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JMCH

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Everything posted by JMCH

  1. Remember RotHC is supposed to be an expansion... How does removing content and calling reintroducing it an expansion could be considered serious? 2.0/RotHC isn't clear at all at the moment, and if it's indeed 5 more levels required to have your secondary skills again (when your spec isn't simply ruined), gear (including crafting of said gear) becoming obsolete for no real reason and new content which is old content you now have to pay to access, it's going to be fun to see how that goes.
  2. It's unclear wheather or not SM/HM TfB will be 55... It was the case on the PTS, but it's been mentioned multiple times Nightmare TfB was level 55, which is quite different. As for the level 50 ops, they'll be available just like lower level FPs, but on the PTS it was impossible to get there using the groupfinder at level 55.
  3. 100 planetary comms "overflow" cap was the last answer to this. It's really strange how F2P players have had their comms caps taken on par with subs (1000 for each planet) and the 2.0 cap is even lower than what they had before for everyone... go figure.
  4. It's really interesting how you seem to know what you speak of at first and... are totally off. 1- 2nd tier will in no way be available on the GTN 1 week after launch... remember there is now 10% chance to learn AND RE doesn't return exotic mats anymore. 2- Yay! F2P is meant to increase servers population AND make cash... reality is how we're reminded to take our credit card many times a day is so boring very few F2P players actually continue even up to level 50. Entertainment itself is severely compromised because of that, and 2.0 trend of "grind for longer" won't help either.
  5. Only 28's (level 53) are somewhat better, but there's still an issue with mods not available in their high rating/low end flavour, which means many 27 mods will still be better.
  6. Depending on your class/spec, it's the easiest way to gear-up. Only armorings are tied to the piece they come from, and you can even RE them to get some stabs and matrices if you've got a 400 cybertech alt.
  7. Really, it was impossible to get the least unlock with the PTS cc rewards. There were perhaps 1000cc over the entire achievements rewards, which no F2P player could grind without spending more than that (character slots unlocks and such little things being mandatory for some).
  8. Seen on the PTS, right... ... but at the same time, it was really, i mean REALLY, broken. 20cc for some minor achievements and nothing for better achievements? Really? Not to mention 20cc is a joke... not even enough to buy one medical probe or fleet pass.
  9. That's never been an issue, even in FPs you could probably use a trick to bypass the roll count limit (I've yet to test this). Anyway, F2P is indeed bad, looking at the population on various planets : most F2P players simply stop before even Alderaan. Allowing to wear artefact quality crafted items would allow crafting to become almost decent and pushing further in the F2P direction by adding, say, monthly missions rewarding an operations pass, for example (by completing each HM FP?), would allow F2P players to actually see some more content and perhaps even subscribe for some months if they like it. Endgame is only part of the whole F2P issue, really, and from my PoV, the biggest reason for F2P players to stop way before that is simply how the game reminds them they have to actually pay to have (or have access to) this or that. It's really looking like a pretext to milk the playerbase (subs included) and nothing else.
  10. You seem to forget F2P players need a quite expensive unlock (1200cc single character, 2700cc account-wide) to wear artefact quality items.
  11. Rest XP affects mobs XP only, that's why a full rest XP bar will last a couple levels.
  12. Do you really think everyone run multiple flashpoints a day? When I do, it's only because I gained a level and obtained the next daily, and that's clearly not everyday. Your issue is way simpler than that : there are VERY few groupfinder users, to the point what should be almost perfect is totally inefficient. Never trust what /who says, population on the servers is ridiculous and this is even why the level range is that large.
  13. Not "too low", simply badly implemented. Even if it's not as stupid as real-cash bought reputation, there's a common root : you in fact "buy" your reputation with these trophies. That's so extremely inadequate and totally off considering how quests/missions are handled... well, storyline quests at least. Reputation shouldn't be "buyable" and should have pluses and minuses, just like you had "factions" for mobs in older MMOs, tied to experience gains (see DAoC's Svartalfs/Arachites/Werewolves triade for example, with some variations for specific groups). How is it possible to have such a bad system along with excellent questlines design?
  14. Really interesting post. That's kind similar to my PoV, except I don't want to support internal sabotage of the game I still like to play. You can probably imagine how hard the choice is between supporting the sabotage to play with friends or what's still OK in the game, or don't support it and feel how bad F2P actually is, for the little time you'll stay here.
  15. Clearly not serious. While leveling IS too fast/easy (which is part of why we've so many bad level 50 players), proposed changes are beyond stupid, particularly quests turn-in in capital worlds only.
  16. Such obsession about credits is insane. Being actually useful to others > credits, and no, that doesn't work with this game's crafting. It improved a bit with ilvl 61/63 stuff, at least for some professions, but then they decide to redo everything on top of a stupid level cap increase (because, really, it's not a "level cap increase", it's 5 more levels to gain for nothing). Yes, I crafted some lower level stuff, but it's so limited (mainly some bracers, belts, implants and earpieces, either from Investigation or trainer blue schematics RE'd twice) it's a joke. Crafting for low level toons is totally pointless because you level too fast : the time it takes to collect artefact materials for one piece will be longer than the time it will take for your customer to resell the now outleveled piece to the nearest vendor, which is an issue since premiums are everywhere and prototypes are readily available for comms or in FPs.
