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Battilea

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Everything posted by Battilea

  1. Have to say, not a fan of the quick travel cost increase. You'll be putting poorer players in a situation where they won't want to use quick travel because they're busy saving to unlock the next bit of storage place. It doesn't matter that the time they save can be used to kill a few things to make the money back and more. Just the feel it creates will be bad. As is, as a returning player, well, I wished all the xp bonuses were credit bonuses instead. Because the xp is so rapid regardless. You do the planet stories, your class line, and the +2s for a planet 1x, and you're pretty much 80 by the end of chapter 3... Of course, that credit issue went away because my guild gives millions of credits for top conquest point earners each week, but, well, before that, I was not instantly handed tons of credits. The same goes for other things as well. I'm sure there are players that like playing the home decorating game in their stronghold. They like that more than going out and earning credits. And now suddenly, they're getting charged for that. And again, it discourages a new player, a poor player, from using that part of the game. And ultimately, the amount you can charge there will be insignificant to the players that have billions. How they earn their credits, how they don't spend their credits, that's the problem. Not the guy who can't afford to open up his 3rd bay of cargo space.
  2. This is why there should be menu options that let you disable XP bonuses (guild, event, etc, and nope, not a stupid item that does it), and a slider that lets you adjust the xp gained. By default, people will level like they do now, which many people will probably want, but if you want to, you'd be able to slow yourself down and need the side missions to level. That or the ability to adjust the planetary cap downward could also do the trick, though has some potential issues (group content). Of course, either way it wouldn't go back to how it was for a veteran player. Certain things got wussified, you've probably got a lot of presence bonuses, and probably other stat ones from datacrons as well.
  3. Droid is highly unlikely for dialogue reasons. Nope, not the characters, but everyone else's. Think about the mem-wipes, the "we don't serve their kind here", etc. Just like being a non-human gets commented on at times, especially Imp side, so would being a droid, on both sides. For a player being a droid to feel right, that would need to happen. And they can't just use the standard "alien" lines that another alien race would have, because they're droids, not aliens. There is also the matter of gender... are they male or female? Both? Romance options (face it, the kissing scenes would be ludicrous). Conversations about kids that happen, and again, these are lines from the companions, not the player. So properly integrating droid as a player race wouldn't be easy.
  4. To add to what was stated above: The info is available in game. If you hit Y to bring up the Legacy tab, under Global Unlocks, there are "Imperial Classes" and "Republic Classes" tabs. There, you can see the bonuses listed, and which ones you have unlocked. Basically comes down to two things: 1) There is a 12 second duration and -1m cooldown bonus to the Heroic Moment power for each type of companion you max (ranged DPS, Melee DPS, ranged tank, melee tank, and healer). This only applies once per type, so once you have one of each type done, you'll have halved the cooldown (from 10 to 5 minutes) and doubled the duration (from 1m to 2m). 2) +10 presence per story companion conversation arcs completed. So each of the eight base classes is a potential 50 presence for all your characters, for a grand total of 400 presence.
  5. I had a similar issue with the shuttles to return to the starting planets yesterday. So I used my ship to go there instead. Of course, if you can't get into your ship, that's a problem... You may wish to try the legacy quick travel to ship power as a work around. Only costs like 50k credits, and well worth having. Provided you have sufficient legacy level, of course.
  6. It applies to single group content as well. And for anyone above that bottom line where the two are equal, for harder solo content (like the higher difficulties of story mode). Don't get me wrong, I think what you're describing can work fine in a single player game, which admittedly much of this game can be played as. Though generally speaking, you put the point of parity somewhere in the middle, rather than at the bottom end. But this is an MMO, and to put it in historical perspective, you can look at the early days of Everquest where warriors weren't wanted (and then later when SKs and Paladins weren't). Or in WoW where people judge based on class/spec. Or EQ2, CoH, Age of Conan, DAoC, and on and on. Class-based? A will be preferred over B. Skill (as in the skills you pick, rather than player-skill) based? A will be preferred over B. It's the same old song and dance. If you have much variety in how classes play, there will be balance issues. And the best the devs can do is to make sure that every class/spec does not fall to far above or below the aimed for balance point, and that there is a compelling reason to play each class. Note, this doesn't mean that every class should have equal representation, or that every player should enjoy every class, just that enough people (whatever qualifies as enough) enjoy the class. Or in other words, it isn't necessarily a problem if Average Joe doesn't like the Backstabby McStabsalot class because he finds it too hard, as long as he's got classes he does enjoy, and others do enjoy the backstabbing goodness. Edit: The problem generally tends to lie with the adjustments toward that balance point. Devs tend to go for sweeping changes, rather than smaller, incremental ones. As a result of this, classes can easily go from being on top to on bottom, or vice-versa. Part of it is because it takes more time to make a minor tweak, so how it impacts things, then adjust again, but with nerfs, a lot of it has to do with how the players tend to react, and a series of smaller nerfs just prolongs the reaction. Devs are also more prone to adjusting things downward that are overpowered in the players' favor much faster than they are at buffing the weak powers. Which tends to jade players, making reactions to nerfs that much more extreme ("Oh, you can nerf me because I do 5% more damage than X, but you can't fix ability A which has been useless since launch????"). So in that regard, the devs sort of bring it onto themselves.
