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LunaticFringer

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Everything posted by LunaticFringer

  1. Another suggestion I was about to make. Granted there are issues with putting this in game. But I'm sure they could take the time to rethink the entire thing and add it. I'm relatively sure a lot of us would very much like this. A solution I could think of is this: Make it a Legacy cargo hold addition as mentioned, and indeed, one that can only be accessed as a subscriber. It would become locked, if still viewable, to non-subscribers until subscribing again. Obviously, this means use of said credits on any character so long as you're subbed as well. Then tool escrow mechanics to only work with on hand credits on any given character. By this I mean a non-sub would have no access to the account wide credits tab if you will even with escrow. They'd have to think ahead and keep credits on hand on toons they wanted to use escrow with. We had something similar in SWG save for we manually had to go take the credits out on each character when we wanted to access it on different toons. Would that work?
  2. Simply put, I'd like to see a larger group queue finder put back in. Either include a toggle for lower level players to only queue with characters of their alike level range or add a bolster to it so we can continue to play a bit of everything. Retroactively, perhaps add a debuff bolster for cases where a level 60 runs lvl 30 fps with a group via Group Queue in this fashion? Feels like a win/win for everyone. Again, probably problematic in several situations but it would make the group queue less limited as a player climbs in level and make accessing the full range of content a little more enjoyable for a wider range of players as the game continues to expand.
  3. I've mostly played a "Pyrotech" Merc since game launch myself. In regards to #1 of the original post I feel mostly unsatisfied with how the particular conversion to IO from Pyrotech went down myself. The dps may still be there, sure enough. But I feel utilities should be aimed at enhancing my dps as a dps class moreso than focusing on survivability which it feels like they went with for that particular class. Which would be fine if I wanted to be a tank or if it felt more optional. As is, I'd prefer something a little more along the lines of what the original poster suggested. I'd prefer an option via utilities to enhance my dps as a dps class; not survivability with utilities tooled around my shield. Even if this makes the class more of a min/max class glass cannon or degraded dps/more survivability choice for the player, I'd rather see that than how it is currently going. It's honestly the only class, for me, that makes me miss skill trees at the moment.
  4. Now I feel like a goofball. I never saw that we could do that.
  5. I only have two but didn't want to create two threads for them. #1 A toggle to weed out schematics we already know on the character we're searching GTN with. #2 A sell Set, or bundle, option for if we're selling an entire series of weapons or armor pieces as a set that are not part of the set boxes from Cartel packs. Example: I have a full set of Mantellian Peacekeeper rifles I want to sell, but I want to sell as a set. As with the weapons, this would allow us to sell complete, or near complete sets of weapons and armor (maybe even expand this for mods?) via an expanded bulk sell item box. Obviously #2 is more complex of an addition but I feel it is something the community would enjoy greatly and Trade chat would still be useful for the active sellers.
  6. Is there anyway to add a claim all items icon to the in game mail to make claiming items via mail just a little more convenient? Often when we have multiple items in mail simply by clicking each item we can get a mail error message that I believe this would solve. It feels like something that should've been there from the start but I rarely make my way to the forums for suggestions since the game launched three years ago.
  7. Well, I certainly don't want my experiments damaged by theirs as mine are likely in the same lab. I'm going to do what any good Elbereth Industries, or Czerka employee should do. Make a record of my colleague's mishandling, contain the mess, then go have my snacks. It'll make my enjoyment of the cocktails and snacks that much more enjoyable knowing they'll be reprimanded while I might be given more lab time saving countless hours of research work. Thank you for your consideration. I fully look forward to the possibility of working for Czerka.
  8. I don't think anyone would argue that it has a steep learning curve they don't really explain very well when giving you your choice of Advanced Classes. At least I don't remember a "No, seriously, become a Sentinel only if you want to play MS Excel as a game!" as a warning. From about 10-30 I actually loved it. After that the learning curve will hit you like a brick wall if you aren't prepared. Even if you get into a habit of learning the main skill rotations you should be using it's still such a situational dps class that it can be very difficult to get a grasp on. Throw in that melee classes are usually harder than ranged classes and that just makes Sentinel that much more so from this player's perspective. It is a class that really shines in the hands of a small percentage of the playerbase (presumably like the poster above me) but for the rest of us can present a challenge to play on a daily basis.
