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go_rogue

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Everything posted by go_rogue

  1. Right now, trying to expand inventory or cargo bay by credits isn't possible. Clicking on the expand inventory button doesn't bring up the necessary window like it used to on previous PTS iterations. Minor nuisance, but a bit of a pain when bringing a toon over with three advanced-class's worth of gear to check out the gear upgrades.
  2. I personally think that if a legacy has been blocked, you shouldn't be able to receive the mission shares from them. I have people blocked for a reason; but on the flip side, I can see where I go into a warzone and can't grab the weekly (looking at Voidstar's progressive spawning) and need someone to share, and at that point, I don't care who shares it so long as I get the weekly. Not so concerned about the daily because I can easily complete the daily anyway in the next couple of matches. Also to add on to what others said, if the weeklies and dailies for arenas and warzones just auto grant upon entering, this would put the entire thing to a moot point to where mission sharing in warzones/arenas could be blocked on the devs' end without a problem. However, I'd encourage testing to ensure that it doesn't bug out before implementing the block sharing option unless its a fairly simple if/then toggle duplication from the flashpoints (or whatever coding was used. If/then just being an example.).
  3. I got completely booted out of game, just thought it was a crash, but when I logged back in, I'm getting Satele Shan Server is Offline. One of my friends is still logged into the server, but I can't get in. Is there a log-in issue going on the Satele Shan?
  4. Eric, a quick question on this. Is it for exiting to it's destination location, e.g. Alderaan stronghold exiting to Alderaan? What about Return to location from stronghold since one technically isn't travelling to a new location? E.g. I'm on Alderaan, I go to my Nar Shaddaa stronghold, then return to Alderaan?
  5. This suggestion is one I see over and over, and one I agree with (above is from the PTS thread on this topic). The devs made the stuff from the PvP vendor and the Galactic Seasons vendor expensive and only able to buy so much per season. This should be done for something of a cosmetic nature for a vendor (or vendors). For example, there are speeders that cost 1 million credits that are tied to achievements. It took me a while to save up for it and able to justify getting it. Why? Because I wanted it but still wanted credits for other things, mostly for items off the GTN. I'm all for adding more things like this, and if you tie achievements to them, it's a dual-purpose credit sink: credits get spent for something someone wants, and they work their way to certain achievements. As for the quick travel and stronghold travel costs? The way they're being implemented is very poor. I'm going to take two approaches on why this is poor: one from the new player and one from the established player and suggestions on a better implementation. First the new player: The new player is hit with the 30-minute quick travel cooldown already (or whatever it is, I think 30 minutes?). It will take them time to save up for the legacy unlocks for quick travel cooldowns. Not only are they trying to save up for this unlock, they're having to pay for each quick travel. Solution: quick travel is free up to X level (say, level 30) if no perks have been unlocked. At level 30, start charging for the quick travel but only the same amount that taking the taxi would be already. If the player is able to purchase the unlocks, the amount paid for quick travelling could start at an earlier level depending on the unlock until all unlock levels are present, then quick travel could be charged from the get go (or starting at level 10 since toons start out with 0 credits). For strongholds, they're going to pour every single credit they have just to purchase a stronghold, and then they have to save up even more if they want to use it a ton (especially with more credits going in to buy decos from vendors alone, let alone the GTN). Solution: Simply don't implement stronghold travel costs. It's already annoying having to pay to smuggle myself to a stronghold that is strictly for the other faction, especially if said toon is a saboteur toon, aka double agent, but I'm getting ahead of myself. The new player isn't going to have the funds easily accessible to constantly be travelling back and forth from stronghold to wherever. For the established player: Most if not all of us have the legacy perk for instant quick travel with no cooldown. But at level 1, we have no credits. Solution: No quicktravel cost until a player hits level 10. For strongholds: Many of us like to play space Barbie from the moment we create our toons. Said same toons come with 0 credits to their name which means it is impossible to get to a stronghold to access the legacy bay for credits in order to apply Cartel Market items to the outfitter. Before anyone suggests just equipping it as gear, I'm going to put this caveat in immediately to discourage that line of thought. Cartel Market gear provides virtually no stats (armor but nothing else) which means that even white gear from starter planets is still better on many occasions, and by the time a player might have 300 credits to apply their outfit permanently, they've gone up levels which means that it now costs