Jump to content

WulfSolaris

Members
  • Posts

    46
  • Joined

Everything posted by WulfSolaris

  1. Bump, just in case one of the devs are feeling froggy today...
  2. Anyone feel like the Crafting bonuses are generally pointless, these days? For a very few professions and items, they can be immensely helpful. But for most, the two crafting bonuses (Crit and Efficiency) are no longer a huge benefit to have. Critical Bonuses help in several ways. They can proc an Augment Slot on armor/weapons/offhands, they can double the return on things like Barrels or Enhancements, and they increase your chance of getting rare materials from gathering missions. Efficiency is much less sought after, as all it does is decrease the time for you companion to complete an action (be it gathering or crafting.) With the recent changes to how augment slots work, however, Crit's usefulness has fallen. Since critted augment slots will only be the level of the item, you'll have to upgrade them with Augment Kits to get them to their max anyway, so the crit is really only just a tiny added bonus if you're creating low-level items to kit out an alt. And Efficiency... well, that hasn't changed, but it wasn't good in the first place! What I'd propose is something like this: Crit Bonus for Mission/Gathering Skills - Remains the same. Crits will get you more/rarer items on return. Crit Bonus for Crafting Skills - No longer adds an augment slot or doubles your return. Instead, refunds the cost in materials of making the item to you when you crit. (Basically, a "free" craft if you manage to crit.) Efficiency Bonus for MIssion/Gathering Skills - Reduces mission run time AND reduces the cost of the mission. Efficiency Bonus for Crafting Skills - Reduces the amount of materials needed to make items. This would return Crit Bonus to being useful for all professions, and finally make Efficiency something worthwhile to have. For Crafters with crit companions, they'll sometimes see fantastic results with their tradeskills, rarely crafting items with costly materials for free, or getting great returns on their mission skills. Whereas Crafters that have Efficiency companions will see more steady results in their crafting, being able to pump out items faster and at less of a cost. In the end, it makes both types of bonuses equally as valuable to crafters, making people feel less like they're "stuck" with useless companion bonuses.
  3. Or it could be that the event isn't entirely over. Sure, this "portion" of the event could be, but in a few weeks, we might see the story continue in another event, or in one of the new ops, or flashpoints, or whatever. Never know. I'm just enjoying it for what it isn't, not complaining about what it's not.
  4. Why stop there? I want Bowsabers, dang it.
  5. Hmm. This actually goes against something we were told some time back. One of the reason we were given that we couldn't break down every armor piece in the game in order to potentially learn a Custom Schematic of the item was because characters had a limited amount of schematics they could know before Bad Things Happened(TM.) Has this changed, or are you just saying that, with the current available schematics, you won't hit the cap, but if they were to add a bunch more, it would be possible to run out of room?
  6. I've been wondering how this feature works. My gut tells me that every item in the game has a certain number of color "zones" assigned to it, and that when you choose to match an item to your chest, it simply changes its color zone to the corresponding chest color zone. For instance, if a chest piece is mainly blue (color zone 1) with gold accents (color zone 2) and white shoulder pads (color zone three), then a pair of boots that are yellow (color zone 1) and green (color zone 2) will become blue and gold if you match them to the chest. They won't have any white in them because the boots have one less color zone. Is that how it works? The reason I ask is because, when it comes to chest options, the color palette isn't very wide, and I'd love to be able to someday match my chest to other items on my character instead of only matching things to the chest. But if the Match to Chest option uses something similar to the "color zone" implementation I mentioned, then it wouldn't work too well because some items wouldn't have enough "color zones" to make a chest piece match. (For instance, in the above example, matching your chest to boots would leave the shoulder pads white because the boots don't have a third color zone to match to.) Hope that wasn't too confusing, just trying to figure this out because I'd love to have more color options for outfits in the future!
