Jump to content

Star-ranger

Members
  • Posts

    152
  • Joined

Everything posted by Star-ranger

  1. First off the Cartel Market is screwed up. Instead of things being available to buy as you want them, you're forced to gamble through buying boxes with random things in them. This is a total rip off of the consumer. The other items that are purchased through the CM are over priced and are limited in selection. If you find something you want you have to pay a lot of Cartel credits points to buy it, and then if you want to let your other characters to use what you've purchased you have to pay another 250 CC. The cartel market is one of the worst quality of life aspects of SWTOR...especially for subscribers. Second, dyes are currently very over priced on the Auction House. Black and White? So what? There are lots of ways to get around the issues you have put up. You don't actually have to restrict the Black and White items in the Matrix, just make the ingredients to make the items 1) harder to get (as in put them in a 'crafting instance' mission that's a rare drop) or 2) Make the ingredients purchasable from the CM. 3) Have the ingredients in operation and pvp areas. Third, there are lots of other items that SWTOR could sell other than dyes that would make them more money. Again it's a player thing. So far I'm not impressed with the item marketing of the CM.
  2. To be honest, I think the dye system in SWTOR could stand an upgrade. Here's my suggestions: 1. There is one dye slot right now. Make two dye slots instead of one--slot A would be primary, slot B would be secondary. 2. Get rid of combo dye units. They would be unnecessary with two dye slots. Currently the order and selection of preexisting combinations is somewhat limited and many are simply not desirable from my (& my wife's) point of view. 3. With all dye units now single colors: Do not assign dye units primary of secondary status. This would allow players to place a dye into either primary or secondary slots as they choose. This system would open up new possibilities for players to explore. 4. Create a new color matrix with the crafting system. It should include a 5 value scale (light to dark) of the following colors: White, Grey, Black Yellow Oxide (golden yellow) Warm Yellow (stop sign) Cool Yellow (lemon) Cool Brown Warm Brown Tan Red Oxide Crimson Red Orange Orange Yellow Orange Yellow Green Olive Green Forest Green Emerald Green Blue Green Turquoise Navy Blue Royal Blue Blue Violet Violet Red Violet Maroon Put these in a matrix chart which crafters can look at and then click on the color they want to make. Clicking on the color would give the crafter the required ingredients to make it and provide a dye slot insert piece when constructed. Thanks for the consideration.
  3. I'm trying to finish my character story line toward my legacy. You don't get the legacy heroic powers without finishing the class stories for each class. Since I want to get those powers that means I need to finish all 8 class stories. Since I'm missing Nadia I can't finish the story for my Jedi Consular who is at level 51. To get the consular legacy power I need to complete the mission he's on (and can't now complete) then the class quests on the last two planets (Voss, and Corrusant) before it will give me the consular legacy power--a powerful version of project. If you are unaware of the Legacy perks, you should look into it.
  4. 1. Somewhere along the line characters in my crew started disappearing. Right now my consular level 51 on Begeren Colony is missing Nadia Grell and has the mission 'Fearless'. You can't proceed with your class missions without completing that mission which requires Nadia. I'm not the only one who's experienced this. I got all her clothes back in the mail, but where is she? Apparently she was kidnapped when I was on Belesavis... damn criminals. 2. I can't reset the mission. 3. I put out a call for help to the game company people, but have been ignored. They must have been kidnapped by those damn criminals too. I'm done gripping now, but I'm still pissed I have to go back and start over again cause my level 50 character is screwed up now.