more than it did at level 1. We can easily mail ourselves credits to create our perfect outfit right away with exception of the trooper who is stuck in the walker until the cut scene is complete unless they have a friend or guildmate who shares one of the Ord Mantell heroics with them so they can get out. But if a player runs without a guild, they can't even do this workaround. General QT: The cost of the quick travel point should be no greater than the cost it to take the speeder to said point. If there's no speeder point, the cost should be somewhere between the cost of the two speeder points. Not sure how I feel about paying the Rakata for use of their transport tech on Belsavis, but that's theiri business on how they can even spend credits. General stronghold suggestions: We don't pay to enter our own homes in real life; why should we pay to enter our own homes in SWTOR? Put it simply, please don't implement this at all. As one other player put it, there are times we go back and forth from Fleet to stronghold (or any given planet to stronghold), for many various reasons. I only go to Fleet to take care of whatever business I have and head back to stronghold. Sometimes, I realize I forgot something and go back. Am I going to notice it all that much? Probably not, but I have a lot of credits. If there's to be some sort of transport fee because fuel and ship wear and tear, track if a player used their stronghold to go from say Fleet to Alderaan or Nar Shaddaa and implement the cost of what it would normally cost to travel by ship. I don't know how annoying it would be to code that properly and not have it break something else, so I'm very leery of this idea at all. There are many other ways to provide good credits sinks. The re-useable credit sink for instant levelling a companion to 50 has been a really good credit sink, and one I use a ton. A one-off set of cosmetic gear needs a lot more work to implement properly. My suggestion on this is to make said gear bind on pickup, not bind to legacy. If a player wants that gear or that weapon on multiple toons, they're going to have to pay for it each time. And continually add new items. Recycle gear from older content, much like the gear that's available as legacy gear with tech fragments that previously dropped from command crates which was previously from base game gear in one form or another. Rotate the available items on a weekly basis like the Galactic Seasons and PvP vendors do. And tie new achievements to getting this gear as an added incentive, even if someone may only purchase that one item once because they don't like the way it looks but want the achievement for it. I'm beyond guilty of buying a speeder I hated just to get achievements. Same with the cosmetic gear from the various vendors. Some of the vendors that can stand getting updated items are the Cartel Bazaar vendors. In my opinion, those would probably be the best set of vendors to use for this. Some of them already carry items that are only available there. Make a new speeder cost 20 million. That shiny pistol? 10 million. That absolutely exquisite armor set? 50 million. If the economy does flatten itself out where these prices could be untenable for whatever reason, revisit the costs of them. Is that particular item not selling well? Look into the why. Do people know that they can spend credits there? If not, provide a mission that leads them to talk to the vendors that automatically pops up as soon as the player arrives on Fleet (or if an established toon, as soon as they log in). Have it some sort of news announcement mission like Rakghoul. Honestly, bring in some of your marketing people to bounce ideas off of. The point is to get people's attention that this is there. I don't know how many people have no clue about the Cartel Bazaar vendors and what they offer because they've been there forever and had stuff that couldn't be obtained for forever until the various reputation tracks got merged. The long and short of it: QT costs are okay as a concept but need a great deal of refinement to be feasible. Strongholds already cost an arm and a leg and sometimes our firstborn and secondborn child (*stares intently at the cost of Yavin IV, Rishi, and Alderaan and how long it took to save up the funds for them*), and we shouldn't be charged to enter what is basically our own homes or places of business. Appropriate credit sinks that over the long haul that will actually entice players to buy items from them (achievements, appearance, bind on pickup not to legacy) even if the items are not able to be purchased by newer players for a while but give them something to save up for it they like it or want it while providing established players something they want to buy with their credits are a must. From a personal side of someone who has billions, I'm all for the credit sink. I look at stuff on the GTN that I want, see precious few of a particular deco, and the lowest cost is 800 million. I don't even sell my frameworks for that amount most weeks. And I remember when frameworks were maybe 50 mil on the GTN. I'm very much open to a discussion on how we as players view it, being sympathetic to the devs' perspective on it, and finding something that will work in the long run without upsetting the player base.
  6. Can the Ruhnuk planet codex entry have the breakdown of how many of each codex entry type is available like it is on the other planets? I'd like to know how many of what type I might be missing. Thanks.
