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RainenFyre

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  1. I am guessing the whole reason that RNG was introduced to attaining gear was because the data showed that the Cartel Hypercrates were such a big success on the Cartel Market. The thing is, the cartel market is for flashy, frilly items that people do not mind taking a risk on. If you remove the RNG from how you get end game gear people will come back. I support this with this, the DvL event. The games numbers rose a little for this event. The reason i participated in this event and achieved legendary status is simple. It was a laid out plan with attainable goals if you ground all the way through it. It had stopping points that made you feel like you made accomplishments along the way. That is the kind of grind i am willing to do for gear. Not some random lottery or half witted return of old gear systems. I suggest you take this new CXP system you have now and tweak so there is no RNG. Then your players will have goals that are attainable, not a lottery system. 1. make the tokens from the crate a tier system, tier 1, tier 2 and tier 3 tokens. 2. for tier 1, 1-90 you will receive enough tokens for a piece of gear every 6 levels or so 3. for tier 2, 91-180 you will receive enough tokens for a piece of gear every 6 levels or so, you will also need to turn in the previous tier 1 shell and a moderate amount of credits to get the tier 2 piece. 4. for tier 3, 181-300 you will receive enough tokens for a piece of gear every 8-9 levels or so, you will also need to turn in the previous tier 2 shells and a large amount of credits to get the tier 3 piece. This system will allow for several advantages you were searching for with the whole GC, it is a longer grind, it will be a character specific grind since you will have to turn in the shells. It doesn't allow raiders to have top level gear in a month. It allows all players in the game the ability to attain top level gear by doing all of the parts of the game they enjoy. Then it also takes away the lottery RNG problems that drove me away from the game. RNG has no place in attaining gear in a gear progression game, i hope by now with all of the backlash in the forums and other media you can see this.
  2. Who cares if there is a CXP Bonus, all it does is get you more crates. The RNG from the crates is the real issue. You used to have a 1/8 chance at worst case scenario for winning a loot drop you were after. Now you have a 1/1000+ chance of getting the loot drop you need from a crate. That is an incredible ratio hike that should never have been allowed!
  3. I have been a faithful subscriber in SWTOR since launch. That is 5 years of 15/month, not to mention the amount of money spent on cartel coins. I have been through all of the changes in SWTOR, I remember when gear was not modable and you had to wear the mismatching pieces of Tionese, Columi and Rakata gear until you had a full set. I remember when you only ran one class because it made little sense to gear alts. Then Legacy gear made a big step forward in the game, this expanded peoples options to fill a group, because you could always take what gear drops you got and place them in legacy gear to transfer to your main. The game evolved even more throughout the years making it more alt friendly. 4.0 I feel was the best solution for players as far as gear grinding was concerned. Nothing had really changed in the way gear was achieved up to that point, except they added the priority boss weekly that allowed the collection of Nightmare Mode loot in Hard Mode. You had a 1/8 chance to get loot on the first boss and so scaled down until the last boss was a 1/3 chance on ops with 5 bosses or 1/2 chance on a 7 boss operation. These were fair odds for gaining loot and you had to earn it by downing the bosses. This new system introduced in 5.0 is a horrendous Random Number Generation (RNG) loot scale that far exceeds the original odds of receiving the tier loot. I opened 30 teir 2 crates and did not receive a single 236 piece of equipment. I believe this is why most of the veteran players are leaving the game, you went from a fair loot system to a grind fest that basically removes loot progression. I have 30 65+ characters, 8 of those were needed to achieve legendary status on the DvL event. I will sadly be unsubscribing after 5 years of game play because I refuse to play on a system that gives scattered rewards for hard work in the game. I usually try to play between 2-3 hours of game play a night, this nets me between 2-3 crates per night depending on the queues popping for galactic command. It will be a long grind to 300, with no guaranteed rewards. If 5.0 had come out with a guaranteed loot system that gave the players a goal to achieve this patch wouldn’t have drove me away. I would propose a system that guaranteed a piece of loot at certain points of progression throughout the tiers so that at the end of a tier you would have a full set of gear. 1-90 tier 1 would be like this 90/14=6.43 so roughly every 6 levels you would receive enough tokens to get a piece of tier 1 gear from the vendor. 91-180 tier 2 would be the same. 181-300 tier 3 would be like this 120/14=8.57 so roughly every 8 or 9 levels you would receive enough tokens for a piece of tier 3 gear. This would give every player the incentive to grind through all 300 levels of CXP on multiple characters. Or an extra 120 tier 3 levels to gear out an alt, if you kept the tokens legacy bound. I understand that Bioware is trying to stretch the game play out a little. However I am very sad that the Bioware developers took this game in the direction they did and turned this game into a RNG grind fest with no foreseeable end. With the kind of RNG luck I have received so far I would not make a full set of top tier gear by the end of the year. I see no reason to continue playing a broken system. When you finally decide to bring back a system like listed above send me an email, until then I am not spending another dime on this game.
  4. See this solution on thread: http://www.swtor.com/community/showthread.php?p=9132097 I personally whittled him down with Unity to 5% then bashed him with the sheild. It might work around 15%. If someone tries it at 15% let us know if it worked or not.
