Jump to content

Yespa

Members
  • Posts

    167
  • Joined

Everything posted by Yespa

  1. Hey there, not sure if you are a new player, but there are many ways to get the upgrades you need. First and foremost, doing quick SM raids with friendly players will likely yield high results gearwise. You can rip mods out of looted armor shells in game, and trade tokens and rip mods as well. On fleet there are primary vendors that sell the 216, 220, and 224 rated mods fof data crystals (comms). You can just rip these and replace into your armor shells. I may be mistaken, but i thought there was a 208 vendor somewhere on fleet as well. Also if you pvp, this is a quick way to get some really basic mods for pve entry...though I wouldnt suggest this route except maybe for relics. Also general forums may not provide the feedback you need, try the new player forum for helpful answers, or the jedi knight forums for class specific guidance ^^
  2. Hey Chris! Yespa here, a few suggestions: #1 Numero Uno request: Gree Weapons, specifically the lightsabers, but why not all of them. They are legacy bound and already have graphics similar to other weapons, so these are perfect contenders. #2 Please keep a specific mind for LEGACY BOUND equipment, all of these should have slots - and for a large chunk of the population, it is all we use due to the need to switch gear fast between alts. Non-legacy gear has become more of gear for our companions or for some maybe rp gear. Others that dont have alts have a bit more choice, but for those of us switch gear between 4, 10, 20, 30 or even 40 alts, we will not be using anything but Legacy Weapons. #3 Lord Kallig's sabers/saberstaff were recently readded to the game and made legacy bound, these would also be good contenders. #4 Can you possibly look into making the current graphics in some weapons into a weapon tune itself? Think Gree Sabers or Volatile Conqueror's for example. Make the graphic into a tune and allow it to be extract and applied to other items. Reasoning: For years I used the Volatile Conqueror's Lightsabers, I loved the effect. Then I began to build my alts, and legacy gear. These are cartel sabers, but are not legacy bound, therefor I have to retire them. This applies to many cartel weapons such as the Tythonian or Ziost Sabers as well. Theyre cartel, but not legacy, therefor we can no longer use them, and hence their graphic is no longer used. If we could take the graphic from the weapon and apply it to our legacy weapons, we would be extremely grateful. I would literally rip the graphic from a volatile and tythonian and apply them to the descendants lightsabers if they were legacy for example. #5 Dont forget to add a tuning slot to the new chapter 12 weapons Thanks!
  3. Hey all, quick question if anyone has time to check it out or provide insight- With subscriber referrals, a freee transfer is included and can be used every 3 months~ Does this now allow us to free transfer 1 time cross region? Thanks! Yespa
  4. As the title suggests, this item suggestion is a cartel item 1 time use consumable. What it does: Applies to any non-legacy weapon, giving it the "legac y" tag, thus allowing us to make any specific weapon legacy usable. The cost could be say 240 cc. This will not undermine cartel collections unlocks, as people are still paying specific cc amounts to make only 1 item legacy wide accessible. This will be greatly useful for the upcoming weapon tuning addition, as many of us with legacy weapons already will not want to use old, non legacy weapons and their associated graphics, much to our own sadness. I love my volatile conqueror's lightsaber, and thus with something like this, I could buy two (~500 cc for example) and then have the weapon graphic I want available to all toons. I may even buy the heirloom saber too if this became a thing!
  5. All done! Thanks to some awesome peeps on the server and a guildie who helped me with the last couple!!!
  6. Thanks guys - keep them coming, just need 9 more!
  7. Hey Dan! Thanks for the initial follow up. As a suggestion/question to accompany this release, would your cartel team consider creating a consumable that turns a single weapon into a legacy bound weapon? The reason why I ask is simply this. Imagine my sentinel has a Volatile Conqueror Lightsaber in each hand. I've now gone ahead and changed over my entire gear and weapon sets into legacy only gear, forcing me to retire any cartel market saber or ingame saber or other type of weapon that is NOT legacy accessible. By including a consumable that allows me to turn a couple of my favorite visual weapons into legacy bound, I can then apply these new visual adjustments and enjoy an item ive been enjoying for years. What happens if this doesnt happen. I will and most players such as myself who now play with legacy only gear will not be interested in the visual update. This can in fact generate cartel real money income if people were to buy the legacy consumable allowing them share 1 item per consumable across their legacy. This would in fact generate much more income than the suggested "visual tab" for weapons many have wrote about. Right off the bat, if it were a 1 time use consumable on the market for say 90cc, I know I would buy at least 10 of them for specific items that are my favorite, and more down the road. This doesnt undermine the income generated from unlocking via collections because it is a one time function and due to the legacy status of ingame stuff, I wouldnt be claiming on alts anyhows since they would have no use. Well thanks and keep the answers coming!
