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Sefeki

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Everything posted by Sefeki

  1. rip in peace, my Vorantikus friend.
  2. Oh, Jackie, apparently the link from swtor.com under the Community tab still links to the old forums, not the new one. ✔️
  3. Small UI issue discovered. In your Profile under Manage Followed Content, with the Members I Follow--when you set the anonymous option, the little icon that comes up after to indicate you're anonymously following the person is hard to see. There's no real definition around the icon.
  4. Looks very slick so far. Nice to see some modernization. Time to poke around and see what's what.
  5. I like the new subtitles that were added in the recent patch, however, I think there needs to be better information on how a user can find those options in the user interface editor. We get a lot of questions on the discord of people not even knowing there is one. A tutorial in-game on the interface would be useful as well as better organization of the Preferences menu to include an accessibility category (and general cleanup, the menu is getting a bit dated).
  6. Hi, Thinking of the New Player Experience, current tutorials seem to be out of date or ignored (especially when you get a half dozen of them all at once at the start of the game). Lot of questions get asked that could be answered by the game itself. It would likely be too much work to shoe-horn in quests that teach these mechanics into the narrative story, but having new, tutorial quests using the KOTOR style missions introduced in KOTFE/KOTET may be a solution? Options to review class abilities/mechanics (a new use for Class Trainers?) I.E. the mission NPC shows you a cutscene on how to use cover or a cutscene on how the group finder interface works (a bit immersion breaking, but perhaps necessary). Enhance the current missions of 'Introduction to Group Finder' or GSF or PvP into these quests. Have the Crafting/Gathering trainers have a mission each that teaches you their complimentary Mission/Crafting crew skills. Improving the new player experience seems important since a lot has changed since the game began and there's a bunch of stuff that you're not just taught (if I had a cartel coin for everyone who didn't know there was a GSF tutorial/practice area I could max out my Collections). Combining missions that teach you things along with general UI and tutorial improvements could do a lot to make the game new player (or returning player) friendly.
  7. Thanks for the open communication, Chris!
  8. Best option I found in the search bar was for this thread, so reupping it. The icon for activating character titles is not very clear at all what it is/where it is/what it does until you actually click on it and you wouldn't know to click on it unless you actually did. In the abilities menu, having the search bar first seems a bit weird? I feel like it should be on the right and the drop down menu on the left. Also, it's not clear that that *is* a search bar. Maybe some fade out text "Search.." to help make that clear? Preview menu no longer lets you scroll your character down. Can't zoom in on a head piece as you can't move the character? Maybe something unintuitive that I'm missing. Tool tips are faded out on the minimap when you hover over an ability. Didn't see any issue with the interface editor for that. Companion tab of the Character Menu, the circle in the bottom left that shows their influence doesn't advance correctly. It's always just 1234334/6000 or whatever and the heart/circle doesn't update. I assume it's supposed to? Probably WIP. I'm not sure if it's intended, but I do sort of miss the 'depth' in the old UI in the backgrounds of the menu. Like, if you compare the Collections menu on PTS with the Abilities menu on PTS, the Abilities menu is just all one background colour while the Collections menu has a bit of detailing and depth to it with the background. Is this an accessibility standard maybe? The currency tab feels like it has too much variety. I know it has the WIP on it, but the different graphics for the cartel coins seems a bit odd of a choice. Plus, the scroll bar on the page overlaps on the rows border/quantity a bit too much. Only moved my way to Chapter 2 so far, so I'm sure there will be more as I notice.
  9. Custom map markers on the map/minimap and would show on screen when not in the map would be neat to have especially to help people with aphantasia.
  10. Eric, does this mean an end to Galactic Command? Should we be grinding those out for the achievements/schematics now?
  11. :clap: Nice adding a Hexcode input along with the colour wheel. Don't always get that option.
  12. Heck yeah. Both, please! With the new galaxy map set up, it makes for the perfect way to revisit old planets with new areas to explore. Instead of landing on Hutta at Jiguuna spaceport, we can land at a point on the other side of the planet, etc. Going back to Empire vs Republic, could make for some great ways for "stealth" and "saboteur" missions as well as new, interesting storylines. Exploring a Hutt's game preserve on Hutta? Investigating a dark menace on the lower levels of Coruscant? (1313, we hardly knew ye) Checking in on a new rebellion on Ord Mantell? Quelling a full scale (republic fronted) slave rebellion on Drumond Kaas? Searching for a broken piece of valuable technology on Lehon? Finding more dark secrets in the outer cities of Zakuul? Seeking an ally in a smaller, but valuable house on Alderaan? (with maybe a new SH? ) Securing trade rights to a valuable, abandoned Czerka base on Tatooine? Plus, revisiting planets we've only visited in instances like Umbara. I'm all for that.
  13. Sefeki

