or knockback. I actually even DIED to one of those knockbacks in Chapter 3 after it sent me off the platform into bottomless free-fall. Thank goodness in SWTOR we don't take gear durability loss from death-by-falling like we do in WoW. I'd like to see a few more Star Fortresses as well, but not that many. The thing is, after the way Chapter 16 ended, I'm not sure it's viable. Maybe it is, maybe not. However, I do agree with the suggestion to first improve the existing Star Fortresses by adding a more challenging option that is completely unsoloable, and can be queued for in GF. I still wouldn't PUG it, but my guild would organize occasional group runs for it. Do that before adding any more. Doing this with the EC would really be nice too, even though I simply don't have enough situational awareness or fast enough reflexes to finish the solo mode. It's why I don't do HM Ops. And I guarantee you, without a few brand-new FP's and Ops in KOTET, there will be a massive mutiny and thousands upon thousands of subscription cancellations. Enough that EA won't make enough money to finish the expansion.
  17. Again, agreed. Let us choose when to start the next chapter. SOME of the chapters you can escape out of right away. Unfortunately, a few of them will immediately kick you to the fleet and then absolutely cram the chapter back down your throat every time you try to go back in. In this case, you're forced to spacebar through the cutscenes until you regain control of your character, and can then go into your base. After you're done, just hit the play button to return to where you left off. While you can do this, it's still a hell of a nuisance. It would be much easier and more convenient if each new chapter only started when he hit the PLAY button.
  18. This has been suggested before and many people agree with you. It's purely aesthetic, but people like the idea. I just pray to the gods of cyberspace that they don't make it a "buy with Cartel Coins" feature like they did with the "shorter time to give companion gifts" fiasco. If they do, rest assured I will not be using it, just like I don't use the "buy the reduced companion gift giving" insult.
  19. My own guild used the two-tank pull method outlined by Muljo_Stpho to minimize how many people in the group got flagged. If many of us got flagged from having to move too close to the enemy base, we'd use the Galactic Starfighter training mission launch feature (keybind shortcut H) and then abort it, to unflag instantaneously. I personally hate and despise the change myself, but if Bioware considered these tactics my guild employed, to be "cheating," and Commanders were always intended to flag the entire team, then I understand the change, even if I don't like it.
  20. It would be really nice if we could make an ignore, legacy-wide. Every time a @!&%$ credit spammer creates a new name, EVERY last one of my toons on that faction has to be "inoculated." If I don't play a particular toon within 5 days, when I come back to it, there will be at least HALF A DOZEN credit spams from that new name. EVERY last one of my toons on that faction has to be inoculated, INCLUDING the brand new ones I just rolled for DvL. Being able to make the ignore legacy-wide would save a lot of time having to log in with each toon and "inoculate" it separately and manually. I recognize that this is little more than a convenience I am suggesting, but I bet you'd be making a lot of people happy. I'm also certain that this has been suggested a zillion times before. Well guess what? I'm Ms. "Zillion and one." Deal with it. haha
  21. I believe you have to finish Chapter 15, The Gemini Deception, in order to unlock Guss' mission (Shining in the Darkness). I don't know if you have to finish any other specific character's alliance alert mission. I picked up Guss last night on my Imperial Agent, but another of my toons who hasn't finished Chapter 15 yet, does not have Guss' Alert available yet. You get the Alliance Alert in the appropriate window (default keybind shortcut: N) and it's given by Sana-Rae.
  22. This is exactly what I'd have hoped for-- what I was hoping for. I wouldn't require ALL companions be 50/50 though, that requires absolutely insane amounts of companion gifts; conversation choices don't give nearly enough for all of them. But yes, the more companions are at least level 10 or 20 personal influence, the better their chances of complete success and the least chance of injuries or casualties. And with all specalists at 20, the better equipped and prepared all of the companions are. *gasps* pay each of the voice actors for an extra hour or two of voice acting, instead of reminding our customers, "Keep buying more CARTEL PACKS so we can stroke our ***** (rhymes with sticks) ever more briskly!" ? Sacrilege! (/sarcasm) Well... a little patience on that one; we haven't gotten to KOTET yet. But yes, still, good point. Very few if any real casualties on the Alliance's part.
