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danse

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  1. That's a really good list of practical suggestion(s); I won't be doing that but thank you (!). For me its a mismatch - I want an RPG experience complete with risk, reward, planning out gear and skills all the way to max level. That's what SWTOR was but I get it, a huge number of people are tired of that, done it over and over. No biggie, I'll adjust or decide its not for me. Thanks again.
  2. Hi, sorry - another xp thread. There's a lot. So many via google and yet parsing through old and new I'm still not clear: Can I turn off xp, slow it down or otherwise normalize gains per planet? Looks like a lot of folks enjoy it but not me. I'd prefer to go slow and have some challenge or risk, even a little is better than click dead click dead.
  3. Thanks Vandicus. Good news is I'm aware of bolstering. Bad news is ouch, still feels like you're naked. That's probably due to my being a healer who gets a lot of love from the other side. Sweet, sweet love and a free trip back to the start point : ) Anyway, lesson learned, pvp while leveling. Its not how I choose to play (I focus on one thing, my bad) and it's not a burden. Thanks again.
  4. Dear Devs: One more suggestions thread from a returning player. Yeah, I know. But I hope you find some of these points worthwhile. Context: I left about months after launch. It was a bit much then with all the back to back nerfs to classes and crafting. Have to say you've done great things to improve, and overall I'm enjoying it these past 3 months. Bulk of suggestions fall under "non-critical" and are, I'll admit, mostly annoyances. It would be great however if this were put on a list somewhere. Some of my points may not be accurate, and if so that's due to poor Googling skills when seeking answers. 1. Information. Bioware/EA continue with the model that customers should get information out of game. I'm guessing most people do not spend significant amounts of time reading this site, your Twitter and FB posts etc. Why is information not readily available in game for announcements you make? Call it a Dev's Announcements button or menu toggle. Put your Cartel sales, Bonus XP weekends details etc in that, with yellow text updates (i.e. you have new mail) calling out "New game announcements available". 2. PVP at 55. I had no idea you removed the starter PVP gear once available to 50s. Since I focus on PVE when I level, bam did I ever get the pain when PVP'ing started up again at cap. And I'm a heal spec so yeah, dogpile while naked was awful. Its better now, got some gear and off the auto die train but please consider a) starter gear again or b) preventing self-inflicted frustration by warning people on loading screens,"Hello PVE'R, make time to PVP while you level! Otherwise you'll be Bambi in a bear cage at max level." 3. Macros. Still not supported and apparently, allowed. Never understood this. The game is stuffed with more abilities to map than most humans can handle, but macros are not allowed. This is a bigger picture item but please consider a) allowing macros within a set policy framework or b) cutting down on those buttons and abilities. 4. Quest log limit. Know what happens when you hit cap? Your mini map lights up with new quests. Great, except for the ones I've already got. Great, except for area quests that add to the number. Great, except when I'm forced to stop what I'm doing and delete quests, every day til the max level basics are done to free up space. Please up that cap. 5. Fleet. The great mystery for returning and new players is: Where are the modification stations? Ask and you'll get the answer or be mocked. Either way the poor placement forces you to ask and see what you get, which is unnecessary. Please take them down from the Cantina area as no one uses that space anyway. Or, you could make them show up on mini map when toggled. 6. Oricon and Makeb. You certainly doubled-down on the theme park design philosophy, which is strange since (at least at launch and thereafter) so many wanted a more open world. Please consider a less "Call of Duty single player" experience and get us off the railroad in future content. Add in chokepoints if you're concerned about world pvp, such as it is. 7. Reputation caps. There's a reason for this and I have no idea what it is. Can't be because of the great gear it gets you, at least I've seen none at this point (cosmetic stuff, some ilevel 69 stuff, not bad but hey, nothing to cap over). Can't be to draw out the content, people run those dailies for the cash and comms. 8. Armoring locked to specific pieces. This goes against allowing players to choose how they want to appear. Don't much care for some of the 65, 69, 72 pieces but nope, the armoring isn't swappable. Appearance and functionality is equally important and in my view trumps all other concerns. I've heard there are workarounds in some cases but really, why on earth would I need to do that? 9. Ilum. It had it's faults, exploits and technical issues, but it was more enjoyable than anything I've seen yet for pvp - especially when each side had a full house (noting that Rebel side's definition of full house is very different from Imps, hello pop imbalance). Appreciate the new pvp maps but can we get something big like that again? 10. Trooper. I've played all class story lines, and none have more pointless travel and loading screens that the trooper. I recall 1, maybe 2 passes and frankly that isn't enough because Gen. Garza has you fedex'ing stuff all over the place, and back, and over there, go here, one more time come back to me etc. Thankfully that character is at cap now but the point remains, you missed this one in the cleanup. Made it this far? Thanks for reading.