  5. First: I really love the new content and adventures in the Eternal Empire. Kudos. Very fun. Second: I really dislike some of the other changes to the game. 1. Crafting: all the previous materials and formulas should have been converted to the new system. Figuring out what to do with the old stuff is a pain. 2. I really hate the taking away of equipment vendors from the rewards system. I used to be able to find orange weapons that looked better at various levels. Now we're stuck with the same equipment until we reach our 60's or take random unmodifiable blue drops. This leaves random mismatched blasters for my bounty hunter and gunslinger. I used to be able to find a pair of cool looking blasters, it's much harder to do that now. 3. The gaps between vendor mod levels is greater now on the fleet. This means that blue drops are almost always superior to what you can get for your adaptive slot fillers... is custom armor and weapons obsolete? Just about. Also due to the accelerated leveling curve all the mods on planets are way behind the actual level of player characters. This needs to be looked at and you need to change the levels of the mods which are in some cases 10 or more levels below the PC's adventuring on that planet. 4. I really dislike what's been done with the data-chrons. If one character in your legacy as reached an attribute datachron that datachron is no longer accessible to any of your other characters. I hate that. Maybe you should come up with some other reward for getting the datachron--purple, or orange reward equipment or a special formula... something to use as an incentive for overcoming the obstacles to get there. At least give folks XP. Reaching the datachrons was a fun acheivement, now it's just mostly irritating and frustrating...so what's the point now? OK, that's enough for now.
  6. Rather, lets agree that each person feels the way they feel about those situations. You can feel the way you feel, I can feel the way I feel. The key thing is to understand that not everybody feels the same and to respect that. Since there are plenty of MOBs in the game is it unreasonable to just move on when you encounter somebody fighting their own battles? Is it absolutely necessary to intervene when that 'help' may be unwelcome? It's something to think about as you play.
  7. Yes. It was meant to be silly. Any analogy is less than precise. The point of that analogy is that when I come up on a group I sorta feel like it's my group...like my fries... of course it's a silly feeling, it's not really my group, it just feels like it. Then somebody comes in and starts messing around with it, it's annoying. There's a let down when you were expecting to finish off the group all by yourself... and a bit of resentment of the individual who initiated the 'fightus interuptus'. Silly, trivial, but there none the less. And No. The feeling is not at all as positive as somebody paying for your meal... A closer analogy would be an obnoxious waiter who clears off your dishes before you're done eating your meal... not somebody who's going to get a big tip or a thank you in my book. Again, trivial in the overall big picture of life, but never the less annoying.
  8. OK here's another 'unreasonable suggestion': Make all crafted armor and weapons Orange. Don't include any barrels, handles, crystals, armor, mods, or enhancements on creation. Provide a COH style color chart which crafting players can choose their primary and secondary colors from during creation. Put two color crystal slots in weapons: primary and secondary colors. (core and aura)
  9. Some people don't get it. That's OK. However just to make myself clear: Good Manners = Introducing your self and asking before you invite somebody to team or to your guild. Don't spam invites or drop unsolicited out of the blue invites on folks (that's rude). Ask if somebody needs help before jumping into their combat, or at least waiting until they're down on health and look like their going to die before you intervene. It's OK to attack adjacent groups as long as you're not pulling them onto a person already in combat. Dragging adjacent groups onto strangers who are already fighting is griefing. It's not OK to attack a group somebody else not in your team is fighting--they may just want the challenge of fighting that group by themselves. Your well meaning intervention may be unwelcomed. But... I don't think anybody would reject a random drive by healing or sheild...especially if their health is way down. Don't ninja nodes, chests, mission points, or bosses while somebody else is obviously trying to clear the area to get there. Be patient, other players will appreciate it. It's all about manners or lack there of.
  10. I would rather see them get rid of the bottomless healing packs/stims, and put a 30 second cool down on the regular ones instead of one per combat. That might ease up the healing burden a bit.
  11. Somehow that reminds me of that scene in "Airplane" where all those people line up to 'slap' the hysterical woman. Nice!