  7. Oh, there's always someone who can. Good players are better than bad ones, even with simple classes. They move faster, adjust to the unexpected faster, keep a tighter rotation, are more aware of what is going on around them, and all that. And there in lies the problem. Joe Average will fail a ton, while Power Gamer Bob won't. Which means that for Joe Average, the two might be equal, but for Power Gamer Bob, the more complex one is purely superior. Except it isn't, because you're Power Gamer Bob, and therefore, Watchman is superior to Gunnery. And Raid Leader Jill? She wants Power Gamer Bob on his Watchman, rather than the Gunnery he'd rather play, because of that pesky enrage timer. And then there's Mr. Game Dev, who has to take player abilities into account when designing the enrage timer for the next Op to be released, and so he's got to base it on those Watchmen, rather than the Gunners, because that's what he knows Jill is going to bring to the fight. Which means Jill is that much less likely to want a Gunnery person along.
  8. You can't really reward order of button pressing difficulty (aka complexity) much, if it all. By rewarding it, you're essentially telling any skilled player they have to play that class to be optimal. And it isn't really necessary, either. Some people like more complex interactions, while others like a nice, simple rotation. They'll play them for that reason alone. Parity is the goal. If you look at melee and why it traditionally deals more damage than ranged, for example, it is to offset damage dealing time lost because melee has to get close, because melee tends to have to bunch up making them more at risk to enemy damage, leading to potential lost DPS as they move to avoid that. And of course, higher risk of potential death, as both melee and ranged attacks can be easily used against them. Though some of those are why melees generally get more/better survival tools compared to ranged types. So the goal ultimately isn't to have melee deal more damage. It's to have melee and ranged be equally valuable contributors of damage, taking into account how much damage they'll do over the fight, the risk of death, and any burdens they may impose on others. By doing this, players are free to choose ranged or melee as they prefer, and people building groups won't mind having some of each. That doesn't apply to complex vs simple. If you reward the complex class more, then it is superior in the hands of a better player. And if you're a raid leader doing difficult content (meaning you have players that know how to press buttons in the right order and to not stand in the fire), well, you're going to want the complex class, and not the simple one. And therefore, there is no longer balance. Besides, no spec is really that complex.
  9. Yup, now that you're 70, you earn CXP instead of regular xp. Defeating a champion mob or finishing a bonus mission gets you a base 20 CXP (which means 70 currently, thanks to the 250% bonus), while other things (flashpoints, Ops, the consumables when you defeat certain flashpoint/Ops bosses, etc) get you more. And each time you fill up the CXP bar, you get one of those crates.
  10. And if you find an armor with a similar texture, don't forget you can dye them to tweak the colors.
  11. It might not be. The game knows when you are in a PvP zone. So who knows, it might be relatively simple. Or it might be, because things were never designed with that in mind. Heck, it might not be feasible at all. Only a dev can say for sure. That doesn't change though that such a system would be nice from a player standpoint to let them avoid the hassles of manually having to swap gear and to have the other set clogging up one's inventory. Nor does it change that the distinct needs of PvP gear and PvE gear are different, and they don't play nice together. PvE needs more scaling, while PvP needs to avoid it as much as possible. PvP needs to gear people quickly, while PvE uses gearing to slow people down. All because PvP should be a mostly level playing field, so player skill matters, while PvE is about progression.
  12. People like to feel like they're making progress. To suggest that he shouldn't get that benefit would be like saying the hardest Op should have no loot (since you obviously beat it without the benefit of said loot the first time), and that the best PvP players shouldn't get it either (since they're obviously winning without it, and therefore don't need it). Also, unless I'm mistaken, the hardest solo content (setting the story to max difficulty) is currently right up there with, if not surpassing, the hardest Ops. Meaning solo players actually need the gear, and maybe it is the Ops players don't Anyway, Bioware put a carrot in the game, and this particular carrot is available to all level 70s. It is only natural that people are going to chase it. And if they feel like they aren't making progress, then that makes them less inclined to play. And if they feel that they have to play some way they don't enjoy because that's how you make progress, that too will make them less inclined to play.
  13. Pretty sure the devs have said something about adjusting the CXP rate once the event ends, no? And of course, with 5.2, the drop rates will increase, so that will make each level you do earn more worthwhile. That said, if you don't do Ops (where people will pressure you and/or you don't want to hold back others) or PvP (where you need the gear to be effective against others), why sweat it? Play when you play because you want to, and if you CXP level, hey, you leveled. And I say this as someone who also has little to no interest in PvP or Ops.
