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Lance_Dunsten

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    21
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10 Good

Personal Information

  • Location
    Singapore
  • Interests
    Physics
  • Occupation
    Weapon research, stealth component development
  1. Thank you for the great guide. Let this be a place to provide gear progression for 2 man without the need to find larger parties. With the current server population, this might be a perfect solution to many, also for well geared players, this will provide entertainment.
  2. I just want to a little something for developers to consider. These aspect might help keep some of the player base happier. RESPECT FOR RAIDERS Create top tier difficulties dungeons/instances that is tough to beat with rewards that will stand them apart from the rest. I come from FFXI, where the first wyrm was down months after it was introduced and the first relic weapon took a guild a year to farm to equiped on their first paladin. Where reward was rare and only found on the hardcore players devoting tremedous time and effort to perform tasks that few could imagine. Provide means to record the time for: 1) Dungeon clear time taken 2) Instance total kill percentage 3) Key boss kill speed 4) Amount of dungeon cleared 5) World boss kill timing, (Does not allow ppl beyond party to hurt bosses once claimed). HONOR PVP SKILLS Allow customisation of gear cosmetically to identify/titles/symbols above players with higher ranks. Prevent gear vs gear progression, if some newbie have a better skill in PVP he should win in a fight. It should not be determined by the gear they collect. PVPers should be able to flaunt their skills over other where everything remains equal. PROGRESSION FOR THE CASUAL/SOLO Give a series of progression for the casual to earn their gear with challenging contents developed for duo/solo with companions. These should not include top difficult to obtain raid gears mentioned above, that takes a lot of commitment from hardcore raiders to obtain. Remove the rage timer, allow for insane solo. If someone takes 3 hrs of effort to kill a boss that takes 16ppl to accomplish, so be it. Let them upload their fraps, keeps the soloer imaginative in seek for means to accomplish crazy tasks. At least provide everyone something to stay in the game.
  3. I agree, it would be great to have some solo instances that rewards with substantial effort. No point shutting people off from enjoying the game. The more alternative to attract a larger crowd better. Currently there is guy shouting for the past 45mins looking for a FP, there are only 11 in the fleet. It will be sometime before someone just burn out from repeating looking things to do before they quit.
  4. Was trying to form runs recently, with 8 in the fleet it become a very difficult task. A cross server group finder would be great.
  5. Been trying to do stuff recently, the server pops getting low and it became difficult to get a party together. Anyone know any HM FP that can be soloed or duoed (from the republic)?
  6. Before 1.2: Look like a car, feel like a car, drive like a scooter After 1.2: Look like a bicycle, feel like a sponge, but BW call it a car.
  7. This nerf is completely uncalled for in PvE. Had not seen a group treating a sage as a poorer healer than a combat medic. The amount of heal we could put down based on the current ammo management is pretty tight, this would further make the situation worse. Our primary healing ability is hurt badly. If all this is to cater for better gears, I would rather it remove it from our T2, just return us our healing efficiencies. Working as a combat medic is tough enough in OPs, please do not nerf our ability to function in PvE just cause you could not deal with PvP issues.
  8. Gear progression should not form the basis to rebalance class abilities. With PVP and PVE, it is more important to consistantly keep the skills. Just give lucklustering Tier II if they feel the healing is too overwhelming. No point only allowing Tier II equiped troopers to function only in PVP while the rest is basically useless.
  9. Off the thread. Is there a republic counterpart, Essele is a pain to duo. Is there a flashpoint for non-empire to possibly get their alloy duo?
  10. It is great idea to enable single/duo players to have endgame progression. An additional option for people to enjoy the game they want it. Everyone spend 15 dollars per month, everyone should have some attention. To have it better than the current raid gear? I would say no. To have it comparable? Yes. The raiders current have the ability to progress to Rataka. Let the solo/duo progress till Columni or even something closer, with the upcoming new mods removal, this would be great. Let there be a single tier difference. Provide challenge for the solo/duo to farm their craft materials for their tier. Let the solo/duo teams perform 2+ heroics instances to obtain some new tokens, to obtain some better gears. HM FPs can be tweaked for 2man+2companions. If they permits, they should just create a 50lvl HMFP just like when we encounter BT/Ess FP at lower levels. Let them farm those with solo with their companions.
  11. Everyone paiy to play this game. So I guess fair to ask for many means to get to the same end. Raid takes more organisation skills and should get a piece to show off their effort. These pieces should have an augment slot. Crafters should have means to craft similar gears, but I still feel they should create an additional stats similar to expertise to cater for PVE raider. A lot of comments is just simply that the raid gears perform so much better in world encounters that devaluate the crafters gears. Why not just keep an additional stats so they behave better (20-30% better) in Hardmodes and NMM. And make items with this new stats only drops from raids. For non-raiders, no point trying to get em and if they should whine, tell em to raid for it.
  12. Crafters would still need to raid to get material, so effectively no different from now. Except raiders will have to buy an additional piece from em, plus spend credits removing mods from the gears. Just an additional hurdle, that say, if ur a raider, please save your millions for a blank 3+1 orange armor that will be low in supply coming 1.2. Any case, this tier of crafting is only available to raiders since material drops from RAID.
  13. I totally agree with you. The ability for players to do stuff at their pace tend to attract a certain crowd till the realisation that their progression is stopped by group content. The design of the game should stay consistant, BW shift with more added raids should turn these ppl away. Hopefully we would see sufficient raiders to keep the servers alive.
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