  9. Wouldn't bother me if they did. For many players I don't think they really get a feel for a class until it is too late. One can boast meaningful choices but if you wind up with a 50 toon you feel meh about because the game experience was constantly changing as you got there you'd want a respec to try out the other AC on a character you're attached to as well but find you really dislike your AC choice. If they do it I'm sure it'll work much the same way as skill tree respec. Initial cost. Increased price. Price drop if you wait between respecs. At the very least they need to do a better job of giving players a "sneak peak" at what is ahead for them before selecting an AC. Text is no substitute for experience.
  10. I'd love to see an in depth guide to Artifice myself. Thus far, other than the world boss I've heard about, most of our schematics are directly from our trainer or from REing to make better versions. I do believe we can get the off hand shields as physical schematics but I've yet to see any hilts, crystals, etc in the same fashion. I was hoping for a lot more lightsaber specific lootable/learnable schematics for this Crew Skill and felt let down myself.
  11. Agreed, never say never. I would expect they'll follow suit with any other mmo and eventually add more classes on both sides in addition to the possibility of making some cross faction classes available too. Just don't expect it this soon into a new game. I'd be surprised if we get any new classes the first year of the game to be honest. As for the price tag attached? Now that the game is live they can cut some costs to voice acting by doing some in house additions. "Wasn't that the lead designer in the new content? I could swear it sounded like the guy from that interview..." Don't be surprised if it happens. Didn't Bioware do some of that with Baldur's Gate and some of those characters were very popular. "Heya, it's me; Imoen!"
  12. If anything they'll keep what they have *And* add a flight sim for those of us that prefer an X-wing vs Tie Fighter gaming experience. It really is win/win if they do it. The rail shooter in an mmo... well, still seems pretty short sighted to be honest. Space Combat in a Star Wars game isn't just a "distraction"... it mattered in several key points in the movies. Personally I think the rail shooter/flight sim crowd should shoot for something both groups will like rather than trying to lord one mechanic over the other. If both are there, I'll sure use them. I may dislike one more than the other, but I'll use them both if they'll put them in game. Now the part I imagine other flight sim crowd members would disagree with me on is that if they do it I really think they should just do a port version of Tie Fighter (or Xwing) as a stock component of the game. As someone that played SWG for years I was never fond of how they implemented the ground game with the space game. I like the stock experience.
  13. I feel ya, OP. I think if I had to single out any one mechanic despite several things I wish were different I'd single out the LFG Tool as the worst implemented mechanic we have. As I recall a bunch of the community complained it should be "old school" to promote server community like spamming LFG in chat does that? It just annoys the larger part of the playing community I think. We're not in the "old school" age of mmos being a new thing now. People value their time and, really, being able to autogroup, flag for instance and quests, and even assemble is a vital part of even running with a lfg tool now. In it's current form it's pretty much useless as half the time people don't even use it since they're more likely to get a response in chat. I've got to stop now or I'll rant more. I'll just hope this item is somewhere up high on their list of things to fix/improve on because it needs it like the Death Star needed several more guard rails in the interior.
  14. Aside from my many problems with our advanced class I think we do have a role to fill in Huttball. It's just hard to specify that role as any one thing. Force Leap has been very, very, very useful in Huttball as a primary example. If a ball handler is out of reach of the rest of your group you Force Leap and attempt to stun, even for a second, to allow your group to to catch up and help dps down the ball handler if you haven't done it already. Alternatively, sometimes being in the pit by the scoreline isn't a bad place to be either. You can always Force Leap up once the enemies spawn and come forward and you've made yourself open for catching and scoring. Since our class is situational this gives us situational roles in Huttball as well. It isn't all about DPSing. Catch the ball, throw the ball, get the ball over the line any way possible.
  15. That my Jedi Knight That if you're going to do PvP for EndGame you pretty much should take Biochem and forget the other Crafting skills. This after I get my Artifice up to 400 and realize it's useless to me at 50. Granted, they mentioned crafting wouldn't be on par with pvp/instance drops... but I was hoping for something a little closer to the line. I'm sure I could think of more but those are some biggies for me personally. Well, I guess if I'd known that End Game wasn't really anywhere near developed yet I might have approached my time up to this point a little more differently. I just assumed having spent this long in development they'd have more in place at launch. Expectation... the great leader on the road to disappointment.