  12. Yes, and Asheron's Call, and a host of other MMO's. COH and Asheron's Call had great grouping tools. SWTOR is practically dead from a social stand point. There's very little real incentive to group. In Asheron's Call you grouped from necessity, but it was also fun. Doing anything in that game solo was extremely dangerous if not futile unless it was way below your level. Guilds ruled, melee combat sucked, ranged combat was OK, it was all sandbox, and no level cap. It's the only game I've ever played where our entire guild of 40+ people would make a cross country run through dangerous terrain with the high levels protecting low levels to a dungeon and play it through as a group. Guild participation was 90%+ with activities most nights and every weekend for the 3-4 years my friend and I played it. (That's not to say there weren't problems, no game is perfect.) COH was the easiest game to get into a good pick up group with. Most of the folks there were really nice (very low jerk quotient). But then that's understandable from a group of people playing super heroes. Oh! Add to my previous list: Remove the unlimited med / stim packs and change the rate to 1 every 30 seconds for healing packs instead of 1 per combat.
  13. Way out there: Launch your ship into space and land it on a planet from the cockpit instead of the door. Institute a more believable weapons system: Allow people choices on the weapons they use for their class. Soldiers, smugglers, agents and bounty hunters should be able to use pistols, rifles, scatter-guns, and sniper rifles. Cannons should be limited to soldiers and bounty hunters. How absurd is it for Soldiers to draw their pistol and say "Surrender in the name of the Galactic Republic" when they can't use a pistol? Jedi and Sith should be about to use single, dual, and staff style light sabres, electro, tech, and vibro weapons of their choice not based on 'class'. Single, dual, and staff, would be different style--so the configuration you choose to equip would determine your moves options for that weapon(s) combination. All classes should be able to use both ranged, thrown, and melee weapons. The options for attacks should be linked to the weapons involved, rather than class. All force users should be able to Force jump --just put a target where they'll land. All force users should be able to project / pull --episode V Darth Vader's fight with Luke couldn't have happened in this game. Make instances scalable to the level and number of players in a group... and allow more than 4 players in a group---preferably 8-12. Scaling allows the instance to increase the number and difficulty of MOB's to the size and level of the group. The group leader should also be able to set the difficulty level for instances: easy, normal, hard, insane. Allow mentoring: higher level characters invite (mentor) lower level characters to come with them. The lower level character has their current skill level raised to their mentor's -1 level. I.e. they perform at one level lower than their mentor. This would include a boost to weapon damage and armor. This would allow friends with characters of unequal level to play together. Make sandbox areas for each planet with: player housing; cantinas with pazzak tables and random mission generator NPC's; variable difficulty street MOBs (get harder the farther you get from the entry area); race tracks--both pod and swoop; and random events. Put Imperial and Republic areas next to each other with a neutral zone between... and let nature take it's course. Lots of map space with entrances for random missions and patrolling MOBs. Put extra rooms in instances with doors that can be sliced or blown open for side quests, or bonus rewards. Slicing wouldn't set off an alarm, blowing probably should. Make a tour of duty for starfighter with many maps and types of missions (like X-wing vs. Tie Fighter) and choice of PvE cooperative or PvP. It would be really cool if you could translate some of the maps from the rail shooter to the starfighter. Make a better looking Republic Bomber model. Current one looks like a flying slab of spam (the meat product). Even the Germans had a better looking flying wing in WWII--reference Indiana Jones and the Lost Ark. Make the crafting system less rigid. Allow players to control the look of their final product more in style and color.
  14. I guess the point is manners... and the amount of time it takes to type things in and get a response back. Usually by the time I type in 'Do you need help?' and get a reply the combat is over. I don't have the ability to type messages and fight at the same time...I'm just slow on the keyboard. In a way I kinda wish we had some sort of universal in game built in Ventrillo type ability, where you could actually talk to people without having to resort to a third party tool. Then you could ask and get a response in a timely manner. Of course it would probably be pretty strange having a lot of female characters with Bass voices...I suppose it would be a little immersion breaking.
  15. 59 here, wife is 54. Started in Asheron's call, then Star Wars Galaxies, then City of Heros (met my wife there...sigh will never play another NCsoft game after what they did there), then SWTOR and WOW, finally back here.