  7. I think these traitorous Mandos need a lesson on bridge building. Something about knowing how to build ramped bridges and connecting them together properly.
  8. Utility Bar 2 keeps defaulting to showing Toggle Minimap for most icons despite being assigned as something else as seen here. I have to click on each one to reset it. **Edit: It only happens when opening up the classic map and only if you haven't relogged. After logging out and back in, the iconography seems to stay as it should.
  9. I am liking the revamp of the tooltip, but there's been an ongoing bug that really should be addressed that I was hoping would be fixed by the time of this revamp. The countdown timer doesn't actually count down since 6.0 launched. For certain scenarios, such as the Dread Guards in TFB Master Mode for doom where you have to precisely hit a defensive, especially if on a sniper, to survive. Having the countdown timer actually work on the tooltip like it used to would save a ton of aggravation in general and prog groups in particular. Many thanks.
  10. Thank you so much. That would've been wonderful to know ages ago. Hopefully, now, I won't misplace my cursor in game. Wish the game would allow its own setting, though, because I don't need the cursor to be as large in Windows itself. Maybe someday. At least I have a fix now that works even if its not the most ideal.
  11. The mouse cursor in game was designed for 1080p and lower resolutions. The option to make the cursor larger and to change its color would be awesome. As a healer, the orange cursor disappears too easily for me as I spend a good five seconds cursing trying to find it again while someone's rapidly losing health. Making the cursor able to be upwards of four-times the size and making it bright pink (for me that'd be easy to find) would make it so much easier. Though if this could be tied to specific UI setups where my healer UI would have that but my DPS and tank UIs would have a different cursor size because I don't need the cursor typically as much to select what I'm targeting, but I understand if this would be a much more difficult thing to implement verses just an overall change in the cursor size and color options. Either way, this change would be exceptionally beneficial, especially those of us with vision and/or neurological issues that make finding a small mouse arrow in the midst of chaos that much harder. Thanks.
  12. I may have missed it, but is there going to be an Activate button so clicking on an outfit doesn't automatically load it?
  13. I have a suggestion on how to deal with the loyalty/saboteur portion and skipping all the content. Unlike auto-completing KOTFE/KOTET and having default dark/light options based on faction, for any of the content after Ossus and boosting to it, have it make you choose the option either through a menu or a quick cut scene ala the choose your second combat style cut scene that gives you the option, saying something like, "As years of war have dragged on, you face a crossroads of remaining loyal or betraying those you love for the other side," or something like that.
  14. Given the confusion and the lack of clarification until now of this, I suggest allowing <One with the Shadows> still to progress because many of us were using the reputation for conquest with the understanding that we would be able to continue both the reputation track and the achievement after Galactic Season 2 ended. If this had been clarified before or during Season 2, I could see the achievement not being obtainable afterwards, but, please, since this was not directly mentioned until now, please please please reconsider allowing <One with the Shadows> to be obtainable until Galactic Season 3 comes out. Thank you. Ellia Clan Jendri
  15. Second this. The deco list says they're still there. Please provide it to everyone who at the very least completed the origin stories pre-7.0, or just better yet, grant it to everyone who completes the origin stories. I was using some of those decos and now can't because they were removed.
  16. Altuur zok Adon either misplaced his body or had an accident with a Kubaz personal stealth generator because only his head is visible when recruiting him to join your Alliance. Could someone please help him with returning his body or fixing his stealth generator issue, whichever it may happen to be? I'm sure he would appreciate it to. I've taken some holos for visual evidence to his problems. I hope anyone who sees this finds the comedy of this poor Kubaz's predicament and will donate to the cause to restore his body. https://media.discordapp.net/attachments/908309760095432764/949510181476257792/unknown.png?width=1064&height=1360 https://media.discordapp.net/attachments/908309760095432764/949510667113726002/unknown.png?width=1690&height=840
  17. The sniper implant Improved Targeting Package is not reducing the cooldown of Viral Targeting at all. Viral Targeting remains at (with my alacrity) 57 seconds. The tooltip when the implant is equipped says that Viral Targeting is reduced to 42 seconds, but when clicking on Viral Targeting, a 57-second countdown begins on its cooldown.
  18. When grouped, the HyperMatter supplies for the Imperial mission [Daily] Hypermatter Directive do not count for all players in the phase. It only counts for the player who collects it. The HyperMatter supplies that is outside the phase counts for all players, though.
