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AndrewAlberts

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Everything posted by AndrewAlberts

  1. Adding my name to the list of people affected by this issue. Tried the old uninstall/re-install, still nothing. I have been considering unsubbing, since I only play for an hour a day every day to keep up with login rewards, but I am beginning to think it's not worth the hassle anymore. Especially since I play other games such as Infinite Wealth and the Tomb Raider remasters. What do you think? Should I unsub and leave permanently?
  2. I propose that Master Mode operations become lock-in affairs. For clarification, those entering a Master Mode operation are locked in until either the operation is concluded or the timer runs out. That should put an end to people farming Dash'Roode and Nefra endlessly for faster gear.
  3. The purpose of this post is to pose a Forsyth's Play Your Cards Right style poll and ask 100 SWTOR players one simple question. After watching this video: Do you agree that this game is dead, if not dying? Feel free to add any comments you wish to make.
  4. Anyone else having problems logging in using the security key mobile app? Mine only accepts codes that look like they're close to expiring.
  5. Like many here, I too was intrigued by the prospect of Combat Styles. One of the charms of replaying the original two KOTOR games was experimenting in different methods of playing, even though I defaulted to LS Guardian or a DS Consular, so the thought of potentially progressing through a JK story with a JC moveset had promise. Heck, I could even get behind a dual pistolled Trooper Commando, similar to Rex from The Clone Wars. However, upon seeing the overwhelming negativity, as well as the legitimate complaints/concerns that many players/forum posters have, I have come to a stark conclusion regarding combat styles. They simply HAVE to go. It was a good idea on paper. Unfortunately, things don't always turn out the way you want them to. I will give BW points for innovative thinking, however. Considering that this is the 10th anniversary of the game, I can understand them wanting to go balls out with this expansion. What BW ultimately needs to understand is, that while they develop the game, write the story, and all that jazz, at the end of the day, we[i the players are the ones playing the game. [i]We are the ones spending the money on the CM. We are the ones giving feedback on the PTS, which they are seemingly ignoring. We are the ones who need to have our voices heard. We also want to see this game succeed, but how can we expect to make any sort on contribution if BW doesn't listen to us. This game is a team effort in all aspects. Let all of us have a say.
  6. Whenever the first door in the heroic 'Droid Repossession' gets opened, there is another slab of metal in the doorway. Somehow, the enemy can phase through (maybe they borrowed that power from Vision or something), but progress is permanently halted at that point. Resetting doesn't work, opening while in combat doesn't work. Can this be fixed ASAP, please?
  7. Dang it, I forgot to mention the Czerka flashpoints. If they made solo versions of those, I'd actually do the CZ-198 story once in a while.
  8. I posted something similar in the Suggestion Box, but maybe I would have better luck if I posted this here instead. I was thinking that the other flashpoints that haven't had a solo-story mode put in could get one in the near future. I am referring to Hammer Station, Athiss, Mandalorian Raiders, Cademimu, Colicoid War Games, Red Reaper, Kaon Under Siege, and Lost Island. All but the last two can be slotted into the levelling path, as in given one-off quests at the end of every planet. For example: Hammer Station at the end of Taris (Republic)/ Balmorra (Imperial) Athiss at the end of Nar Shaddaa Mandalorian Raiders at the end of Tatooine Cademimu at the end of Alderaan Colicoid War Games at the end of Quesh Red Reaper at the end of Hoth I say this because, according to a story guide I once saw, the Taral V/ Maelstrom Prison and Boarding Party/Foundry flashpoints take place after Balmorra (Republic)/Taris (Imperial). The rakghoul flashpoints can be given the same treatment as Directive 7, a solo quest after the class story. I understand that Colicoid is still not optimized enough, even for four players, after so many years, so that one can be safely ignored, but the other ones, I feel, could benefit from a solo mode, especially Mandalorian Raiders, given the new story content.
  9. Oh, seriously? OK, I didn't know that. Forget about Colicoid (easy, since the devs already have), what about the others I mentioned? They could benefit from one-off solo-story flashpoint quests, especially Mandalorian Raiders because of the new story content, and the rakghoul flashpoints since Lokin's Alliance Alert mission references Doctor Lorrick and his experiments. They could be tacked onto the end of planets. For example, you could finish Taris (Republic) and a purple quest for Hammer Station shows up, or Athiss at the end of Nar Shaddaa. It could give solo players another means of levelling their characters while also seeing these flashpoints for the first time, allowing them to take note of boss fight mechanics for future group content. I could see it like this: After Taris (Republic)/Balmorra (Imperial), Hammer Station After Nar Shaddaa, Athiss After Tatooine, Mandalorian Raiders After Alderaan, Cademimu After Quesh, Colicoid (if they ever fix it, and that's a VERY big 'if') After Hoth, Red Reaper Give Kaon Under Siege and Lost Island the same treatment as Directive 7 got, a purple quest after the class story. According to the solo story guide, the Revan flashpoints come after Balmorra (Republic) and Taris (Imperial), so this set up could slot in nicely. Forgive this inane suggestion, I just think these flashpoints don't get as much attention as they should do outside of VM and MM runs. I think they've been mostly forgotten.
