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Dashtardly

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  1. Switching between various loadouts and having gear pulled from the legacy bank was a wonderful feature and I took advantage of it. I have 15 level 80 toons all sharing gear and having multiple loadouts (various disciplines plus second combat style). Now I have to manually add gear to each of the loadouts each time I go to play that toon. Please fix this bug as it is a real QOL impact.
  2. I've run into this bug two more times. Each time I've gone through the quest to add a second advanced class which becomes my first advanced class. For example, my Commando added a second advanced class as Operative, but in the combat style dialog it shows Operative first then Commando. As I understand it, if I no longer subscribe I lose access to the second combat style and am limited to the first one. I really hope this is a "display" problem and that my original commando toon stays as a commando. Other toons where I added a 2nd advance class (and where it worked as expected), I had only one loadout defined. On the two where the 2nd advanced class is showing as the first one, both had multiple loadouts defined (variations on the disciplines of the 1st advanced class) and in both cases the first loadout was active. This seems to be a bug when you add a second combat style and have more than one combat loadout defined.
  3. I created this character 751 days ago and had reached level 50 prior to 7.0 and just turned 51. I had added a combat style for a tank spec (currently was playing as a plasma tech). I did the quest to add a second combat style and selected Operative. I added a new loadout and when I went back to the Combat Style tab I saw that my primary combat style (VANGUARD) was not the secondary combat style and my primary was OPERATIVE. I still have the class story quests for VANGUARD (and am so far able to progress to additional quests in the story line - at least on the same planet so far). I am able to switch between all 4 combat styles - 2 Vanguard (DPS/TANK) and 2 Operative (DPS/HEAL).
  4. As reported in other posts (go search for them), the trick with the walker mission(s) is to STOMP.
  5. As a software developer with over 40 years of experience I would add a couple of things: 1) All development efforts have a plan for the next release and any of these emergent bugs (or behavioral exploits) are an interrupt that takes resources away from executing the plan. Yes, good development teams have anticipated some level of effort for that as contingency but "leaning" the workforce tends to remove that capacity. If you focus on doing too much of this kind of thing you end up having to release planned content later (and image that response) or remove/defer content and/or testing. It's really a case where people slam the dev team regardless of what they choose to do. 2) It takes time to analyze a problem to understand what's causing it which can take quite a bit of effort (even for the what turns out to be a "single line of code" change). These days I suspect the reluctance to changes is the testing burden and simply the risk that changes made to old legacy code can't be sufficiently tested with the present workforce and time frame to ensure that no adverse inadvertent change is introduced. 3) With large legacy code bases, a developer can very easily make what seems to be an easy/simple change that has unforeseen consequences. Make that happen a couple of times (which people react badly to) and the understandable reaction is to become reluctant to make those changes (which also prevents the team from learning more about the legacy code). 4) Someone like Keith who may work in the software development field but who is not a developer can only communicate what the developers tell them and hence you get the generic statements about things being complicated to fix. 5) I have no idea what workflow process BW uses to produce software but people get entrenched in "this is how we do things" and where they are comfortable (with what they know). Process changes can be introduced in mature software projects, but the team has to recognize that there current output is a problem (and they have to want to change) but most teams aren't good at that kind of introspection. And lastly, yes when prioritizing problems to fix - some one has to desire one change over another as there typically is more work than the team can handle.
  6. Patience - its a "chapter at a time" release strategy.
  7. My PUB side guild conquored the Black Hole and I wen there on one of my IMP toons and got the message. So, definitely try going to the planet you did with a non-guilded (or opposite faction) toon.
  8. So you raise some points about ease of travel. It didn't used to be that way - you could only travel to locations you knew (on planet). So you had to explore the planet to find the taxi and quick travel points. Same for going between planets (you don't have to use your ship anymore). While games updates have removed these "time wasters", you could take a more role-playing mind set and actually not use them - make it part of the experience. Same for dialogues - stop space barring through them. Immerse yourself in the environment and the story. Well the original game only went to level 50, but there were 8 class stories (and also some of the dialogues and options are gender specific).. It sounds like you only played one class and gender. There used to be a huge difference in the class abilities and rotations (so lots to learn). Overtime the play styles/options have become more homogenized but there still is plenty of differences. Try some of them out and enjoy the variance. Once you go past 50, there is no more class story difference (sadly makes replaying KofET/KofFE redundant - i.e., go dark/light/neutral and you've seen it all; try the saboteur option for another variation) I'm not a hard mode/nightmare mode raider but OPS are fun (doing things and working as a group). Get in a guild which organizes activities (achievements, getting datacrons, hunts/races etc.). For me - it's playing in a star wars universe and wielding a lightsaber or blaster.
  9. Some of the romance options are keyed to specific story line points and companion influence. Most interactions have to be at your ship. I don't know what happens if you miss a flirt option (I'd hope its not something that requires 100% flirting to eventually have the romance with Kira). You could try going to your ship or try giving her some companion gifts (but if you've been questing with her you should be building up her influence nicely without it). As a tip, if you are in a cut-scene and you choose poorly (i.e., not seeing a companion approve of your choice - which is going to reward you with increased influence), you can hit the ESC key and restart the dialog (to explore other options). Finally, try progressing with the story a little further to see if you need another trigger event.
  10. I generally (in the past and successfully on other toons with 6.0) kill one or two, die, rez and kill remaining. This time on smuggler just as #3 is about to die a 4th one spawns. Die, rez (and can't fully heal) and almost get 4th one down when 5th spawns. Gave up. Read forum postings. This AM was able to get it done successfully using a tanking fortitude stim and I bought the walker armor bonus using another toon (as my Smuggler was locked out from getting to the republic base area where the rep vendor is) and mailed. Stood in the center and stomped. When they started rocketing the center I moved out and charged weapons to kill one using the over-charged blasters. Stomped again back in the center to kill the remaining 2 (but with almost no health left).
  11. This has been requested/suggested in the past. The reason you don't see it (and likely why new companions are introduced) has to do with the costs and contracts for the voice actors. To keep having interactions with say Vette, Bioware has to come to a mutual agreement on terms (i.e., pay and/or royalties) with that particular voice actress (I don't know who it actually is) AND they have to have a schedule opening in the same time that Bioware is doing the development. I understand that this was an issue in the past with the voice actress who did Jaesa. If they introduce a new companion like Major Anri - no such limitations (and no prior contract terms to deal with). Doesn't make it any better as I too would have preferred to have existing companions used than to introduce even more new characters to the already bloated companion pool.
  12. There is a weekly and a daily gear reward for the onderon dailies. I only do them once a week. As standard, you get reputation with a new faction, which may or may not have anything you want from their reputation vendor(s) - gear or decorations.
  13. I've been a long time subscriber that stopped and went preferred. Some of the limitations are rough compared to what you get used to BUT, they are all manageable. You can stash credits in your legacy bank when a toon reaches the credit cap limit (which I think they just increased recently). However, if you WANT to buy something off GTN that costs quite a bit of credits, you'll just have to realign desires. If you crafted - having fewer companions that can go out on missions AND not being able to queue up crafting items is more annoying (to me).
  14. Gear is so easy to get, I see no reason to RE armor platings, mods, and enhancements to get a crafting schematic. I'm floating in easily obtained gear and modables. I'd focus on things not (easily) available to make your crafting time worthwhile.
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