  19. I have received my Cartel Coins from the purchase, but I have not yet received in-game mail. Will update if in-game mail shows up. I made my purchase on the SWTOR site itself using PayPal. *Update: Restarting SWTOR entirely allowed for the purchase to show up in my in-game mail. Thought this would be handy to know for those who wonder where their items are when purchasing while the game is currently running.
  20. A nice little quality of life update I'd love to see is a Remaining Timer Text for Debuffs. It'd be nice for buffs but not needed. Reason for debuff remaining timer text would be for instances where you need to use a mitigation for a debuff at a precise time. Even if the debuff rollover tooltip box timer countdown gets fixed, this would still be a nice little quality of life update to add to the User Interface as a whole.
  21. Since some point in 6.0, the timers in the tooltip box when you mouse over buffs and debuffs shows a static timer instead of a dynamic timer that counts down. While trivial in a lot of things, there are times where you need that timer to actually count down on screen to mitigate a debuff such as Doom in Nightmare Dread Council for TFB, especially when you're on a sniper whose only mitigation to it is a roll. Roll too soon, dead. Roll too late, dead. Please look into this so it can be fixed.
  22. I was unable to purchase a Bridge perk for Conqueror I no matter how many times I tried. No other Conqueror perk was purchased on my flagship. This was a problem both Imp and Pub side. One of my friends sees completely different perks available, and Conqueror I was not available at all. However, a complete shutdown and restart of the game reset the perks. I don't know if the changeover of perks doesn't cycle properly if logged in during the changeover, but I thought the changeover for perks was Wednesday from a dev tracker post. Either way, something weird is causing this. My account: https://media.discordapp.net/attachments/613551483853471754/902401549429506089/unknown.png Friend's account https://media.discordapp.net/attachments/613551483853471754/902405276215435274/unknown.png
  23. I have a question on this. Guild perk rewards such as Flashpoint Rally, for example, if the player leaves or is booted from a guild, do the points still apply for everyone else that participated in Flashpoint Rally and the other group rally guild perks since one player is no longer in the guild?
  24. The only way to "fix the abuse" would hurt the players who legitimately craft or gather or combination of both to get to conquest. I do that on days where I'm feeling under the weather but am too bored to watch TV in bed all day. So, I suggest we all agree to leave crafting alone and realize that there will be people who abuse it with bots. They'll get caught eventually. That is a hard no. As GM of a small guild, if we suddenly have an issue where we can't hit our normal medium yield, and there are caps to conquest points to a toon, it completely penalizes that guild if all the toons for that player are capped on conquest already. The point of the 150K conquest points for an objective aren't to help just the player but to help the guild achieve their conquest points more easily. My small guild rotates between medium and small yield depending on how everyone's feeling and to prevent burnout. We have fun, but we don't want to be penalized by capping conquest points per toon. And some of us actually enjoy doing conquest and rehashing certain older content like flashpoints and heroics or playing PVP all day and accruing a million or so conquest points because we enjoy what we do. So, please for Force-sake, please don't suggest this again. The guilds that are chasing numbers are the likes of Kort, DBSC as another quickly-rising triple mega-guild, the now-defunct Ancient Jedi Order/Ancient Sith Empire/Ancient Union, they all have a history of dying off. Steel Court felt like it came out of nowhere and dominated Large Yield, but they don't focus on conquest, and they don't seem to mind if they don't win a planet. They invade large yield because they simply have the numbers. Their players have fun doing whatever group content they want to do (I've hung around their Discord long enough to see it first hand), so penalizing those said same players with capping conquest points will only piss off players no matter what size of guild they're in because some people only have one toon and output a ton of points for their guild because they enjoy it. I don't mean to sound harsh; I've just seen too many times where small guilds get shafted. You're "suggestion" of changing crafting because everyone is using bots to harvest or craft is laughable, and it's all you enjoy hitting on. There's a reason why the points are low on it even though it takes time to get those points. It takes me 30 minutes to hit conquest either crafting or harvesting, and that's with 8 level 50 companions per toon. It takes longer if I don't have the toons for it. And crafting, as has been said repeatedly, is an expensive hobby, both in credits and in time. The points one can make from it match up with the that time and effort and credits spent. But if you want it changed to a daily conquest objective, there are many other infinitely repeatable objectives that are easy to do, like gain a level, gain a renown rank, gain 8 medals in a single unranked match and reward far more points. Should those be made daily only