  7. You're not understanding what he's saying. His point was that lowering the requirements to get these perks has NOTHING to do with the cash shop. He's saying that, from a business standpoint, it would be incredibly counterproductive to make a player grind their legacy levels up before they can purchase one of these perks. You seem to be under the impression that the Cash Shop, if you CAN buy Character Perks there (which is all just assumption at this point), will only be an alternative for in-game credits, and not legacy levels. What the poster was saying was that the most logical and business savvy way to put Character Perks in the cash shop is to make it so purchasing them with real money means you don't have to pay in-game credits OR achieve the legacy level requirement. This way, people who want the perks can impulse buy all they want and spend money immediately, rather than grinding in the game to the point where they realize they may not need/want those perks. So, just to clarify for you, the poster is saying that the most likely outcome in the event of Cash Shop Character Perks is as follows: PURCHASING CHARACTER PERKS Normal Way - Achieve the required legacy level, pay in-game credits, receive perk. or Cash Shop Way - Pay real-life money, receive perk (no legacy level or in-game credit requirement.) If this is the case, which is the most likely implementation, then lowering the Legacy Level requirement ONLY helps people who want to get the perks the old fashioned way. So anyone calling this a Cash Shop related change isn't really thinking clearly.
  8. If you stop playing, you'll get syphilis. Not saying it would actually happen, but you just asked for a good reason to continue, so...
  9. Well, if we're to take them at face value (which, honestly, anyone could argue against at this point), then the project has been in the works just as long as Makeb and the other announced updates. Didn't one of the devs even say he had recently played the SSSP and thought it was fantastic? My hope is that it was far enough along that it would be in their best interest to just continue working on it. I mean, that would be a big PR win after the F2P announcement, right? "Even though we went F2P, look at this awesome new thing we made for you! See? We're not abandoning our ideals!" Again, it's all just speculation at this point, but finding out more about the SSSP would definitely make me feel a lot more hopeful about where SWTOR is headed once the F2P model hits.
  10. I have no qualms with a F2P model, in theory. No one but the devs know how it will be implemented, what kinds of items we'll see, what the costs will be, etc., so it's hard to judge this news right now. All we can do is either sit back and wait for more concrete information, or scream about how the sky is falling. I'm not here to debate which reaction is better, though! Instead, I'd like to talk about a concern of mine (and others) and see if we can get a little feedback (see also: reassurance) on it. How has the shift to a F2P business model affected the so-called Secret Space Project that's been in development? There's no denying that we'll still be getting content updates with the F2P model. How often is anyone's guess, of course, but new content WILL come. But will it simply be new versions of things we're familiar with (new ops, warzones, planets) or will the devs be allowed to go out on a limb and try new things, like the Secret Space Project? I keep bringing the SSP up because it's the only new system that we know for a fact has been in development, and its status will hint at what we can expect in the future. I feel like, if this project is still being worked on, I'm still hopeful for the future of SWTOR. It would mean that, even with this new business model, the team is dedicated to delivering us a high quality experience while pursuing new, interesting avenues of gameplay for its playerbase. However, if this project has been scrapped, it would lead me to believe that the development cycle will just be a round-robin of solo>ops>pvp>solo>ops>pvp that won't be able to sustain people for long. SWTOR has a great skeleton of a game, but if they don't continue to add some meat to those bones, it's going to remain a fairly shallow experience. So, Bioware, where's the beef?! Now, I ask... PLAYERS: Would the status of "new idea content" like the Secret Space Project change your mind about F2P? If they came out and said, "Yes, this project is still being pursued and it should be released this year," would that help assuage some of your fears about F2P? Conversely, if they told us it had been cancelled/shelved/postponed, would it make you uneasy about the future of the game? Would you read into such an admission as the herald of things to come, or would you take it at face value and hope that they would continue to try to push the envelope for new types of content in the future once they were "back on their feet?"
  11. Have any impending, hinted-at projects been scrapped or postponed because of the Free-to-Play announcement? For instance, we got many hints on a "secret space project" in the works and how it was the thing some developers were most excited about, but we haven't heard anything on it at all, recently. Was it canned, in part, due to Free-to-Play?
  12. Will it ever be possible for us to use the "match to hue" option for something other than our Chest? I ask because many chest pieces only come in a very few, limited amount of colors, and it would be great to be able to match to, say, our helmet, or pants, instead, so that we can get a larger variety of outfit colors! (How does the Match To Chest even work, anyway? Does its current implementation preclude us being able to patch to other armor slots, maybe? Or is this just a conscious design decision?)
  13. How does the "Match to Chest" option work? While it's a great feature, I often find that the colors on a chest piece aren't my style or just aren't that appealing. How hard would it be to give us the option to match items to, say, a leg slot item? Or to our helmets? It'd be great if we could choose one of the five principle equipment slots (head, chest, legs, gloves or boots) to match our outfits to!
