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Salvadore

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  1. With all the information we have about the new expansion and combat styles/load-outs, I was wondering if anything was mentioned about key-binds saving per combat styles and/or load-outs selected. This is one of my biggest gripes about switching specs in the game right now (outside of changing gear on respec already being addressed), and would personally be a huge QoL improvement. My google search and reading the available guides hasn't found much in the way of info on this particular subject. Thanks in advance for any info you may provide.
  2. How about turning the macrobinocular and seeker droid quest finale's into uprisings. They seem to be about the same length, with a couple of puzzles thrown in. That would help some of my alts find groups and finish these quests sitting in their logs for years!
  3. New Legacy options: --raise the cap on deployable crew members earlier in the game or at end game. --allow more than one seeker droid to be deployed at a given time --reduce cast time of seeker droids and/or scan time of seeker droids. The option to modify existing skills at certain levels with a variety of different options but only able to pick one. Redesigned crew skills for original crew members. Redesign GTN UI: --Able to divide multiple large stacks into smaller stacks and list on AH --Find an average value of an item from listings.
  4. I logged in this morning to find my sub has been activated after I cancelled it 6 months ago (I still play F2P on and off). I thought maybe i was the victim of some sort of identity theft or maybe some wacky refer-a-friend. After checking my email and swtor account, I have found nothing fishy. Cant find any official info on the website or forums either for everyone getting a sub or something. Anyone have any info on this?
  5. The possibility of no one being there is why I put in the suggestion for some type of warning system with a certain amount of time until attack (a day, maybe?), to give the guild time to build an effective player defense. The way I had envisioned it, no inactive/sparsely populated guild would be able to afford the upgrades and/or upkeep that would come with owning a capital ship/city. I see this as a way to promote guild activity, encouraging more members to be active and contributing members of the guild, making them a part of the guilds success. I also understand the counterpoint of PvP griefing, and while I find it unacceptable, feel that this element of gameplay could also lead to self enforcement by the community in active pvp guilds policing their territories and assisting their allies.
  6. Warning: Incoming Soapbox I have been playing this game since launch (4 level 55's) and I don't understand the attitude these days when it comes to XP gain. People say they are not getting enough or they want more 2xXP. Well, I say what is the rush? What are people trying to hurry and get to at endgame? The endless grind of reputation and gear in flashpoints, operations, and mind-numbing events? Want to play that warzone or space mission over again for the 100th time? This game is already ridiculously easy and throws all kinds of XP at you (if your a sub). There is no consequence or challenge to this game. If you just like beating your head at the wall over and over, go ahead. Having grown up in the days of EQ1 and other early MMO's, I created a new character (a trooper) that I wanted for the "full experience." I wanted the grind of lvl'ing a character with no xp boosts. I wanted to experience every planet arc, story mission, and quest I could find, at or below recommended levels. I wanted my professions to mean something, as I could use the armor I crafted (even "greens") at the appropriate levels. I camped in hostile areas to make sure I didn't get the "rested" xp. Unfortunately I am a "sub." Things went alright halfway through Coruscant, but between flashpoints, space missions, and whatever else, I ended up being lvl 20 when I was done. By the time I was fully done with Taris (recommended lvl 16-20), I was lvl 25. Obviously, my "full experience" experiment will be a failure without skipping most of 2 worlds or more, only doing class story and/or main planet arcs. I am considering cancelling my sub just to slow down my xp rate. I heard it is really slow as a F2P. End Soapbox Also, ready my posts in the suggestion box. I don't think anyyone reads that forum http://www.swtor.com/community/showthread.php?t=668624 http://www.swtor.com/community/showthread.php?t=668612 Thanks you and have a nice day.....
  7. Having played MMO's since the dawn of Everquest, I have become dissatisfied with the current ideology of endgame amusement park grinds for gear via operation/flashpoints/reputation. I suggest bringing a sandbox element to endgame play that has actual consequences. (Note: TLDR is in bold at beginning of each suggestion) Suggestion 1: Guild vs. Guild combat on a large open-world-pvp world or moon - something the size of tattoine, hoth, belsavis (or even larger). Guilds would be able to create cities with upgrade-able defenses/walls. Guilds would be given the opportunity to create alliances with other guilds, as well as develop animosities. The world would be filled with pvp "hotpoints", places where guilds would like to establish control for some new resource that was being controlled, or a place where a random or rare would spawn that had a chance to drop something incredible (i'm thinking some new alternate advancement type thing, but it could be whatever). In this king of setting, the world has all kinds of potential, from banditry to betrayal to defensive patrols, to outright war with other guilds. i would recommend somekind of warning system that would give the guild city being attacked the chance to get guildies and allies online to help defend the city. I'm thinking something along the lines of Shadowbane if you know what I'm talking about, but improved. Example: Guild A has built a large and prosperous city. Guild A has had rising tensions with Guild B over resources, politics, attitude (excessive griefing or some such) One day, sensors detect a buildup of enemy troops from Guild B not far away leading to a full scale attack hour or a day later by guild B as they attempt to destroy walls or doors and gain access to the city, looting and pillaging once inside. As the attack goes on, allies from Guild C show up, helping to route the invaders and the save the day. Or guild C turns out to be traitors, betraying Guild A and helping to destroy the once prosperous city. Suggestion 2: Full on Republic vs Imperials invasion of capital guild ships. Hopefully with some future update, Guild Capital ships will become available. With this, I think it would be an interesting turn of events if the ships were created to be defensively upgrade-able and susceptible to invasion by the opposite faction. You could even tie in space combat with this somehow, requiring your guild to bring down the defenses with their personal starships. After the defenses are down, the starships would be able to land and attack the players on the inside as they try to gain access to key positions and takeover and/or destroy the capital ship. Example: The above description is the best example. Thank you and have a good day.....
  8. Having completed my bounty hunter story arc, i found myself disappointed that it had come to an end. The crew had alot of personality and was one of the few instances in a class story arc where I saw the crew actually work/fight together (I can't remember the quest off the top of my head). It got me thinking.... How about professions become a more active part of the player experience, basically becoming their job. Currently, professions (i.e. underworld trading, diplomacy, treasure hunting, investigation, slicing) only allow you to send your crew member off to do some random mission by themselves. What if these took on a whole new dimension, as players are approached by NPC's who would be looking to hire your motley crew. Players could then go off into a single person flashpoint (scenario, whatever you would call it) where your group would actually be your whole crew as you worked to accomplish these jobs/missions. I'm not talking about some cutscenes where it's implied that your crew members are there helping you do things, but actually more like having 5 pets that you could control their actions during this adventure. This content could be episodic and have about 30 minutes to an hours worth of content, scaled to your lvl to make it challenging. An example could be if I had chosen Investigation, they could be sitting around the "office" (i.e. the ship) and get a call from someone needing their investigative services. Their child has gone missing, and after exhausting all official law enforcement channels, the client has come to you to help find their missing loved one. After some haggling, the BH and crew go off on this mission together in this single player flashpoint, searching for clues, with some plot twists, traps, puzzles, or whatever else is thrown at them. Throw in some player choices here and there to branch off the story into different possible outcomes. The story could even have an overall arc. It would be like playing a season of TV if done right. TLDR: Make Professions a more active player experience by making episodic, single player, crew driven, flashpoint difficulty content.
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