  16. Wholeheartedly support the OP's collected items for RP Improvements. I'd also like to continue to see improvements to the emote system as well. Improvements such as seeing my character smile when I emote smile rather than just the text.
  17. Nice to know I'm not alone with the difficulty of this fight. Of course I'm pretty well completely Combat spec which I've heard is one of the most gimped specs I could've gone now. It fits my play style as it feels like direct damage over having to rely on DoTs but feels more like I'm playing MS Excel as a game instead of watching and enjoying whats happening on my screen. That is a rant for an entirely different thread... but I feel it carries over to the finale here especially. Melee classes are hard enough in what is usually a predominately ranged game. Pretty much throughout the entire game thus far I've had to be 2 levels over a class quest boss mob to have equal footing. I wasn't thrilled that the fights were designed so that you had to play 100% precisely or fail... but I could live with having to outlevel a little bit if it meant I could still do a class quest solo as I feel that's how they should always be played. Again, if you've had to do that this is where you're for sure going to run into a road block. I'm guessing for those that said they used Force Push on this to pull a RotJ trick in order to win... you mean you took a Jedi Consular with you as I don't recall having Force Push as a Sentinel ability. At any rate given just how extreme they went with this one it almost shouldn't even have been a class quest but a flash point. For something like this, while I do like easter eggs, you really should still have full control over which companion you want with you... period. Either that or knowing they were going to force you to take the least used companion with you they should always offer you T7's gear along with another companion's gear while questing before you get to this point. Not that it sounds like it helps very much anyway. Yet another alternative should be some of your other companions joining in the fight at some point irregardless of what was said during the beginning of the story. There is a lot of room for improvement here. A Lot! Me, I'd really like to finish it right now without having to resort to tricks or fearing that if I don't hit every mark at 100% I'm going to wipe for about the 8th time and my 3rd trip back to the planet trying to get through that legion of npcs they put in your way. As I said... this feels like a flashpoint... not a class quest. If this were a Raid, I'd probably understand the steep learning curves. I'm trying to think of a real life example I could apply to this. The closest I can come is my Basic Training at Fort Benning back in 1999. It was difficult for some of us and it was easy for some of us but the objectives of training weren't really obscenely out of whack with any other part of our training. This is just one of the many weird curves JK faces on it's roller coaster design I think. At least we're not alone as other classes seem to have some of the same problems.
  18. The pre-order information led me to believe the same thing but I think it's just a yellow black crystal. Razer offers a special green one for ordering their really expensive accessory stuff as well. I was mainly concerned with if we could get a schematic for it if we RE'd it or lost it once we did it and couldn't get it back as I wasn't aware of a vendor for our pre-order items. I'll have a look around the station once the servers are back up and see if I can't find it.
  19. The black yellows? And where? I hadn't noticed them on the vendors I've seen so far. Thanks for the replies too.
  20. As a Sentinel with no healer npc I've found completing Chapter 1 was pretty rough myself. In some cases my gear was just fine and my strategies were working but the bosses would just *** pwn us (my companion and me). Honestly, I found trying to out level the bosses by at least 1 level to usually be the best walk around for an "equal" fight for my play style. So, if the boss is 30 you might want to try it at 31 or 32. It's still rough though. I get the feeling a lot of these bosses were designed with a certain spec in mind or they forgot we didn't have a healer npc through Chapter 1 at least. Kira and I essentially did outright dps and cc tactics as best we could throughout the first chapter to beat them. You've got to plan on using whatever stim benefits you most and having some medpacs on hand too. (This is based on solo experience) The content is, as with other things, a lot easier with a friend though.
  21. Has anyone tried reverse engineering our pre-order yellow/black crystal yet? I noticed it as being an option in inventory while messing around with the system but was a bit afraid of losing my pre-order item. On the other hand I've kind of outgrown it's tiny stat bonus. If you have RE'd it did you get a schematic for making a new one or did you wind up with the typical left overs and loss of your pre-order item? Guess that's all I really was shooting for here. A solid answer before losing that thing.
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