  16. [ Yes yes XP is not really the point here, although it can be. Example: you use single target attack to pull a group, and a well meaning 'uninvited assistant' lays down an AOE hitting the rest of the group. Since they 'tagged' the other MOBs first they get credit for them, even through they're agro'd on you. As I said, not really the point though. The real point is more like you're sitting in Mickie D's with a thingy of french fries, and some stranger comes through and nabs a few of them on the way past. In the over all scheme of the universe I'm not going to miss those fries. And considering the nutritional value of said fries, I might even be better off not eating them. That's not the point. The point is a stranger violated my personal space. I feel the same way when I'm in perfect health and somebody inserts themselves uninvited into my combat situation. I want the satisfaction of killing 'my' MOBs myself. I like killing them, it's like eating french fries. And when somebody comes along and takes my kills, however well meaning, well that's like stealing my french fries. Do I ever insert myself uninvited into combat situations? I try to avoid doing so, but sometimes it happens by accident: auto-targeting for example, or I inadvertently target a stealthed character's combat before they strike, or I mistake another character for my partner and attack what they're attacking. In those cases I back off once I've discovered my mistake and apologize. If I am going to volunteer assistance uninvited it's generally in the nature of : 1) The other player is nearly dead and their opponent is not 2) I heal them if I'm on one of my healers 3) If the player is out numbered I might stun or hang up one of their opponents, 4) Or, clear the spawn point after they go down so they have a clear area to rez in. But mostly I don't interfere.
  17. I don't know about other folks out there, but for my wife and I there are certain acceptable protocols for people inviting us to play with them. If you've been having problems inviting folks and having them accept here are some tips for possibly getting better results. WHAT NOT TO DO: Don't send me a random, out of the blue, invite. That's bad manners. I don't know you from Adam, or Eve, and I don't know if I want to yet. First contact is important. If you simply throw out an invite without introducing yourself more often than not I'll simply decline and be on my way. In fact I can't remember a time I've accepted a random invite in any MMO. If you can't be bothered to talk to me first, don't bother to invite me. Don't stalk. Following around somebody and watching them for an extended period without talking to them is creepy and annoying. I'm 99.9999% sure I would never be interested in teaming or be interested in being invited to a guild by a creepy stalker. Don't ninja mission nodes, chests, or resource nodes while I'm fighting the MOBs guarding them. Swooping in and taking a goal I'm fighting for means you have a snowballs chance in Hades of inviting and my joining you after. Unless i"m about to die, do not interfere in my combat. I'm killing MOBs to get XP, some random player intruding while I'm healthy is poor manners. Team members, of course should help out (and are expected to). Don't be gross, profane, tacky, spoiled, needy, or rude. WHAT TO Do: Introduce yourself: 'Hi, I"m <insert your name here> would you be interested in teaming for a while?' OR 'Hi, I'm <insert your name here> I could use some help with <insert mission> would you be interested?" OR "Hi, my guild <insert name here> is looking for new members, would you be interested? I'd be more than happy to answer any questions you might have about it.' My wife and I are a team. If you're inviting us to a guild, court us. The last thing we want to do is join a guild and then be left to our selves not knowing anybody in the guild. If we're joining a guild, there better be characters our level working themselves up and willing to team, there also needs to be guild activities, meetings, RP, PvP, etc., and people willing to include me and my wife in those activities...i.e. folks had better be friendly. If you and your guild are not willing to become a friendly regular part of our gaming experience, the answer will always be 'Thank you, No'. Before you invite us to join your guild, invite me and my wife to go on a couple of missions with you and some of your guild mates. That way we can see if we fit in. Again not interested in gaming with folks we don't feel comfortable with. Some times No means No; and sometimes it means 'I'm right in the middle of doing something else and am too preoccupied to respond appropriately. If you've introduced yourself and we've talked about your guild, or teamed together for a tough mission, I may not be ready to make a commitment at that time but after thinking about it, I may be willing to give it a go. If you just randomly spammed me an invite, then No means No. My wife and I are fun people. If we have a number of positive contacts from folks and feel a good rapport developing, then eventually the answer will most likely be yes. In any case be friendly and persistent, as opposed to annoying and persistent, and that will eventually win the day. Writing our character names down and making friendly contacts on multiple days will go a long way toward winning us over. We enjoy good banter and humor, that's very attractive. The reason I wrote this is because for the last few months I haven't received on decent invite. I figured that most people who have been putting out the random invites simply don't understand.
