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Thermonuked

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Everything posted by Thermonuked

  1. thanks for the replies and i totally understand where all of you are coming from, the alignment aspect could be the issue as its the only thing thats really changed.
  2. i've checked the patch notes, and nowhere does it say that cxp rewards for command rank 300 characters has been halved. all the rewards i have checked in activities have been reduced, heroics, daily area's, uprisings, flashpoints, operations, the lot. so not only do i need more cxp per level at CR300, i have to play twice as much content to get the same rewards i was before the last back end patch. WTG bioware, you must really hate your players.
  3. speaking as someone from a guild with around 30 active accounts at most times, its not always possible to do the content you want, on the characters you want, because sometimes we need healers, sometimes we need tanks, so the basic premiss of getting all the conquest points on one character then start working on the next just doesnt work. i made a brand new character after this patch went live, as a place holder for when bored with end game stuff and want to maybe join in with some lower levelled guildies, and first kill, blam, 7k cp for the 2 wb's on ilum, on a level 2 character. so, after 4 days, i got my first character to the cp goal, i am close to getting my 2nd character to cp goal, and have a shotgun splattering of cp's on 7 others including a level 2 operative who has 7k cp and no chance to do any of the other objectives. legacy wide lock outs suck, the new points and objectives wouldnt have been a problem if all the content was available per character and not have all the big point stuff once per account, or even better, if we have legacy wide lock outs, make those points apply to each character on the legacy, i'd have been more than happy to run through all the one shot rewards on whichever character and role was needed for the group, knowing that all my other characters also got those point rewards, i could have got all my characters capped on day 1, then sepnt the rest of the week making full use of the double cxp
  4. the only way bioware will take any notice of the playerbase is if we all speak with our cash, if everyone who objects to this abortion of a patch just clicks to cancel their sub it'll let the money grabbing scumbags sit up and take notice
  5. Absolute crap, did you actually read anything that wasnt to do with pvp? we have PERSONAL conquest targets, for each character, but still have legacy wide lock outs, now either those points for the one shot objectives need to apply to EVERY character on that account, or scrap the whole legacy lock out thing. nothing has been mentioned about changing the lock outs at all, if i want to run 16 ops a day for each of my characters, or 16 world bosses, or 16 flashpoints, to get my PERSONAL conquest targets, i should be able to do that edit: forgot to mention, several people in my guild have already left game because of these changes, i expect its the same in a lot of other guilds and its not gonna stop until this mess gets sorted out and fast
  6. ok i agree with pretty much everything everyone in this thread has brought up so far, but instead of just moaning, i'm going to try added some suggestions on how it could be improved. 1, no legacy wide lock outs on anything, personal conquest points should relate to each character trying to achieve those points, not the account as a whole. 2. participation and variation should count for more, bring back rewards for taking part in things like pvp or gsf, win or lose, rewards for completing weekly achievements, across the board, more choice of fp's, heroics and uprisings to get rewarded for, maybe even have lower level rewards for killing bonus bosses on lower levels. 3. rewards relative to the difficulty of the tasks being undertaken, story mode flashpoints should get a lot less cp than running a mm fp, 16person hm ops should get a lot more than 8person sm ops, winning pvp/gsf should get more than losing, daily achievements should get less than weekly 4. a more informative interface for the new conquests, tabs for each activity type would be nice, but a drop down selector would also work, clearer indication of what is repeatable, once per day and once an event, or once an account needs to be more obvious. i'm sure there are a ton of other things which need to be addressed, but as someone with 8 republic and 9 imperial characters who i like(d) to run conquests on, these changes make me wonder if its worth subscribing anymore if i can at most just use 2 characters
  7. i'm not on about the points you raised, while valid, i did mention in my post that a guild officer could select an option to auto invite a legacy, not a standard command line invite. we have the ability to obtain unlocks across our legacy already, if you make a new character you get a ton of mails with all the things you got as rewards in the past on other characters on your legacy, not every one who has ever used that legacy name on any server ever. and really, if you have characters in other guilds, just decline the invite once and its not a problem.
  8. i have about 40 companions on most of characters, if i could use all of them, i'd be soloing nim ops
  9. personally i think the classes we have now are fine as they are, if a new story line was going to be added, i'd like it to be a droid class, get to play as T7 or forex or even expand on the HK chapter
  10. more to the point, at the end of kotet, we put out a galaxy wide transmission, everyone knows who we are and where we are, all companions should return, including those of other classes that are looking for a new home, do alliance alerts at a later time if neccessary, for us to help them with an issue they had while we were in carbonite or fighting the eternal empire, but when our LI's are still missing after we have told everyone where we are is ridiculous.