  8. Greetings all, Yespa here! I've been looking for some recovered relics for a project im working on and need 20 more right now, and will need more in the future. These drop from: Manaan Flashpoint Assault on Tython Flashpoint Assault on Korriban Flashpoint They can also be acquired by completing the first story arc of Shadows of Revan (SoR) quest (you get 1 per character). Lv 60 tokens are unable to receive these however, only freshly levelled toons can access the quest. If you're looking for some quick money please send any that you have to me as a Cash on Delivery mail, I will accept at anytime when I log in. I'm currently offering 250k each, totalling 5mil for the entire pack of 20. So just setup a mail and C.O.D. for 250k to: "Yespa Ahisrau" or "Yespa" if you cant figure out how to mail with a space yet. I will accept the first 20 of these sent to me and will update here once the quota has been reached. Its a great way for new players or veterans to grab some extra credits and help a player out on their project. Thanks! Keep in mind there has been alot of market manipulation of the prices of these, so if you plan on contributing to this thread in a constructive way thank you, but if you attempt to derail the thread, it will be turned over to moderation.
  9. Dear Ben & Team, Thanks for providing this insight and update regarding the state of the game. As you can likely see, there is a ton of feedback to sift through and the state of the game players is just as, if not more important than the state of the game as well. Hopefully amongst all the posts, there will be valuable information that will help navigate the game to its future destination. As of right now, as a day 1 founder and beta player, and having come over from Star Wars Galaxies from Beta and a member of the community team I do have some insight and feedback. First and foremost, the population and server economics are what drive a large force through the game. Spending extra time to master the server condition of players right now will be a key element to the future of the game. Having multiple servers allows the general player base to "evade" economic imperials and guilds that attempt to control the trade market for better or worse, but it also creates a situation where the player base becomes scattered. Additionally, since 2012 there have been those who exploited massive economics and walked away with little but a slap on the wrist (I knew of people back in '12 that walked away from then exploits with half a billion creds near launch) you can imagine the effect each has on the economy thereafter. of course there is only so much that can be done, but as said, the economy is a major driving force, especially since there is so much focus on the cartel packs. Economic: Speaking of the cartel packs, since you mentioned gathering info from around the net, hopefully it has come to your attention that many players that have left and many that still remain feel exploited themselves by having almost any worthy appearance oriented items generated through cartel and very little worthwhile appearance wise or skin wise generated through ingame content. Something especially frustrating for players who are already paying their subscriptions. Can we possibly consider assigning a team member to generating ingame content that side lines along side cartel? We obviously shouldn't suggest competing with it, because that will affect sales, but the game needs more unique ingame content. Its been years since something like the magenta schematic was added into the game. This required an extensive process to craft just one, and is an accomplishment that would leave the player(s) feeling like they did something of value. PVP: Regarding pvp, having extensive star wars and other mmo-esque experience - can we consider including future activities that are outside the "arena" style hamster wheel of pvp? This is a key element of the star wars rpg mmo environment, and although the story is now driving away from cross faction competition, there is alot of opportunity here that would attract players. Planetary objectives that have real time impact that actually has some sort of value associated with it (not outlaws den) for example. Having pvp instance is great and all, but anyone can literally just avoid pvp and thats fine, but theres no incentive to actually engage in pvp other than pride and prejudice. Some people are just pvp oriented, but for the most point, pvp can appear irrelevant and therefor the purpose of factions other than light/dark becomes mostly irrelevant thereafter. Operations: the rehash of the ops after a year of absence hit the community really hard. Im now just finding time to run with some friends through the newly rehashed old operations and it feels pretty bad doing the same stuff from 4 years ago all over again. I personally see this as a move that hurt the players and not something to be excited about. New players will of course appreciate it - they get to experience all the content and be level and gear appropriate which speaks well for them, but retention and tending to the core player base should be a priority as well. Being mostly casual these days, I prefer the KoTFE story updates, so im not personally invested in this, but can see the various angles which im sure youre aware of. Maybe consider adding some more fluff and excitement to the rehash of the ops to make it more appealing, more rewards, incentives - honestly something/anything. PVE: The story update was/is great. KoTFE has been successful regardless of the outcry of those opposed to pve story and the like. Its providing bioware esque story telling (though some could use a real rehash) and gives us a bit of character depth, which for many of us, is what we expected in the first place that the story would continue. KoTFE like chapters and the like can be a major driving force for the game, and the logical anchor for the implementation for any other game design, mechanic or function. A point to be made- the initial release and chapters as they reach us seem to be decreasing in length and difficulty. One thing this game is truly lacking is challenge - something to consider. Without challenge, it leaves the player (aware or not) lacking a sense of accomplishment. Alot of us pointed it out, not sure if the team caught it, but a good example would be when the fight with Valkorian happened in the most recent chapter, anyone with any clue was absolutely destroying that fight, and then it auto completes saying he was winning the fight......I get they want to put content out to the masses but a bit of forethought and real, critical evaluation will go a long way to making the immersion and challenging nature of the game to a way that can be enjoyed by all. Maybe consider offering players a "story" and "hard mode" option for KoTFE, that way new players who are being catered to through the low difficulty of KoTFE can be catered to, while those of us seeking an actual challenge on the toons we've dedicated so much time into mastering can also be catered to. Guilds - guilds need some serious love. Yes we just bumped the roster up to 1000 and implemented different columns, but that no way creates a guild experience. Conquest provides a small amount of inter-guild interactivity, but for the most part the reality of it is a couple of massive guilds just dominate the boards while everyone else acquiesces to the reality they can't touch the guild boards. Some serious attention needs to be applied to the life of guilds. Consider activities such as guild leaderboards and competitions daily/weekly/monthly, inner guild mechanics such as dueling tournaments, pve/crafting/ops/pvp activities, abilities to set specific teams up and provide each team unique timer lockouts and other functions. Have inter guild activities, example from elsewhere would be guild challenges where two guilds could challenge each other and becomes nemesis, allowing guild members to participate in an on-going or weekly kill on sight pvp function of the opposing guild etc. Guild strongholds have very little impact on the game and are outshadowed by the flagships which need some additional love. Its functional where guilds stand at the moment, but they have high potential for expansion and enjoyability and most importantly retention. Imagine having guild wide week long buffs - pve bonus, or a crafting bonus, or extra credits on loot, or increased rarity chance from ops bosses etc etc etc. Potential! Even guild specific companions, guild specific weapons and more. Crafting: The system as I can imagine is a work in progress and has changed ever so often through the years but based on the same framework. This like everything else, has alot of potential. Many people are literally alt-aholics and switch through 20+ toons in a cycle running missions, running crafting timers, and im sure theyre exhausted and the rest of us are in nowhere desirious of engaging in such activity, though the system in its current state is exactly that. below I am going to suggest legacy wide companions and that can have an inclusive effect here as well. My suggestion for crafting is to provide a legacy wide accessible interface that allows you to control all your characters on that specific server from one single location. This would allow you to direct which legacy companions or character specific companions are doing whether it be running missions or crafting. Say a player has 10x lv65 Characters, that allots them ~60 missions & crafting runs at any given time, and only 1 craft run per character so 50 mission opportunities and 10 crafting max which can be allocated to missions instead. We could easily manage this in a window similar to the hangar from GSF or implemented into the tiny craft window we have now. Allow any legacy wide companion, or character specific companion to run with a drop down menu (if we even stick to that system) and allow a player to remain on one specific toon. When missions complete, which ever character a player is logged onto at that moment, is delivered the completed quest. Time and manpower saved, hearts are happy and fun can continue. A game shouldn't feel like, nor take up time and resources like a job does. This will greatly enhance the ability of players to engage in, and enjoy crafting. Further considerations can be found for crafting and I rather put it all in a suggestions thread than ramble on here. GSF: Definitely a great system that is underloved by many. This has soooo much potential! Please make it relevant!! Jump to Lightspeed was and is still the flagship item that Star Wars Galaxies had! GSF was such a great addition and shift from the rails space combat we were forced into here at launch. I understand we are working with different tech and limited resources, but GSF can provide an incredible amount of fun and star wars immersion into the game. We really need to