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Rebirdhk

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  1. 3 new server specifically for Asia-Pacific region, good news. Unfortunately it seems that the population is not as high as I expected. I'm currently on the Swiftsure, and I'm playing in HK. Ping really isn't an issue since there's no big difference connecting to West US or the new aus. The only concern for me is the population. Right now i find that Master Dar'Nala already drop to Light population, while the Swiftsure can still maintain a standard population. I'm having a hard time deciding whether I should stick with the Swiftsure, or rerolling on the new server. Anyone who tried out or playing on the Asia-Pacific servers mind share your experience about the population with me?
  2. So again i heard some rumors here that Taiwan is also included in the new launched Asian Pacific region, and there will actually be Traditional Chinese localized client provided. Would there be some more detail clarifications on this? Is that literally only Hong Kong players have the free character migration, or the word Hong Kong included "Taiwan, Hong Kong, Macau and mainland China"? I will be definitely looking forward to this if this is true.
  3. First of all, question: Is the AUS region accessible if I am already a subscriber of US/EU version (without migrating our characters at the moment) I' not quite sure why they decided to make Hong Kong specifically a target in the new regional server. I'm a Hong Kong player who currently playing in The Swiftsure. And as i know, swtor is not that famous in Hong Kong (Sooooo hard to find a copy of swtor during release) and the pool of player in Hong Kong is not that big at all. Most of them are usually experienced MMO players who used to play on US servers. And rather staying on US for higher population and quality player interactions. Anyway, my point is launching a new region that includes Chinese-speaking-Asia without localization hardly attracted new group of players, pumping new bloods into servers. Language barrier is still a problem especially games like swtor that text takes up quite a large proportion of the gaming experience. Of course i appreciate a lower ping and better connection quality , and probably will also benefit current mainland China, Taiwan and Macau players. But I am just concerned about possible problem of population divergence which end up in degradation of gaming experience and loss of populations.... Btw, i heard that EA China is working on the CN version of swtor with Simplified Chinese localization, any confirms from BW/EA people ?
  4. Just press the craft button The interface shows 0/1 but you can still craft without problem if you have alloy in your bag.
  5. I think what he means is that gathering matz from nodes resource is more efficient in the way that you may just find more than 1 node. You can manually increase the possibility of finding rare matz by paying your afford and time on it instead of waiting constant amount of time for a fixed amount of return. (But it is actually even more RNG as if you're unlucky or people are racing against you on same node out there, things that you're out of your control) On the other hand, crew mission allows us to gather matz and do whatever we're doing at the same time. I think that brings a great convenience for people who are not really interested in farming and grinding for node around. My suggestion is that provide both choices for players for crew mission as well. Just like the gathering skills we have now. We can gather the resource either from node, or by sending out of companion at a cost of credit and with a longer time required. The same can also apply for crafting skills that allowing player who do the job near the crafting table on their ship to shorten the time needed for the crafting.
  6. As i say, its always a trade off for using defensive skill to achieve offensive objective. As long as the outcome is balance enough, its fine. Just like you can either use escape to pursuit your enemy or save it to flee from danger. No matter which one you choose, you're then off from the other for the next 2 min. I see no problem in using vanish as weaponry. But the point is where is the balance at? Is a 2min vanish over-worth 1/3hp and a 3sec stun on 2 enemy? Maybe. But at the moment we do not have much choices to balance it out, that 's why I called it all of nothing. And such model is not healthy or sustain at all. (From the perspective of who didn't really experience our class a lot at least). That's why I'm calling for adding more utility in compensate. Right now the nerf is just like taking away our only upper hand and neglect the inferior. Cover is just my suggestion of one way to grant us the utility. I just think its a pity to abandon such an interesting mechanism. For instance in huttball map. Imagine you are in a situation that you're knocked down to floor 1 platform and the ballfight is on floor 2. As a concealment operative, you don't have the ability to charge back to floor 2, or pull your enemies to floor 1. What I'll do is taking cover and start smashing my snipe(or charged blast on rep side) button. I know the cover mechanism is kind of buggy now, but with well fine tunes, its a good entrance for devs to start investigation of the utility problem of OP. It allow the possibility of some unique from other class utility buttons, at the same time, utilizing and completing the "role" playing of the IA/smuggler class. (An agent with a rifle just for decoration? Seriously lol?)
  7. So what is going to happen in act 2 or act 3 or even the ending ?
  8. I don't quite see the point why you say that there is no reason to do 2 stealth opener. We are sacrificing our only real escape skill on 2 mins CD for an extra hit to gain a burst. The trade off here is not unreasonable at all. I do share a similar perspective of your that making the stun part and damage part into 2 separated skill, but the problem is on the GCD part. Lack of long range snare or other leap ability already make us having a hard time to close the gap with our opponent. They can easily get 10 meters away if they use their 2mins unroot skill while we're still on the GCD of our second move and start turning the table already. My idea is that, keep what they are going to do with the concealment/scrapper tree in 1.1.1. But in addition, give us some more utility that allow us to strategize the fight and react to situation different situation instead of the current all or nothing situation. I really think it is a good opportunities to review the mechanism of OP/Scoundrel class. I mean cover is an interesting mechanism IA/Smuggler. But what we see now is OP/Scoundrel rarely using it, while sniper/gunslinger heavily depend on it. OP is not even frequently touching with their main weapon - rifle at all. I don't mean their totally useless atm. Right now if i can't chase my target, i'll just take cover and blow a explosive probe / sab charge on my target and spam snipe/blasted charge. I see potential in how cover works for OP/Scoundrel, so why don't we utilize this unique mechanism, like maybe let our explosive probe snare the target for few secs. Rather than almost abandon the whole mechanism once we choose to be stealth master.
  9. Having the same problem here that after hitting lvl 50 the notification for new codex entry is gone. It is really annoying that missing new stuffs we found. Hope they can fix this very soon.
  10. Will my companion gain or lose affection in an conversation when he/she was sent to a crew mission?
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