because people can run XP boosts, wear the DvL levelling gear (boost of XP by 150%), use renown boosts to double their RXP, or run PVP matches all day and can churn out points just as easily? The answer is a hard no. Your tunnel vision to punish players who cheat hurts far more people who play without cheating. I don't have an answer for a balance to prevent cheating in conquest by using bots compared to the disadvantage that it would cost other players who play the right way. But, as I said above, the players and guilds who focus on that burn out, get caught and banned, or the guilds fall apart from pushing their player base too hard to win conquest week after week after week on multiple planets at a time. But I know the answer isn't to penalize 99% of the player base because 1% cheats. Mass punishment doesn't work in real life, and it won't work in a game. If the devs alienate enough players from "mass punishments" to fix cheating because people use bots to hit conquest, players will stop playing and let their subs run out which will hurt the game which will hurt more players who do stick around because they enjoy the game because content will be even slower to come out. See the vicious cycle? The changes to prevent mass recruiting/expulsion to win at all costs, while a slight hindrance to smaller guilds, isn't a real major issue because it's protecting new players who don't know the first thing about conquest and don't know they're being used. It gives us smaller guilds a chance to recruit some of them and let them learn the ropes of the game and play the story and interact with people who enjoy playing the game and helping others learn about the various aspects of the game and classes and whatnot. The long and short for those that skimmed everything above: Please don't make suggestions that punish the cheaters if it hurts everyone else that plays properly. The cheaters will find other ways to easily get conquest anyway.
  25. First of all, the mouse arrow. Please make it so we can adjust its size and color. There are many times where I simply lose my mouse arrow during a boss encounter in operations, and it's aggravating when healing or when multiple adds come up and I have to click on one specific one to attack when tabbing through all the enemies takes too long and sometimes overshoot on the tabbing and have to cycle back through. It's made worse in resolutions beyond 1920x1080. Name plates: When you start dealing with resolutions beyond 1920x1080, the nameplates get harder and harder to read no matter what you do. Allow them to be made bigger so they're easier to read which would help also it's handy to have name plates scale by distance to make it easier to read all the name plates in a group. Players who suffer from migraines and optical overload/pain: Playing Republic toons is the worst culprit because more of the classes have bright lights to their actions, and group content with multiple of those bright light actioned classes can trigger migraines. Turning off bloom doesn't help enough. Recommendations: 1) Be able to dim the brightness of actions and even other brightly lit items on the screen (think holograms in certain situations), 2) not sure how feasible this is, but provide the option for the old animation before its upgrade (e.g. Jedi Shadow's Psychokinetic Blast replaced Project, and Psychokinetic Blast is brightly animated ball of light whereas Project is a giant rock). Clickable Lore objects/clickable objects for missions: Allow us to change the color of them because blue on places like Hoth or Ilum make it darn near impossible to know it's there unless the map has the mission icon right on top of it. I don't suggest an arbitrary color by the devs but give the player the option to choose from the colors of the rainbow so that way a clickable object that was once obvious becomes hidden (e.g. changing it to green in a planet covered in green would make it hard to find). Onderon Daily Missions: There are missions where you have to set something on the ground, and it's marked by a yellow square in deep foliage. It's hard enough on a good day to find them, people who suffer from color blindness or migraines with optical pain/aura, it's downright impossible to find them. Recommendation: replace the yellow square with the bright yellow pillar of light that you used on Ossus for certain dailies. SM Flashpoints: Incorporate save states into them like KOTFE/KOTET chapters have. Players who can't sit through a long play session due to real life stuff or physical/mental disabilities and need to take a break are penalized for it. Incorporating those save states will allow those players to enjoy the story of the flashpoint but at their own pace and be able to come back to it. Having to kill a handful of the same enemy when returning is far better than having to start completely over, especially if you were near the end and had to stop and didn't even know you were near the end. Please please please also provide the GSI combat support droid for all the newer flashpoints. Not everyone is maxed out in endgame gear or is capable of playing their classes to perfection, and the GSI droid would help those people get through SM flashpoints more easily so they can enjoy the story aspect of the game without feeling like they're slogging through the endless horde of enemy for hours before getting to the next set of cut scenes.
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