  11. played it on all classes, both sides, light and dark choices, and tbh, apart from chapter 12, it works well, as said previously, valkorian pops up from time to time, with various dialogue options and choices for you to make, and explains how NFU's manage to do things they normally cant, apart from chapter 12.. tbh, most of chapter 12 isnt too bad, its only that force leap thing really.
  12. i was wondering why legacy name invites to guilds haven't been implemented yet? with the possibility for someone to have 50 characters on a single server, having to log in and out constantly to get characters invited to a guild, or when someone makes a new character and has to track someone down in whispers in order to get an invite, surely it would be easier to have an option in a guild to place an auto invite on someones legacy, so the next time they log in to a new character they get the dialogue box pop up asking if they want to join the guild.
  13. let me just start by saying i know a lot of things are still crafted on a regular basis, and some like augments can only be crafted, that's not the point of this post. i cant remember the last time i sent my companions out on a crew skill mission and 1 of them came back with a schematic for anything, there has been no new schematics for cosmetic items like dyes and crystals for years, no new armour "shells", no weapon shells, nothing, but the cash cow that is the cartel market seems to be bringing out new things all the time. come on EA, share some love with the crafters of swtor, gives us some new schematics for cosmetic items, even if its for things that are no longer available on the market and therefore not taking any money out of your wallets, let us build more mounts, armour sets, dyes and crystals.
  14. i've had issues with the crafting ever since the game launched, and yes, like countless others i have sunk a lot of time and money into crewskills, but as a general rule, it was poorly thought out from the start, and made worse ever since. take armormech or synth for example, vendor schematics which stopped at level 49, when the game starts with a level cap of 50, rediculous, not to mention the huge gaps in craftable gear while levelling, usually 6 levels between new pieces, no chance of making a complete same level set of anything except custom gear, which wasnt even full sets at the beginning, but atleast we could crit craft things with augment slots, they always sold well, until you could add augments slots to any piece of armour... ofc, the bonus for these 2 crewskills was the rakata belt and bracers you could make, which was bop, so u couldnt sell them, or even make them for your own alts, but are now not even the best in slot for the crafters little bonus, the armour sets have moved on, the crafters havent, whoever decided what the crafting should be like in SWTOR should be made to wear a pink tutu and pointy dunce hat to work for the remainder of their employment until they get the idea that crafters are just as important as the rest of the players
  15. every patch i hear things are gonna get better with crewskills, and every patch they get worse, a couple of months ago our guild was 100 strong, today we cant even get a regular 8 ppl online, crit crafting lower level oranges is now pointless, the economy is screwed royally, because ppl have been hoarding grade 6 mats and now they are asking stupid money for them, RE'ing can still take up to 57 tries to get a blue pattern from green, or it can work on the first try, the rewards from crew missions is a joke, still no rich/bountiful grade 6 materials, but always tons of rich companion gifts, someone at bioware seriously needs to pick up a dictionary and look at the meaning of some words, abundant for example, means in excess, more than required, surplus to requirements, 8 mats is far from abundant by any stretch of the imagination, especially when it comes to purple mats, we cant get them any other way apart from missions, so make the rewards worthwhile, it shouldnt take me a day of running missions to get the mats to make 1 item. personally i dont think crewskills are beyond saving, finally adding orange boots and gloves schematics is a step in the right direction, add belts and bracers and it'd help a lot. get rid of bind on pickup, make it bind on legacy, if i have a biochem with 400 skill, let me make rakata stims for all my alts and remove the biochem reqs from them, ohhh i think i just managed to sort out the balance problems... let my synthweaver and armormech make rakata belts and bracers that i can send to my alts, not sell them on GTN but let me post them to my other characters. my cybertech and artifice characters should be able to make mods, enhancements, armor and hilts that are as good as battlemaster/rakata which i can supply my characters with, again, bind on legacy, so they cant be sold on the market, and no stupid rare mats to make them with, the biometric alloy etc which drops now will be fine.
  16. i completely agree, i've spent months building up all my characters, crewskills and money, not to mention the 45 legacy levels, starting over from scratch on a new server, just doesnt seem like a viable alternative, and what about all the legacy upgrades? starting on a new server will obviously mean they go too, so all the species i've unlocked will be pointless as i have 8 characters already, "oh i can make a twi'lek bounty hunter, or a chiss jedi knight, but which one of my level 50's should i delete?" legacy should unlock 1 extra slot per 5 legacy levels, sure, there will be some level 1 name holders, but they should be in the minority if you have to play in order to unlock the extra slots, whereas giving everyone an extra bunch of slots to play with will see a huge influx of name holders.