  10. Can we get solo-story versions of the remaining flashpoints that don't have them? I am referring to Hammer Station, Athiss, Mandalorian Raiders, Cademimu, Red Reaper, Colicoid War Games, Kaon Under Siege, and Lost Island? If Directive 7, a one-off story that is never referred to again, at least, not in any major sense, can have a solo-story version, why not the rest of them? I understand that Colicoid War Games will have to be re-tweaked, as there are mechanics that mandate having four players, but that should be easy. The same with Kaon's turret encounter and Lost Island's second boss. Other than that, I see no reason why these forgotten flashpoints shouldn't get the solo treatment, especially Mandalorian Raiders, since that one features Clan Varad, a major player in the newest story.
  11. For the record, is this solely on the Darth Malgus server? I ask because I think it might help the maintenance crew track down the problem without having to shut down all the servers again.
  12. Is it just me, or has ability lag gotten way worse since the maintenance today? I don;t mean actual server lag, that's been minimal, but I counted a full second between selecting an ability I wanted to use and my toon actually performing said ability.
  13. I'm more interested in a potential fix for the Maelstrom Prison solo mode sync problem than anything else.
  14. Regardless, it still needs fixing, and 6.1.4. is the ideal time to do so. Is it getting fixed in the update or will we have to wait longer? Playing a non-synced flashpoint isn't any fun for me. If it wasn't story relevant, I wouldn't care, but it is tied to the 'Jedi Prisoner' mission. Again, I am asking the dev team, is it getting fixed in the next update? It has been around since last year, they must know how to fix it by now.
  15. I was wondering if there were any plans to fix the Maelstrom Prison level sync bug in 6.1.4. It has been around for a while and is on the top of my list of bugs I'm hoping get fixed in the next update. I did mention that it could potentially be exploited. For the sake of keeping to the rules, I won't say how here, but I've been thinking it over, and it can be done. I did share my findings in a PM, if that's any consolation. Pretty please? Do it for this sweet little Jawa.
  16. I was wondering if it is at all possible to see a list of bug fixes planned for 6.1.4. I know you plan to fix the 'Militia's Trial' aftermath bug as well as the '7 Mek-Sha holo-decos' thing or whatever that was, but would it be possible to see more? I am personally hoping the Maelstrom Prison level sync bug gets fixed in 6.1.4. Pretty please?
  17. As I understand it, the level sync in Story Mode Maelstrom Prison has still not been fixed since the bug emerged last year. What has the bug fixing team been doing this whole time? In terms of content, I'd say this is pretty serious.
  18. The level sync in Story Mode Maelstrom Prison is still not working. Enemies will fall over if my level 75 Sentinel so much as sneezes on them. Could you please fix this? This bug has been around since last year. What has the bug fixing team been doing this whole time?
  19. I'd like to quote Yahtzee's review of the first Watch Dogs game, "I wish more games had the balls to tell you 'you'll play it our way or you'll do it with more holes in you than your love interest's face' " In all seriousness, the amount of skipping in FP groups is half the reason why I suggested my GF reward changes. The other half is to provide some means of escape from the toxicity.
  20. I have said this before in-game and I will say it on here, if I wanted to play a stealth game, I'd stick on Assassin's Creed, Metal Gear Solid or Styx: Shards of Darkness, not SWTOR. Unfortunately, the majority of PUGs operate under one mantra; maximum rewards for minimal effort. This is why TC is so popular, why HS is constantly being spammed, so on and so forth. Or it may be that the rewards given for bonus objectives are not sufficient enough to warrant expending the extra effort it would take to get them. I have suggested in the past that rewards in GF be changed to A: allow more lucrative play options and B: reward those who, and I'm going to paraphrase this post, 'stop and enjoy the scenery while bashing dudes in the face with glowsticks'. For those unaware, I have suggested more fragment rewards depending on the activity. Here's a brief rundown: Daily area weeklies: 500 fragments each. Flashpoints: Divide them up into three difficulty tiers and adjust fragment rewards accordingly. Black Talon/Esseles - False Emperor, tier 1 difficulty, 300 fragments per completion via GF, 1500 fragments for a weekly quest consisting of five purely random runs. Deselecting any, or just having HS ticked, nullifies the reward. Kaon Under Siege - Battle of Rishi, tier 2 difficulty, 400 fragments per completion via GF, 2000 fragments for a weekly quest consisting of 5 purely random runs. Same rules apply. Every other flashpoint goes to tier 3 difficulty, with 500 fragments per completion via GF, with 3000 fragments for a weekly quest consisting of 5 purely random runs. Thinking about it, this could go great with MM, while VM flashpoints do not need to be sorted into tiers and can reward 150 fragments per GF random completion, with 750 fragments for a weekly quest consisting of 5 random VM FP runs. Bonus objectives can yield an extra reward of 1000 fragments for VM and 2000 fragments for MM. Operations: The weeklies for these can give fragments equivalent to 500 per boss in SM, 1000 for VM and 1500 for MM. To prevent LB running, the quests can track progress through the operation and dispense rewards at the end, or if a group is really struggling with, say, an especially difficult MM run, they can opt to withdraw and claim fragments for the bosses already downed. It would be a reduced reward, but it would still encourage future attempts as well as gear people up better for next time. PvP activities: Tbh, I don't know how I would allocate rewards for these, as I don't do PvP, but I welcome any suggestions that players may have. Obviously, with rewards this lucrative, fragment limits will have to be extended and prices will go up, but it gives people options, something that is sorely lacking nowadays.