    Eyes

    I see what you did there.
  14. Activities Windows, Eric. Also, does the offset DvL bar on the Galaxy Map count as a bug?
  15. When did the Mind Trap stop dropping in EV? It was dropping a few weeks ago when I last did it. :/ Also, this is an amazing list.
  16. A solution to that might be that you could only decorate your ship after completing all previous story content and unlocking KOTFE as no more cinematics would occur on the ship after that. The other option is another mid-size ship, like a Thrana or Terminus.
  17. Some great ideas! Personnel bundles would be a really nice addition and given the CM interface changes seems like something that's do-able, I would hope.
  18. Personnel decorations seem to be somewhat.. limited, really. Lot of droids, holos, and military personnel but how about more civilians? Characters doing things around the stronghold/guild ship. Talking or looking like they are accessing a computer. * Custodians * Librarians * Mechanics * Enlisted/officer personnel. * Crewmen * Tourists * Acolytes/Apprentices practicing. * Cooks/chefs. * Sitting characters w/ chairs. (Casual conversation and working) * Entertainers * Musicians * Dancers (casual dancers, not strippers) * Technicians * Pilots * Press/camera people. * Partiers * Those white armored Zakuul guards on Iokath! * Selkath * A hutt * Ithorians * Holos of previous bosses * Kai Zykken * Animals in cages. More interactions/emotes/species/genders of NPCs. Being able to add personnel to different hooks. I am sure there are tons of other ideas out there that could flesh out our SHs/ships.
  19. Answered in the FAQ and my last reply to you.
  20. That is answered in the FAQ. Currently, a Premium (Subscriber) account is allowed a maximum of 52 characters per server. Following the United Forces update, accounts with more than 52 characters on a server will be accommodated. You will still be able to access and play each of those characters. However, if you wish to make any new characters after that point, you will need to delete characters until you are back at or below the cap of 52.
  21. Keith, regarding Legacy names.. what if we have level 50 Legacies on multiple servers? How will the merge select which legacy name to keep if there are multiple maxed legacies?
  22. Why do you disagree? What would you change, if anything?
  23. Definitely. The main issue that comes up with this (apart from identifying guild members in a group and implementing the system) would be how would it work on the reputation level? Reputation right now is legacy wide, but you might only have one character in a guild. Would it be per-character reputation? Would this then mean that you have SH as a legacy conquest bonus and the guild as a per-character conquest bonus? Should there be a weekly cap on reputation like existing ones?
  24. So, based on a comment made awhile back around a desire to get away from people being forced to just stack chairs or meat trees in their strongholds to get their conquest bonus and after participating in a heated conquest battle on multiple servers for Iokath, I was trying to think of ideas to change how the conquest bonus works and what BWA might choose as an option. I was thinking that maybe adding Guild Reputation would work? Right now you get a lot of people consolidating, stacking crafters into one guild on crafting weeks/etc to improve their chances at the achievement by creating a monolithic alliance to trounce all others. Suppose you had to earn guild reputation in order to max out your conquest bonus? Earned by doing activities with the guild. This would, of course, require the game to identify guild groups for flashpoints/operations/warzones/etc and figure out how to reward it all and how fast it is earned. Suppose you could get up to 60% Conquest through guild reputation. Then raise the SH cap to 8 (hoping for another one soon, don't tread on my dreams!) and then have each count for 5% based on 50% completion. 10% completion = 1% conquest bonus, 20% completion = 2% conquest bonus, etc. Eventually getting 40% conquest bonus, making your total with maxed guild rep being 100%. Lower than what we have now, but.. What does the community think? What would you do in order to improve upon the existing system?
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