  14. Your logic is a bit flawed, in that you seem to assume that one low-populated server's economy is going to be a 1:1 correlation to any other low-populated server. While they could be similar, there is no telling how the economy will react when a surplus of new credits/items/crafters are suddenly introduced into it. And that goes for any pre-established server economy, be it one on low, medium or high. Although you may think merging two low-economies is better, consider this: you say that you're one of the few crafters on your server that can deliver certain items, and that you could "easily" outfit your server and still have supplies/items leftover. Odds are, there is someone on every other low-populated server that found their niche and managed to corner the market in the exact same way. By merging those two economies, where your client-base would be going from minimal to slightly-above-minimal, you're just going to end up in the same situation. All these new people that you COULD be selling to have already been taken care of by the original crafters on that server. And, circumstances being what they are, there are going to be a smaller influx of new players on these still-tiny "merged" servers, so you'll suddenly be fighting with a bunch of new crafters for an even smaller group of potential buyers. Whereas, if you join a larger server (which tend to attract far greater turnover when it comes to new characters and alts), the odds that you're able to find more buyers is much larger. So, I don't really agree that merging two low-server economies is going to be any better than merging a low and a high. If you're worried about making money, I will say that a savvy businessman on a small server is going to still be a savvy businessman on a large one. Use your noodle, and you can reestablish yourself in no time. As for PVP, that's a moot point. People start alts and new characters every day and are forced to go up against insanely-geared opponents. Be glad you actually have SOME gear to compete with, 'cause those new characters don't and they're going to have it a lot harder than you. They don't expect special treatment, and neither should you.
  15. Devs were already asked if this was the "secret project," and the answer was a flat-out "no." So, nope, space project is still under wraps and something entirely different.
  16. That's the thing, though. You're not forced to get this companion. It's a fun little perk that, at most, is going to let you see a little extra story content and maybe give you someone else to send out on crafting jobs. But in the end, you'll suffer no negative side-effects for not having an HK-51. Now, let's look at this logically for a second. With the current Legacy race unlocks, the devs have stated that they're discussing the possibility of adding more character slots so that someone can actually make use of these unlocked races. Now, imagine that they release Cathar in 1.whatever. If they want to make sure this race has a good presence in the game amongst its players, they're going to give you AT LEAST one more character slot in order to make sure everyone has an opportunity to make a Cathar character if they desire. If the tech to grant more character slots is in place by the time this happens, it stands to reason that there might be ways to unlock more slots, allowing you to create an empire toon to level at this time, as well. And for anyone who might say, "That's a lot of supposition," well, it's no more than what's already going on by people taking a few vague details about how one might unlock HK-51 and freaking out about it like they know all the facts. Basically, ANYTHING is possible in the future, so don't automatically assume that you're going to get the most negative outcome.
  17. Some very interesting (and good) changes alluded to here. Can't wait to see the full patch notes! Just hope healers will be seeing a little love and attention to! All in all, while this might be a content-light patch, I'm hoping the number of balance and quality of life issues being addressed will be quite large.
  18. Nor do I understand why you're trying to belittle me for no apparent reason. Let's not get personal with this, shall we? I don't see how you can equate "hovering your mouse over a target for a few seconds" to skill, nor how you can think that my post had anything to do with making space missions easier. There is no "easier" to this content. It's as easy as it gets. At this point, the only thing you can do is ease out the rough edges on its design. The current way torpedoes work is one such rough edge that could stand a little smoothing. All that would change by setting torpedoes to, say, the 5 key, would be getting rid of the "weapons lock" time. You've still got recharge times on missiles and the torpedoes themselves, so how does the content get any easier? All it does is let you potentially take out a few more targets that, most likely, aren't even necessary to the main (or bonus) mission. Can you explain how you think this makes space missions any easier? It really all boils down to the design decision behind the torpedoes. Did the devs consciously want to make you have to choose between the freedom of using missiles at any time and the ability to near-instantly take out a shielded target? Or perhaps the "weapons lock" time was only added in because they wanted to keep the control scheme of ship combat as simple as possible, and rather than add in another button to press for torpedoes, they linked it to a hover-and-hold mechanic instead? It's not wrong to call a design decision into question and ask if there's a better way it could be done. It's not always about something being "easier," sometimes it's just about something being "better." I appreciate that you might not think a change like this falls into the latter category, but there's no need to try to talk down to those that don't agree with you.