find ways to increase the interest in and usefulness of GSF. The companions are a great hit with many who play just to unlock all the GSF companions. Maybe give us a way to have them as combatant or non-combatant companions on the ground game as well to start as an idea. Also maybe consider adding an entire loot table of GSF parts and such to the game/cartel? There is alot of potential here, if its tapped into you will find a player base of attention. Companions: This has a really good angle to begin with in its current direction! Fix the bugs now before they get buried (the biggest are wrong stats being applied to companion damage/healing and certain companiosn being better worse than others at certain roles without indication). My main suggestion to increase the viability of the companions is to make them Legacy wide. This would unify unlocked companiosn across all characters on a legacy/server thus avoiding the detrimental requirement to raise affection over and over and over across toons. Its more than just a put off its a horrible system the way its currently functioning but can shine! Also consider bringing back unique companion functions (HK-51 for example literally had assisinate, after 5 kills he could auto-kill 1 elite or lower difficulty enemy) these were great, and would make using and levelling all companions noteworthy and situational. Also consider that we bought certain companions (Treek for example) because of their unique ability. Treek was able to heal/damage or damage/tank specifically - that was her thing. She has now been reduced to a skin for us to use and her stats have been all over the place, not good for something we originally bought for a specific reason. By providing each and every companion their own signature ability and play style, it increases the companion viability and purpose...right now theyre just expensive purchases, or quest time sinks for additional skins of what we can already accomplish. Gear: Not much to say here. Im about to make a post suggesting we create a "Bind to Legacy" consumable that can be applied to a weapon. Since we have legacy gear and costume tabs, the main issue now is our weapons. For anyone that gears multiple toons, it is only optimal to utilize legacy weapons which reduces our skin appearance down to less than a half dozen or so per type. This affect cartel sales, because weapons like the arbiter and volatile conqueror's sabers cannot be used cross legacy, so a large portion of the player base will not use those skins anymore, and with the upcoming visual enhancements, that would be relaly nice to have. Also it would be great if we could get a "utility" slot where we can equip one of many new or existing utility items in the game. The MGGV5 allows us to James Bond hook across a room, this would be a great function to add all sorts of craftable/lootable/cartel gadgets that add additional functionality and fun to our heroes. Buffs: Food/Drink/Spice and other buffs are the staple of mmo's and star wars is no exception. There is a limited amount of unique buffs available ingame and they have no been attended to in a long time. Please consider this and update the potential of class specific craftable buffs (Smugglers make spice, Jedi's make Datacrons, Troopers make food/rations, Sage's make specialized drinks etc) or put it into the realm of crafters since they always need love regarding consumables to sell. Also consider expanding the nature of relics, right now theres only a couple designs in place and this has a large potential that is remaining untouched. User Interface: Lets add some more customization to the game. Allow window type changes, color changes, newer formats and just more. Maybe add in some features, reconsider toolbars and how they operate (I have all 6 since forever and are all full with more stuff to put on them than i can fit). A major issue to address since launch is the data leak - many, most if not all game clients over time encounter a memory / data leak that slows the game down tremendously until you have to actually close out and relaunch the game. Not sure of the tech behind it, but people have discussed it in length around the forums over the years. Mounts: are fun and recent additions are becoming more and more enjoyable (Acklay!)...one problem with the mount culture that you can adjust to make it more enjoyable. Besides the cartel infusion of mounts, the ingame options are lackluster at best. Even worse, the rarer ingame mounts are mostly sold for millions of credits on vendors such as the security vendor, but are in no way desirable or even enjoyable while we have all this cool stuff coming from the market. Consider rehashing and adding unique ingame mounts of interest that are generally acquirable (The Wings of the Architect are a great example, but for the most part with recent changes unreachable for 99% of the population. Literally guilds are charging people upwards of 150million credits to urn them to the wings drop). This should not be and detracts from the overall experience. Yes its great we have all these mounts from the cartel, but there is once again no sense of accomplishment, and for the most part we collect the mount, and unless we realllly like it, it just sits in our datapad with no use. There is no status or sense of achievement that comes from it and is like dead clay. There is likely a ton more I could say and missed - so all I can do is just say thanks for what youve