  14. That issue could be easily addressed, though. Just have a gear tab that is for PvP, much like we have the cosmetic ones. If you're in a PvP area, it uses that automatically (defaulting to your PvE gear for the slot if the slot is empty). Boom, separate gear and no hassles with gear swapping or it eating up extra inventory space.
  15. And when you right click it to add it to your collection, it should also appear automatically on a hotkey bar in an open space. From the sounds of it, though, it almost sounds like something went wrong with your right click, like it took it for a drag and destroy (though that has a confirmation box). I'd suggest buying another one or running the solo version of Black Talon/Esseles (you get rewarded a speeder the first time for doing it, so that'll save you the credits), and seeing if it works properly this time.
  16. I find the most insulting part of it when you get to the shuttle from the station to the planet... and that shuttle has an option to go to your ship. Just to remind you that you have to run all the way to the pesky shuttle, but there apparently is shuttle service to your ship. Also, on the list of annoyances, especially when playing the Trooper story line which has a ton of this, the likes of "Travel to Coruscant" quest steps. If I quick travel to Coruscant using the legacy travel, it doesn't advance the quest. Nope, I've got to get into my ship, fly to Coruscant from another location, just so it can tell me to talk to a person on Coruscant. There's nothing to do in the ship, no cut scene, but you have to take your ship.
  17. On one hand, it would nice to get the intended level drops, so one could chase after a certain look. But on the other, it is nice to get gear you might actually wear for stats and that sells for more credits.
  18. And there you see why the removal of PvP gear is a bad thing, not a good one. With separate gear, PvPers can be easily given a minimum set that they can easily acquire, while minor upgrades can be possible to upgrade that as some reward. Without it, PvP gear acquisition has to be limited to the rate PvE gear is, as well as the need for PvE gear to vary a bit more between tiers, and therefore PvP suffers as good gear and therefore time spent grinding begins to cut into the impact of skill. That's why your PvP ugly exists, because your PvP good is bad.
  19. You'd also discourage F2P players who like to PvP, though. Really, having the bots go the PvP route ought to be somewhat beneficial... the easiest way to catch and ban them, as opposed to if they leveled in some remote PvE location. But that would require Bioware to be quick about responding to reports of this sort of activity.
  20. You can swap out the mods to fix the stats issue. Which is something you'll be doing in part regardless of what type of gear you get, as one of the mods that comes stock in the tanking gear is not the optimal type. Furthermore, if you're playing mostly solo, you don't need the full tanking stats. You want enough to survive and make the healer non-stressed, and for the rest you want whatever makes the encounter easier/faster, which is often higher DPS. And since the tanking set bonuses are rather unimpressive, again, some bonus to kill speed (or aggro generation, if not solo), has benefits. So yeah, it makes sense. It's why giving the player a choice (via a token system) is superior to relying on random and making them switch specs before opening. And note that would also improve situations where you need one more piece of a set for your main spec, so you're stuck trying to get that, and so get duplicates that could have been useful to your off-spec. And for that matter, well, posts like this exist, which advise DPS Shadows/Assassins to solo PvE in tank spec with only a single piece of tank spec gear... So while a person who likes tanking has good reason to use DPS gear at least part of the time, apparently those that like DPS have a good reason to run tank spec when solo.
  21. Personally, from a mostly PvE and class feel side of things, I want the following: 1) ranges changed to 20, not 10. 2) Tank spec gets a passive at 10 that reduces range to 10 and gives some tanky bonus (extra aggro or something), should devs feel that tanks cannot be range 20. 3) In the 20-30 range, a power that replaces the rifle butt/knife stab thing with something that has range 20 for the DPS specs. Or rework those powers to be situational, and not tie it into the main attack chain. Or just replace them with a range 20 power right from the get-go. 4) Bigger radius on the AoEs. 5) Higher damage across the board. As is, the Vanguard is the least fun class I've played, lacking in damage, with crappy AoEs, and a horrid feel to it on top of it all. Now, admittedly, mine isn't to 70 yet, but compared to the other classes I've played, it just feels weak and lackluster, across the board.
  22. Which sort of sucks, because I don't want the crappy tank set for my Shadow and Assassin tanks. I'd rather have the DPS one. Of course, that problem could also be solved if the bonuses on the tank set weren't meh.
  23. Just to get past it, have you tried getting a player to help? I assume you don't have to do it solo...
  24. Given current trends, it won't be an MMO. MMOs have gone to more of a niche thing, rather than the big releases they used to be. If Disney pushes a new Star Wars multiplayer game, it will most likely be a MOBA.
  25. Black Talon in Vet Base: 500 Event: 1250 (250% of 500) Boost: 500 (100% of 500) Something else (Legacy CXP boost?): 50 (10% of 500) ==================================== Total: 2300
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