  23. Actually, the class story is finished well before Shadows of Revan. Shadows of Revan is the same quest chain for all eight classes. Each class will have its own personal side quest, but that's not really part of the class story. Also, during the Shadows of Revan storyboard, most classes will have some portions of dialogue exclusive to them, based on their class story, but are not the actual class story. The class story finishes right before Makeb / Rise of the Hutt Cartel. There hasn't been any true "class story" since then, and few people are happy about that. Class stories gave the game replay value.
  24. One of my guildmates pointed some things out to me after we both finished Chapter 16, and the more I think about it, the more I agree with him. The whole story arc of KOTFE, particularly chapter 12, revolves around the Outlander becoming someone greater, stronger, better, transcending the classic light-or-dark of The Force, arming himself or herself with some kind of special superweapon imbued with a portion of his or her very essence. Then at the end, when you fight Arcann, in order to win, you have to use a Zakuulan Knight's shield to reflect attacks and bash Arcann upside the noggin like a street brawler. You don't even need to equip the special weapon you got made in chapter 12, although it does give you a couple of handy extra powers (I finished on my Agent, who chose to use both Satele and Marr's help, and focus on Transcendence, one of the abilities, I forget which one, gave a huge run speed boost for a few seconds, which came in handy when avoiding some of Arcann's attacks). Isn't that just taking the whole story arc of KOTFE and giving it the middle finger? Second, Senya saving Arcann. There's no bounds to a mother's love... but let's face it, how many of us are responsible for a galactic holocaust that slaughtered billions upon billions, if not trillions, of innocent lives? And Senya was never the model of forgiveness. Even though Koth doesn't strike me as one who deserves it (hahaha ) Kind of a far bigger swerve than most story fans think is appropriate? My Agent is pure Light Side, so Koth didn't swipe the Gravestone like he does if you let Kaliyo blow up the Spire, but let's be honest, any of our DS toons are going to put him right up there with Arcann, Senya and Scorpio at the top of the "to kill slowly and painfully" list. Finally, something my guildmate didn't touch upon, but I saw as standing out: The Alliance really has little if any effect on the story arc. It doesn't matter if you banish or exile Jorgan or Kaliyo at the end of Chapter 13. It doesn't matter who you send to disable the guns or shields on Arcann's flagship. It doesn't matter what your influence level is with the four Alliance specialists or how many Alliance Alert missions you complete. No effect on the story arc at all, nor in the final battle with Arcann. So much for a "team" effort? When the size and composition of the team doesn't matter at all? I'm not saying that the wrong choices should render the fight impossible to win-- even more subs would be cancelled than are probably happening now, the way it is-- but maybe result in more obstacles along the way? Different ones? Anything at all? In the end, there's no real sense of team effort, because a different, or smaller, team is just as effective. Senya's saving Arcann, even if he is her son and nothing will make her stop loving him, leaves a bitter taste in light of exactly how much, and what, he's done. And all that growth, improvement, transcendence, is nudged aside so you can whack Arcann silly with a piddly shield. I won't say there was nothing good about the storyboard, because I found some nice nuggets in it. There's quite a bit more to tell, and I'm reasonably satisfied-- enough that I'll play through KOTET to see what unfolds. But you need to pick up your game, Bioware. Most important, you need to give us something quite a bit more substantial than just, "Keep buying more CARTEL PACKS so we can stroke our ***** (rhymes with sticks) ever more briskly."
  25. A novelization of "Revenge of the Sith" suggested that the more of one's body is replaced by machinery, the less powerful one is with the Force. Which contradicts several Sith in SWTOR being "more machine than Man," But the movie's novelization offered a sensible explanation: "The Force, dark side as well as light, was generated by living beings, and it took living flesh to manipulate it." The novelization suggested this was why Darth Vader could never use Force Lightning; "that required living hands, not mechanical ones." Again, this directly contradicts both a number of examples in SWTOR as well as a number of other Star Wars sources, but it's still a sensible explanation. The movies tied midi-chlorian count to Force Sensitivity, and therefore one's power with it, and midi-chlorians aren't generated by machinery.
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