done, and we look forward to seeing what youre putting together. Please kindly take what the players want into consideration when directing resources into game enhancements and tending to already current issues and bugs and mastering released content to where it should be. Hopefully with the support and love from all those organizations we have the resources, manpower and desire to make this game truly great for years to come. Keep up the good work on the story and try to find ways to include senses of accomplishment, and uniqueness between characters that are permament through the story. Fix the buffs on the new story weapons (great idea but not legacy bound) and drive the staff to make each story release longer and engaging and many of us will be happy (there will always be those unhappy no matter what). Take care and May the Force be with You, Brother Ted
  10. Dear Eric & Team, Thank you for including this into the game and other soon to come features. This is a nice QoL visual improvement, though not likely one we were all seeking, though it has great potential. Here are some thoughts/suggestions: 1. How relevant will these be for the large mass that strictly utilizes Legacy weapons? I noticed that reputation vendors were mentioned, if this is not available on legacy weapons, it will be nowhere near as popular or useful (hint). 2. Will we be able to "pull" out older appearances weapon tuning such as the arbiter or volatile conqueror's abilities? If so that would be wonderful. Hopefully this is a suggestion that could be implemented because since moving onto legacy only weapons, my other gear such as the Volatile Conqueror Saber is now collecting dust and would like to continue using such an item (or figure a way to make these legacy). 3. Wil lthese have idle animations as well as weapons drawn animations? (Imagine my vanguard with a holstered rifle that is still sparky)? 4. Given that these are going to be included in the packs, has consideration been taken into how few items from a current pack already appear compared to grand chance cubes, will this further decrease the availability of other items for that current pack? (This could become a serious issue if combined with topic #1). 5. Will the effect be modifiable by the color of the crystal in the weapon? If so, that is alot of color customization (would be pretty cool). 6. To help identify weapon shells that have these applied in our bank, can we have some sort of indicator or color change on that item icon to help alleviate accidental destruction? Thanks!
  11. Actually, This is in fact a great suggestion. There is absolutely NO NEED to have to regrind companions on each toon. Its an absurd amount of resources to level each one up, and for those of us who only play mains but have 3354855825 alts, it would be nice to switch over and have a companion or two capped off from your main legacy. As far as unlocking, yes - put the work in to unlock the toon, but once done, should be shared between all toons. Including gaining rep on alts contributing cross legacy. For those of us with the resources to do it, sure, but the general masses do not have many if any rank 50 companions still and thats just on a main. This needs to be addressed.
  12. One of the most time consuming events of my swtor log in is swiping through 200+ pages of mounts seeing which 2 or 3 im still missing and if theyre listed at a decent price. Can we get a filter similar to what was added to collections (Show Obtained, Unobtained) etc ? That would be awesome.
  13. Hey there Haze, I'm a day 1 vet here, and glad you found the terminal. The alliance building system is completely OPTIONAL and as you stated not very useful unless you like to build companion ranks ( Ive unlocked all for example). Any companion that has anything to do with the story will in fact be provided through the story and put into separate categories. Story critical companions appear at the top, and alliance individual companions in the bottom. Levelling the additional commanders is also optional, however you may want to consider doing so for two reasons: The items that level Commanders provide credits and rare/unique items that can also be sold for good money (including high rank rep items). The weekly heroics that provide these are soloable and provide one of the best incomes/time, and increases if done i na party. Second, the alliance commanders when levelled provide unique buffs in the star fortresses for now that are very useful, especially if solo farming. It is also possible that in the future they may provide additional benefits.
  14. Can anyone definitively identify whether or not a Legacy rename can now contain a space? For Example: From "Ronin" to "Ronin Samurai" Also, will the second word be capitalized or lower case similar to names with spaces if this is in fact implemented. Thanks!
  15. Just an FYI, with the new Lightsaber, the two buffs that come along with it disappear after each zone change, including logging. This forces us to unequip and requip the lightsaber every time we zone to keep the buffs up. Thanks, Yespa
  16. Well what kind of comms are we talking about? Also keep in mind the appearance designs on comm gear are not so great, but on the May 4th event, we will have a new classic gear vendor that provides classic outfits that look pretty sweet for comms. Honestly for very low amounts of credits you cna get some decent Jedi outfits on the GTN or just ask around.
