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Rufcat

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  1. It has been talked about since before the game was released, and I've come up with (I think) a different way to implement player bounties. To start, everyone has a Bounty Bar that will fill up as they do certain things, ie. kill players/mobs of the opposite faction. Warzones will be excluded from filling the bar. When the bar fills up, the player will then have a bounty on them. Whoever kills that player with the bounty will receive some sort of reward, be it credits, PvP Commendations, or both. Once again, Warzones are excluded from the kill credit. Everything must be done in the open world. Now, what's to keep the bounty from going to the Fleet never to be seen again? Simple. Players that have a bounty cannot go to their Fleet. It may seem a little harsh, and I'd be the first to admit that it would be annoying not to be able to return to the Fleet, but it's the only thing I can come up with. Anyway, that's basically it. Flame or expand on it if you like. EDIT: This can be flipped to only Warzones. Instead of being only in open world PvP, players will get bounties while in Warzones and kills only count in Warzones.
  2. They did warn you, if you were paying attention they announced it at 15 mins, then 10, then 5, 4, 3, 2, 1 min(s)...
  3. I saw one at 15, 10, 5, 4, 3, 2, 1 min(s)... not sure what game you were playing....
  4. Are there any plans to implement some sort of macro system? If so, when? Also, can we expect to see player made mods any time soon?
  5. Whaaat?!? Multiple stage quests are great for experience. Not only do you get exp for the kills, but you get exp for completing each stage, then you get exp when you turn it in. You can easily net 20-30k exp.
  6. The idea and editing of the video are great. Good job putting it together. The narrator needs to not have the Wisconsin/Minnesota accent that they have, that threw me off a bit. The gameplay parts need to not be studdering. Fix that and I'd give it a 10/10.
  7. Made me think of the quote from Hunter S. Thompson "Buy the ticket, take the ride." On topic, they should definitely NOT make people that are unsubbed pay for transfers. You're all forgetting that they WANT people to resub. These transfers are not only happening to make current players happy, but also to entice other people to play/start playing again. You complain about low populations yet you don't seem to want people to come back to the game... *EDIT* One of the the requirements to be eligible for a transfer is an active subscription. Come on people.
  8. Given the time of day on both east coast and west coast, WHY are there only 4 servers available for transfer? Are you expecting people to be waking up early, or going in to work late just because transfers are available? And, if these are low pop servers, how many people can it possibly be? 200? 300? I am not complaining because I can't transfer, just bringing up a point. I understand that taking this slowly will make things go much smoother, but why sooo slow? *EDIT* Wouldn't it make more sense to open up more servers during non-peak hours. Am I seeing this wrong?
  9. Given the time of day on both east coast and west coast, WHY are there only 4 servers available for transfer? Are they expecting people to be waking up early, or going in to work late just because transfers are available? And, if these are low pop servers, how many people can it possibly be? 200?
  10. They already said that current high pop servers will not be destination servers. What they are doing is consolidating all the light servers into several higher pop servers. Yes, I'm excited. Although my guild consistently has active players on at all times during the day, it's not always possible to find a full group for a daily HM. Depending on how the actual transfers go, this will be a very good thing.
  11. The group finder has been awesome. It has had its bugs, or course, but recently it has been going smooth. Gear-check isn't really needed, although Bulwark in D7 would pose a problem for some undergeared groups. As an example, I was grouped with 2 other people, a tank and a dps and all we needed when we queued was a healer. So we queued up, using our respective roles, and got into a HM Foundry. Somehow it bugged out and made the tank queue as a healer, so we got another dps and had 1 tank and 3 dps. We eneded up clearing the entire instance, wipe free, with one of the dps healing. Gives a new perspective on the difficulty of HMs.
  12. Just goes to show people will complain about anything. Level cap increase is "gamebreaking"? I lol'd.
  13. I don't think BW is going to allow free transfers to already high pop. servers. To consolidate and keep servers alive they will only allow free transfers to light pop. servers. My guess is that it will be done like this: Server A will take transfers from: -Server 1 -Server 2 -Server 3 Server B will take transfers from: -Server 4 -Server 5 -Server 6 A server that is PvP - West will take transfers from servers that are also PvP - West and so forth. Fatman and other high pop. servers will probably take a small hit, but not enough to get worried about.
  14. It's because BW has stated several times that they will not be doing merges. I do agree with you, though. Merges will make them look bad to their investors, sure, but the player base will be happier. This just shows you who Bioware/EA cares about, and let me tell you, it's not you. If I was running a business like BW and it was failing like SWToR, I would have done server merges first and looked bad for a few weeks, THEN started transfers when servers started overpopulating. I'd rather look bad in the short term than look bad in the long term when no one is buying my product.
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