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graeye

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  1. think the emporer would have won...as he did. just finished this book as well, and have to say i give it a solid 'meh'. i expected more. i really enjoyed the darth bane series. this one seemed like so much buildup, then fell flat. just my opinion.
  2. just a thought, but degauss seems like it should be in the shield tech tree rather than the pryo build. as a tank, would be nice to be able to break roots/cc a little more often. i was just thinking of it from a 'logical' point of view. not such a terrible thing is it?
  3. i always hated when people left early as i was on my way up to 50. i stuck it out for the comms, even in a loss. now that i am 50, the comms dont mean near as much. its those wins. and if you are getting destroyed right off the bat, then there is no incentive or penalty for quitting. add to this that in certain cases, like huttball. when a loss is apparent, you end up just being farmed for kills. that is not a good feeling. if a team is up big with lots of time, just end it. move on to the next one to try again. im not admonishing quitting. i hate it, but i see their perspective. perhaps just put in the quest along with the 0/3 warzones won also something that tracks how many you joined but didnt finish. there are quests that do not allow certain things to be lost at times. so put on there 0/2 (or whatever number) warzones prematurely left. this would leave room for an accidental dc or whatnot, but if someone left 2 warzones prematurely it would void their quest so that they could not attempt it again till the next day.
  4. seems as if today's ranting only further drives home this point. knowing that the devs dont like to just be flamed, how does one go about getting good changes for the improvement of a game that i assume we all want to succeed and enjoy. I believe most people just want to make it better, or even the best on the market. among many posts that are just negative (some of which are understood), there are some really good ideas. excellent suggestions made by players that actually play this game. ...the question becomes, does anyone listen?
  5. I fear you may be correct. seems odd that a game in development for so long didnt see this coming. It has so many positives from other games, even new developments. This seems like a simple fix, along with many other issues. I'd personally prefer some kind of positive suggestions rather than just flaming the devs. Either way it seems as if it falls upon deaf ears.
  6. There is no need to nerf anything or enhance anything. Unfortunately it may take some sort of overhaul to really get a good solution to the crafting issue. -There is no dependence on crafting from other players- Items can be aquired from vendors, npc's, and drops that are as good or superior to those made by crafters. why would anyone purchase medpacs or stims from biochems when there is a medical droid every 5 feet? why would someone want crafted armour or weapons, when most people are after the orange moddable pieces? why purchase mods from cybertech when barterers from planet vendors will trade you mods? pvp vendors sell great armor and weapons. -there is no crafting interdependence. if you take one crafting skill, it can be supported entirely by your own set of skills. there isnt anything someone else creates that you must have to make things yourself. ie. if you put biochem and bioanalysis in one set, yet gave someone else diplomacy...the biochems would rely on that person to produce items that they need for many of their good items. But as we can freely choose what crew skills we want, that is unlikely and foolish. one possible idea is for them to nerf the vendors, npc's and drops. make it where players create the best items. there goes a booming economy and trading throughout the player base. items can still drop from loot or bosses that are necessary to create the best pve or pvp gear...consumables will always be in demand, but not if there are npc's selling them too.
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