  17. Well I beg to differ. Ive used the terminal at different points since kotfe release and it has worked for my mai nand all of my alts without hesitation, except once, where i had to wait for a patch for one companion to be added. That patch fixed it all for me and works great.
  18. The Weapon isnt a requirement to defeat Arcann...we can very well defaeat Arcann unless they throw in a must have mechanic, which as of right now doesnt exist. The weapon is used for roleplaying purposes for those who are enjoying the storytelling content. The buff is going to be something along the lines of a 20% damage reduction / 20% damage reflect / or 10% to both types depending which buff version picked. If you read the various flavor text on the differing buffs, it will provide more story insight as well. As far as the force, these are limited insights. For those involved with and exposed to the various lores and mythologies surrounding the force, its a rendition of good/evil, yin/yang etc etc. This mystical force exists beyond the concept of good and evil, and only few irl can attest to such limit breaking. Take Christian mythos for example, as it had an intense influence on the construction of the star wars mythos, in the beginning there was a time before the knowledge of good or eveil existed in the mind of man. Then man fell and engaged in such knowledge. Simple to the story being described here. By removing the limits of the story hero's previous life, they have shagged off the limitations imposed upon them by the human direction of good force and evil force. As an astute Jedi myself, I love the light side, but the reality exists that the dark side exists and it has its own power and influence through the force as well, however flawed. Regardless, even Luke and now Ezra have encountered post-Jedi styled teachings and we know the finality of at least Luke's journey up until ep7. There is more than just Light, (gray) or Dark force. These are the attachments and designations culture and an imaginary one at that have given to call their limited understanding of eternity. The story in Kotfe is actually really good if you pay attention and have an inkling of what theyre alluding to. Hope that helps, Yespa
  19. Can always rebind a key and hold spacebar for a bit But yea they need to address this and allow batch gifting
  20. Yes - this is in fact important. The new companion system has been implemented poorly and without much player feedback taken into consideration. Currently there is little way to tell if one companion is better than another unless youre aware of how to test such factors, and which specs to boot. Someone mentioned treek, and Treek upon Kotfe release was a bit overpowered healing compared to others, so they just scaled her down....now look at her. Something that is paid for has no reason to be used - period. Someone mentioned the fact that each companion should have unique ability that sets them apart from the others. This is how it USED to be. For example, HK-51 had a special "assisinate" ability where he could insta-oneshot any elite or regular mob when he had 5 death stacks. Considering the unique method of obtaining this companion and the previous system, this was awesome and didnt provide any game breaking dynamics, but was removed, neutered and made to be just like all the others....this needs to be fixed. Someone also mentioned about the two new jedi companions receiving tech power and having less damage (not to mention the inability to do outfits)...needs to be fixed. Imagine being a sentinel (me) and levelling veeroa to rank 50 influence just to find that having her out as a dps sentinel while im sentinel is suboptimal to a sage companion dps wise.....this needs to be adressed for both the characters.
  21. Its simple story telling and roleplaying, which the star wars mmos are adapted from, rpg's. As far as the buff goes, its going to be something similar to a 20% damage reduction, 20% damage reflect, or 10% both. Thats all nothing special. Rather its more significant to the hero storyline if you read the flavor text on the buffs.
  22. Has anyone else encountered having their prime weapon from the new chapter equipped, just to find the buffs drop everytime you change an instance?
  23. Having multiple servers is a thing of the past, it serves to split and dislocate the population, and technology nowadays compared to when the game started development circa ~2006 is also different, as well as the player base. Maybe a west coast and an east coast and an oceanic, but honestly thats all whats needed. Servers are doing fine and harbringer is the general "goto" populated server. its been that way for a while. I started on Port Nowhere and have journeyed through many with many of my friends from SWG strewn about. Its not the same, and what happened with SWg was different.
  24. Just got mine too! Question what does the friend code do for current subscribers? If someone traded their code with me, would I be able to get a free 60? If so, id be up for a code trade, though its prob just for old subs to reactivate etc. Thanks!
×
×
  • Create New...