  17. That's not true, never has been true in fact. Armorings/barrels/hilts took a big hit in primary stat and relatively negligible in end, mods and enhancements are alot closer to their PvE counterparts. Armoring/Barrel : 72/52 vs 39/39 and 50 expertise Hilt : 72/52 vs 37/36 and 50 expertise Mods : 56/34/44 vs 52/34/40 and 30 expertise -> nothing close to the previous category. Enhancements : 29/44/60 vs 28/42/54 and 30 expertise -> same as above. It's clear the massive primary stat nerf was to balance TTK right from the start, and had NOTHING to do with some "stat budget", look at Battlemaster mods/enhancements, too, which were Rakata with 25 expertise added. To be clear, don't even try to understand why hilts and barrels/armorings are not equal, because I already found that back in the days : it's because OH armorings were initially nerfed to Champion stats - 34/34 and 46 expertise - to avoid someone wearing a full 63 set before EWH come out, then, with EWH coming out, everything but hilts have been buffed with no respect to previously non-nerfed hilts... Perfect example of absolutely bad execution and communication.
  18. Many out there want to craft to "be able to construct armor, weapons, implants, or other types of useful items and gear". The primary issue is right here... I truly LOVE to be able to work for others to be more effective, that simply doesn't work with crafting current state and will be even worse if 2.0 goes live as it is now. Every single patch from the first PTS build onwards pissed me off more than its predecessor and the initial build already was a bad joke. When there's no captain aboard, no one should hope for anything good to happen.
  19. 1- Yeah, Arkanian could be RE'd too... but that comes from Ops drops only with a limited count each week. 2- Sure, we need 3 "blank" armorings, you just forgot the simple fact 2 of them are for the easiest pieces to acquire (first Ops bosses and elite comms even allow to buy the exact same as Arkanian), the last one being easier to acquire running FPs. With how stupid 10% chance to learn is, no one should even try to RE these armorings (by the time you'll learn the patterns, your guild will be BiS already... that already happen with BH mods RE'ing despite the 20% chance to learn, I spent more than 1000 of my own BH comms just for that and obtained 2 mods and 6 enhancements, do the math). I should add : http://www.swtor.com/blog/dev-tracker-summary-october-19th-2012 What does "more consistent" means for me has to not mean the same thing for others... or was it a lie? Well, we already had some : No doubt why I unsubbed, I'm tired of this kind of "inconsistency" from the dev team on top of countless gamebreaking bugs, strange decisions (level cap increase & trees reworked to top at 55 instead of 50 & stats back to where they were in 1.0?) and extremely stupid marketing communication (sorry, I don't pre-ordrer "5 more levels and a new planet" except if I've some confidence in the team...).
  20. There's nothing to address that. Greens from vendors are heavily overpriced, blues compete with planetary comms blues which even can be better (only A type mods available to Cybertechs). How do you expect to sell something for 10k+ credits when it's available for 7 planetary comms, which are easier to acquire?
  21. Which in no way implies it's actually better. You know, not all the "haters" come from SWG, some come from other MMOs with or without a try given to WoW, and simply find MMO defining things are lacking. I didn't have too much hope since like Feb'12, I got some with how high-end gear crafting was implemented in 1.2, and they simply destroyed this soon after the CM went live. - debugs actually causing a crash to desktop (hyperspace, Ilum's battle exit) - degraded performance (client-side and server-side) - new bugs (WZ/GF popup causing... again, a crash to desktop) - many bosses scripts still broken (Foundry HK-47, Gharj, SM False Emperor's HK-47...) - bugs corrected somewhere but the exact same elsewhere still there (Novare coast jump-on-roof, still there in EC) - stupid ideas, ranging from object-use based reputation earning to the level cap increase and how it's been done - crafting totally left over (just see the "triage" adrenals and how they still decrease healing instead of damage except the Exotech one, more than 1 year after launch, no less) - 3-in-1 combo-kill of Cybertech, Artifice and Armstech with lowered chance to learn (10% is really ridiculous, even 20% was hard to justify), restricting access to exotic mats to Ops, only allowing to learn the second tier and the shells set bonuses disappearing (note : given the track record, it's not even a safe bet to store 72's for future RE, as we're not even sure they'll have any use...)
  22. Really? Are bugs actual content? Are fluff items actual content? Only new "content" to date : - EC & Novare coast, 1.2 patch (4/12) * Rakghoul plague event to introduce LI * Chevin grand acquisition race - TfB, 1.4 patch (10/12) - HK-51, a bit of droid crafting, corrected relics, 1.5 patch (10/12) - Ancient hypergate, 1.6 patch (11/12) * Gree event, stupid reputation system, patch 1.7 (2/13) Since then, I can see nothing worth being called "content", that's all we've had in 1 year of time, with no pace acceleration at all...
  23. Actually, no. The question is simple : what do we lose when going prefered from sub, EXACTLY? The only way to have an answer is to actually have done it, though most of the subscribers unsubbing were doing so because they wanted to stop altogether. As far as I remember : - artefact quality items already bound to the characters remain useable - previously bought inventory and cargo hold remain active - limited to 6 active toons (others are unlockable with server slots unlock)
  24. Uh?! I think this "super secret space project" was in fact the heroic space missions... notice how it was stated "next iteration of space combat" and how this emerged some time after? There's very, very little doubt...
  25. Artifice won't, because all Black Market pieces have crappy enhancements. Cybertech could learn useless armorings (no more set bonus from shells) and mods with almost no use because they come from FPs and SM Ops which are fast to run. Either will be unable to craft because of a very limited exotic mats supply.
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