  21. Well, if you give me the number of fragments that the daily/weekly quests associated with PvP (and GSF, if you can) give, I could probably come up with my best estimation as to how many fragments that PvP/GSF should yield instead of what they do now. Math is just one of my specialties, the values I came up with are based on rewards from daily/weekly quests now.
  22. I have been looking for someone to pitch in some appropriate rewards for PvP, since I don't do it myself. I once proposed that ALL activities give fragment rewards that reflect the effort it took to attain them, to cut down on the Hammer spamming, which I despise. The short version of my previous post is: each daily area weekly would yield 500 fragments, the weeklies for VM and MM FP's would yield 800 frags for VM, 600 for MM (plus a bonus if all the FPs run to get them were random), and Operations weeklies would yield fragments on a 500-per-boss basis. I could not come up with a suggestion for appropriate PvP rewards for obvious reasons, so I'm hoping to hear what you think.
  23. Does this include Commander's tokens? Because I've been meaning to make 4 new toons, one Watchman Sentinel, one Fury Marauder, one Sharpshooter Gunslinger, and one Engineering Sniper, and since I've done each Class Story three times, I have zero desire to start from level 1, even with double XP.
  24. I have made a fair few threads discussing how the rewards for certain endgame activities need some tweaking, and I think I have the optimum rewards: Dailies/Weeklies: Onderon continues to be the model by which ALL dailies/weeklies should be rewarded. Oricon, Black Hole, Section X, etc. should reward the same as the Onderon weekly. For the sake of simplicity, I'll say that these weeklies should reward 500 fragments apiece, as well as the crate of goodies. Flashpoints: For VM FPs, the daily GF reward yields 160 fragments, whereas the weekly for VM only gives 150. Lame! I propose that the weekly instead yield 800 fragments (that's 160*5) to reflect how many VM FPs you'd have to do to achieve it. As for MM FPs, the daily reward gives 200 fragments (220 if you're playing the Role in Need), so by that same logic, the weekly should give 600 fragments instead of 300, again, to reflect the amount of effort needed to attain it. To further discourage spamming, I also recommend that a small 30% bonus be attached to these weeklies that can be attained if all the FPs done to get them were random. Operations: Let's face it, the weeklies for Operations just aren't lucrative anymore. A paltry credit reward and Conquest and Renown XP. Again, lame. For this one, I recommend that the fragment reward reflect the number of bosses in an Operation. I'd say about 500 fragments for each boss should do. The single boss operations (TC, Queen, CM, and the event bosses) should yield 500 fragments apiece, EC weekly should give 2000 fragments, Dxun 3000, SV, 3500, and the rest give 2500. That is on top of what the bosses themselves already drop in loot. It'll make raiding once again a viable way to attain fragments. PvP: I don't do this, so again, I'm turning to those that do to decide for themselves how much fragments the daily/weekly PvP missions should give. This also goes for GSF as well. With all this in mind, the cap for fragments should be increased as well, because it takes 24,000 fragments and 8mil credits to outfit one toon with a set bonus, one piece of Amplified Champion gear, and a tactical if you're solely buying from the vendor. I propose that the cap be set at 50k instead of 10k to make gearing easier. Would all this be enough?
  25. I am on DM. I do these bosses as well as FPs. My point is that, although I like to do this, it isn't everyone's ideal way to gear, but as it stands, it is the ONLY way that is lucrative and quick. I say that I like to do FPs and single-boss Operations as a means of gearing, but what I'd really like to do to get frags is other weeklies besides Onderon, and while I don't do PvP, I'm sure there are others that wish it was a viable option to get good frags.
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