  19. It's a bit dismissive to tell someone to "just use all your torpedoes, why are you saving them?" It's generally not about trying to conserve torpedoes, it's about having to work around a poor design decision in order to maximize your effectiveness during a space mission. Let's face it, the space missions are repetitive and don't hold much interest beyond those first few runs. Once you're successfully running through them all and getting all the side bonuses, there's really little left to shoot for. So, for many like myself, the fun comes from trying to one-up your previous runs and seeing just how well you can do. Sometimes I'll run my dailies with the intent of taking no damage to my ship, while most of the time I do my best to destroy every single target possible. Before I hit 50, I was routinely destroying just about everything in sight, even the shielded generators on the big cap ships. I dreamed of the day when I'd have my torpedoes so that I could finally take out those "blink and you miss them" shielded targets that take 25+ missiles to down. The first time I equipped them and went on one of those missions, I was pretty bummed out to find out that I wasn't as destructive as I was normally. Whereas before I could launch a salvo of missiles and take out shielded targets while switching to other targets, I now was being forced to hover over a shielded target for four to five seconds in order to get a hard lock on them so I could get a torpedo off. Then I'd be scrambling to hit the other shielded targets with missiles before my torpedo recharged. All in all, it greatly hinders your ability to multi-task. Sure, it's fun to finally be able to take out the command center. But before I had torpedoes, I was routinely taking out all the generators in a single pass and feeling pretty awesome about it. Now, I'm lucky to get the command center and one generator before I've flown by the cap ship and will never see it again. Sure, firing torpedoes and working around the system in order to be able to use your missiles works fine when you've got multiple passes against a target. But when you've only got one shot, it's bloody annoying being forced to hinder my destructive output because I've got to wait five seconds to get a darn weapons lock. EDIT: Sorry, had to edit the post, hit the reply button on accident.
  20. I would say post on the PTS acting as if it were a bug, and submit bug reports on both live and PTS and hope they catch it eventually. Or at least tell us it's working as intended.
  21. When will we see fixes and updates for the codex? Many entries are broken or bugged, or in places impossible to reach by one faction and not the other. We completionists are going nuts with all this incomplete entries staring us in the face!
  22. When will the Codex see some much-needed fixes and improvements? With story being such a huge factor to the game, it's sad to see many missing and bugged entries. Will we see an audit of the Codex soon, fixing these problems? And what about the bug at level 50 that doesn't show when you receive a new codex entry? Please, help us completionists out!
  23. I'm sorry, but whatever ideas you have for the game that you think the devs desperately need to hear are not unique. Odds are, someone else out there has a very similar viewpoint to that of your own. If you belong to some mega-guild that's all about content, Bioware invited a couple of those. If you're part of some mega-guild that's all about friendship, they invited those, too. If you're so piddly little band of roleplayers, Bioware got those guys in, as well. And while your specific ideas might be different, your overall agenda as a guild is, in some way, represented by the pool of guilds that will be attending this summit. Would it be awesome to talk to the devs and feel like your voice is actually being heard, personally? Of course! But that can't happen for everyone, so they have to take as many varied guild backgrounds as possible, stuff them into a conference hall, and hope they can glean the will of the masses from a subsection of same. It's done all the time. When organizations take political polls, they don't open up a website and have every citizen cast their vote. They take a diverse group of people and poll them to try to discern how the public at large feels. It's done all over the world, every single day. When you're working with such a large scale, you HAVE to cut it down, or it's just impossible. Stop whining. These people aren't shaping the future of the game single-handedly. Bioware is smart enough to know when someone is pushing an agenda. Just because a guild suggests something at the summit, doesn't mean it will be implemented. This is about dialogue and fostering an environment for good ideas, not about writing out the exact plan for the next three years of development. Geez.
  24. I fully support the game, which is why this Q&A session was a big disappointment for me. A while back, the devs said the guild summit would be a place to answer "hard hitting" questions because it would be for players of the game and not just random people who didn't know much about it, like what you'd get at the Q&A sessions at a lot of the gaming conventions. I had hoped we'd get more of a "guild summit" Q&A, and not "average Joe gamer" Q&A. It's too bad, because this could have used a lot more specificity. Even the questions that COULD have been interesting were given rote answers. "What are you going to do for end game?" "A lot! Next question?" You guys can do better. I hope this was just because this was the first Q&A, and not a hint at what we can expect from future sessions. Please, step it up a bit! It's not often we get to see what the developers are thinking, and unfortunately, after this? We still don't know! Love the game, just let down by this particular PR stunt. More meat next time, guys! We're hungry for info.
×
×
  • Create New...