  18. Yes. But maybe they'd make more money through making their crafting players happy through more engagement and thus having a higher player retention rate. The principle being: there are different types of players who will stick around for different types of reasons--Killing, Exploring, Achieving, Socializing. Crafters tend to be Achiever/Socializers... if you make it, they will come. [i could get into a whole rant about the socialization and crafting issues inherent in this game from Beta to the present but it would be a waste of virtual breath.]
  19. I guess I'm just picky about the way my things look. A lot of the random drop gear or even the current custom gear is, sorry devs, just not that great looking. I'd like to have more choice but I don't want to have to pay gagillions of credits to buy what I want from the auction house. Besides, crafting is practically obsolete for the most part because much the good looking stuff is in the cartel packs... and yeah I under stand why they want to do that <cough>money<cough>. Philosophically in a game design sense, i'm mildly opposed to the system which forces people to move through tons of gear which looks personally unappealing on my character just to fulfill some design goal which never really met it's supposed potential of encouraging leveling through variety of gear...especially when the design of that gear is, not something I'd dress a wookie in let alone myself given and alternative.
  20. I have not posted in a very very long time. One of the things I find frustrating about SWTOR is the inability to control the appearance of the weapons and armor that I craft. It would be nice to have to option to be able to select the appearance of the custom weapons and armor I wish to make. I believe that this could be done by assigning the look of each style of weapon or armor a number, which could be input when a custom item is made. The appropriate model would then appear when the item was created. To add to one's model catalog, one would simply need to reverse engineer an item with the same image one would like to use. I also believe that one should be able to insert a dye module in the creation process to color the final product to ones satisfaction. That's it.
  21. Right now as I scroll through pages and pages of posts I'm having difficulty identifying which page I'm on. It's not really clear very clear visually which page you're actually on--all the numbers are white. Maybe it's just my eyes, but could we get a better indication about which page of the thread we're on by making the page number we're on a different color than the other numbers?
  22. It's not just the masks that have the clipping problem. My consular had a pony tail that stuck through any head wear. I think they turned off all head wear and gave up fixing it.
  23. My Miralukan character can't display any headgear--but it wasn't the mask that was clipping--it was the high pony-tail sticking up through every piece of head gear initially. Apparently they just turned all the Miralukan head gear off instead of fixing it.
  24. The clothing should never had slots to begin with. There should have been a paper doll with armor, mod, and enhancement slots, and make the clothing separate so it was appearance only. Weapons should have been modifiable as follows: 1. Light sabers should have had crystals, lens, & power pack mods--handles should have been cosmetic so you could choose the look. 2. Blasters should have had crystal, trigger, targeting, power-pack, and barrel mods. 3. Other melee weapons should have blade, handle and power pack mods. Current mods are too generic. I don't see the point of having the color system. All clothing should be 'orange' modifiable with no mods when it drops. No mods, barrels, shielding, crystals, or enhancements should be drops, rewards, or NPC purchasable. If crafters were the sole sorce of mods and item enhancements there might actually be an economy in this game. There should be recipes for all clothing and armors which should be color modifiable by the crafter. I'm talking the actual visual clothing color. Each item should have two or three modifiable colors: main color, secondary patches and trim. Moreover crafters should be able to change the colors of items for other players in the trade window-- which would mean that there should be a mod slot in the trade window which would allow crafters to modify bound items for other players.
×
×
  • Create New...