  5. I am a day one subscriber and have been a subscriber since I started playing. I have a few questions I would like Eric to answer please. 1. What is the plan for the RNG on crates, are they class specific or role specific? And will you get a full level for dismantling the piece if it doesn't suit your play style with that character? Example: Vanguard can either be tank or dps. I only play a tank on my vanguard. If the crate drops an earpiece that has dps stats. I dismantle the earpiece to add more CXP to my character. If I only get say half a level for the piece I turned in, I am going to be pissed as a customer. If I get a whole level for the piece, I see a potential exploit to level to 70 quickly. You need to reconsider making it role specific or remove the RNG crate aspect. If you remove the crate and allow people to pick a specific item, you can then remove the dismantle option all together. 2. Have you considered doing the gear like you did for the DVL crates where your whole legacy has access to the BoE gear window? I had 22 level 65's at the start of DvL and ended up adding an another 8 for a grand total of 30 characters. I like playing my alts, but this expansion seems to be forcing the community to play on single characters. With the option above I can take gear that does not suit the character I got it on and use it on one of my 30 alts on that server. Say I got a dps relic on my tank, I can leave it in the window and pull it out on my sentinel. This helps gear up my alts and it remains BoE instead of BoL. 3. What is the plan for crafters? How will a sage artificer be able to craft tank relics if they only have access to dps and healing relics? Same applies for earpieces and implants. Your outlined plan would force a person to have two different artificers one for tank and one for heals/dps to be able to craft the correct relics. Which doesn't align with the direction this Xpac is going to force players to limit their raiding characters. I hope that the good folks at Bioware are really diving deep into this proposed gearing/loot system. It has the potential to make or break this game. I have seen what the gear packs from the heroics produce, and if these CXP crates function in any way, shape or form as those horrible RNG crates, it will destroy your client base. 500 crates later and I might get the earpiece I need... Taking a persons ability to choose away is never a good solution to anything!
  6. I took my security key off then had to reinstall SWTOR. That seemed to do the trick for me. I think i will experiment with reattaching my security key and see if it still works.
  7. I took my security key off then had to reinstall SWTOR. That seemed to do the trick for me. I think i will experiment with reattaching my security key and see if it still works.
  8. I took my security key off then had to reinstall SWTOR. That seemed to do the trick for me. I think i will experiment with reattaching my security key and see if it still works.
  9. +1 to all Kingpin Legacy Weapons ( I personally prefer the light saber in that set compared to all the other legacy sabers) Then move to any missing legacy weapon sets. Finally all weapons that can be modded with end game mods. ( your customers are as diverse as the weapons selection in this game, don't make one feel like they are being left out) Rarity seems to be an issue with the launch of a new cosmetic item like tunings. You only release one tuning in a pack and make it rare? You need to work on your hypercrate drop rates, if i spend 40$ on an in game rng box I expect to at least receive one of the new tunings. I understand you want to stimulate the credit market and real profits, but when it is a cosmetic item and it isn't guaranteed with a 40$ purchase people will get pissed. It would have been better to introduce tunings as a for sure purchase in the cartel market, then it would make more sense if it didn't have a collections purchase to start with. Everyone hates the RNG on the cartel packs, its either super common like the hutball or its super rare like the unstable lightsaber.
  10. I think this is a very good idea, i find myself capping out pretty quickly on the glowing data crystals long before i cap out my common data crystals. I have no desire to build another set of 216 gear and i have purchased all of the decorations i desire from the vendor. It would be nice to have a gift alternative for the glowing data crystals.
  11. I have a simple suggestion for making the crew skill window a little more user friendly after the addition of SSSSOOOOO many new companions. Add a number bar that has 1-6 ( current allowable crafting companions ) in the Companions & Contacts window. When a number is assigned to a companion it is grayed out and no longer select-able. The corresponding number will place the top 6 companions I would like to have show up under my crew skill window in ascending order 1-6. This way I can assign the order of importance to my companions that i would like to see show up first in my crew skills window.
  12. I understand why they did what they did, yes in a sustained fight it smooths the rotation out. I am trying to propose an idea that will allow for the smoother rotation and allow for the 0-30m leap. Honestly when combat rotation became the more powerful sentinel spec i didn't change specs because of the 0-30m leap alone. I like it as part of my play style and I think that i am not alone.
  13. If you are sentinel or a marauder who is missing the 0-30m range of watchman/annihilation sec please check out my suggestion to the Force Leap skill and see if we can keep it going in the suggestions forum. http://www.swtor.com/community/showthread.php?p=8567893#post8567893
  14. Ok Since this is the suggestion forum I propose this change to Force Leap since they removed Close quarters. Reduce the range of Force leap to 0-30m. Reduce the cool down by 4 seconds. Add a statement at the end of the it that state the energy gain from Force Leap cannot happen more than once every 25 or 30 seconds. This will make it so that those of us that really enjoyed the hopping around of close quarters can still enjoy it and it reduces the focus generation part of the rotation. It will also keep it as part of the opening leap focus generation.
  15. This is probably the nerf that pisses me off the most. Hey lets give all vanguard specs a gap closer but lets nerf sentinels on close quarters. I did use it as an extra interrupt, especially since they nerfed force kick in 3.0. My favorite class keeps getting its utility removed. Why do all these mobility enhancements and then remove my mobility. I think the Devs owe us an answer to why they removed it, they ninja nerfed it without putting it in the patch notes. I wanna know what the hell they were thinking here, it was not a game breaking ability. Worst case scenario, make it one of the available utility skills. while you are at it make the reduced cool down of force kick a utility too.
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