  5. Yes, you start at zero and work your way back to 400.
  6. All I see is a tremendous amount of effort invested to figure out what change occurred. Is this part of the MMO grind? I kid, I kid. BW - a response such as "here are the nerf (housekeeping?) details" or "we'll have a reply ready next week" or whatever, would help out. I think it's more important to acknowledge the concern, even if you don't have an answer lined up immediately.
  7. Well said. The simplest solution is to revert to what we had. Also - I'm working on my second Op healer. Left my rank 63 behind on my dead server - but that's another topic. I'm in full Recruit gear (teehee) and getting absolutely blammo'd by melee in WZ. I expected it, no problem - it's the price we pay for gearing up. Except losing the game is a major issue w/zero or close to zero rewards. And losing is guaranteed with a horde of rerolls in Recruit gear, dying to War Heroes that much faster given the melee differential. The difference: on my first Op, I'd stick with the match and play all the time I could to rank and gear up. On this toon, with this patch: I'm sorta busy standing in the Fleet, getting infected so I can get that nifty green crystal (I don't care about the crystal). Please revert, BW. Take your time and get it right next round.
  8. Not the first, best, or last attempt to put hysteria in perspective. 1.1.4 Worst Case Scenario Patch Notes - 3/14/2012 Classes and Combat Imperial Agent Operative General This month brings exciting and long-awaited changes to the Operative class. It's kind of like adjusting BioChem - we just can't stop. Line of Sight. Operatives may no longer use LOS mechanics against ranged dps players. We felt this was unfair, and especially unfair to Tracer Missile-dependent Mercs. Seriously, you try pushing that one button. It ain't easy, dawg. All ranged dps abilities except that one used by Operatives (or was it 2? whatever), will now shoot through objects and around corners. Note that we're leaving unaddressed the frequency of WZ's pitting Imperials against one another, leading to sarcastic commentary about Tracer Missile. Our intern thinks that happens due to population imbalance but whatever, man. That's like, just your opinion. Mobility has been adjusted. We felt that Operatives had too many options, leading to angry Sorcerer posts about "This one time in a duel, an Op got away from me." See the Sorcerer section for additional cc, dot, slow, knockback, dps and healing abilities granted to this underplayed class. Also see the Dev Blog for future Sorc enhancements, including a 4th tree for tanking, and a 5th for stealth. Acid Blade and Hidden Strike: Using these abilities now produces a passive buff (free, no cost to train) called "Trip." Trip knocks the Operative down for 5.5 seconds and does not break if the Operative takes damage. In addition, each Trip wipes the Operative's Resolve, which isn't important because most players don't understand how it works, or doesn't work, with variables X, Y and Z. You see, if X player cc's Y player, but then Z player hits him also after the first cc wears off but before the car payment is due and after .. meh. Nevermind. We're not even sure anymore. Medicine Tree: The Medical Therapy ability now functions as intended, which is to say it doesn't function at all. Healing-spec'd Operatives are now provided options: Keep your 2 points invested in this ability, or have it hard-coded for you. Lethality tree: Overall dps reduced by 50%. The 20 players using this tree had an unfair advantage; namely, the green cloud produced by Corrosive Grenade would make players stop and think, "What is that green cloud?" Now the victims of Corrosive Grenade can carry on their dps and healing, unconcerned about the nefarious and scary cloud.
  9. So history is repeating itself, it's like Rogues in WoW - to the ground! As an Operative it was clear a nerf was coming. It had to, given the QQ'ers ignoring the fact we (as dps spec) are a one trick pony. I can't force choke in fire, force knockback in fire, force pull into fire or force leap to goal. Coordinated teams who use force powers win. Meanwhile I dps and maybe we win, maybe we don't. Of course I'm referring to Huttball since thats the vast majority of matches given the pop imbalance. Oh well. Good luck to the next overpowered class, and hope it isn't yours.
  10. This happened to me today, after Kaliyo was sent away for interrogation. Now two of the five remaining companions are greyed out. Relogged. Repaired files. Control UU. Used an epic scavenging mission. Still can't use 2 out of 4 companions. Anyone have any other suggestions? Updated: now its down to one companion I can't use, Vector.
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