  17. tbh, i have a lot more "fun" in the 10-49 wz's than i do in the 50's, usually because it all starts to get a bit serious, i'm not a die hard pvp'er altho i've done pvp in almost every game that let me, i dont chase titles like some ppl do, and i'm fully aware there is a lot of better pvp'ers out there than me. now i've been in bracket wz's from level 15 up to 49, in several different classes, and the usualy feeling is of ppl having fun, win or lose, level 10's do indeed go head hunting for higher level enemies, when my sentinel was 49, i'd have them swarming over me, win or lose, kill or be killed, it was fun. now i've been in 50's wz's, when i've seen war hero's abuse a new level 50 for turning up with 12k hp, getting told to F-O and run some dailies, i've been blamed for losing a wz (which we were already losing btw) because i ran to the wrong checkpoint, altho i think it was more because i wasnt part of the pre made team that was there, all in all, not a nice experience. now ofc, with the recent changes, its even worse, sure, if u play long enough and win enough matches, you can get a bm set in a week or 2, which is fine if you are winning matches, getting medals, earning the commendations, otherwise its just a grind, really it is, you turn up in your shiny new recruit gear, shining like a beacon to all the war heros who can insta gib you, shunned by your team mates who think they are now playing with 7 men, so they dont even bother helping you with heals, yea, level 50 pvp isnt fun
  18. the crafting and crewskill missions are very broken, someone at bioware needs to pick up a dictionary and look at what things like abundant, rich, and bountiful means, abundant sure as hell doesnt mean coming back with 6 items after 30 minutes. imho, if i can fly from node to node and collect 30-40 mats in the time it takes my companions to run there missions, that should be considered a moderate amount, and everything higher should come back with more. i'd also be happy if the different levels of mission gave a higher chance that they came back with the rarer materials. my final complaint about crewskills is the fact that regularly the only rich and bountiful missions are for companion gifts, with moderate/abundant missions for fabrics and metals. this is a serious bottleneck in the crafting system and needs to be addressed, when i have 5 companions and i need grade 5 materials, i want to be able to send them all out looking for them, i dont want the option for 3 rich companion gift missions, 1 abundant fabric mission and a moderate metal mission, which half the time doesnt get the materials i need and usually far less then i need. i could go into chapter and verse about how bad the crafting is, but 5 minutes to craft a green isnt too bad, the jump to 25 minutes to craft a blue tho, is rediculous, especially when RE'ing, which also has no memory of previous attempts so each time you try to RE a blue its the same 10% chance to get a schematic, but lets not forget all the lost materials when you RE anything, usually all the rarer things that you have spent the previous day running that single worthless mission for, so its back to another day of running missions for another poor chance to get 1 of 7 different purple schematics, which take 45 minutes to make and nobody really wants if they dont have an augment slot which means making loads of them and hoping for crits, but even then because the schematics stop at lvl 49 anyone can get things better from running dailies, so basically you have just spent lots of time, money and effort creating something that nobody wants. crafters need to be able to make end game items, the devs knew we would be capped at 50, so why make all the crafting schematics we could buy stop at 49? as a crafter with 400 skill, that should make me capable of producing any item in the game, rare schematics for end game gear? fine, i dont mind doing flashpoints and ops to get campaign schematics. but tionese schematics, really? i use tionese on my companions that i dont play, why would i want to kill myself trying to get the stuff to make companion gear?
  19. i missed out on the chest and belt for 2 of my alts who were a little too low for tatooine when the event started, so by the time i got them levelled, i had missed the first few days, yes its annoying, yes i knew it was gonna end on the 24th, no i didnt know at the time that i had to start with the missions in the dune sea before largona in order to unlock the next days mission. all in all, it sucked!
  20. when i, like everyone else it seem, got the box for the legacy mainhand weapon, which tbh, is impressively stupid to give out because we all got an orange weapon around level 10, i sent of the boxes i got to my level 13 jedi, took one look at the weapon i could get from the legacy vendor and put the box in my cargo, it honestly wasnt even worth getting just for a couple of levels after i put purple mods in my saber, it was as much good as an ashtray on a motorbike, now if they had given out offhand weapon boxes, for a decent upgrade to shield/focus/generators that would have been atleast useful. also, the orange armour the legacy vendors sell, its 100k a piece for legacy 10, 75k a piece for legacy 20, surely with my legacy 41 i should be able to get bits for 25k a pop?
  21. i was actually talking specifically about the consulars armour, there is actually some really cool looking armour for all classes while you are levelling, and even some of the end game gear is quite nice, heck, for women, apart from the helmet, the columi/rakata consulars gear looks good, it looks awful on male character tho, and has nothing to do with jedi in the slightest, and thats my problem with it, even the daftest person out there understands there is a difference between dress clothes and work clothes, just as there is a difference between dress uniforms and actual battle uniforms, but it seems the designers dont, i'd rather have my jedi running about in the armour thats on the splash screen, the stuff the npc's wear, i think that looks awesome, just as i would like to have my trooper running around in battle armour, without the toast rack and camel hump
  22. its open to interpretation what that means, if it had said armor introduced after 1.2 it would have been clearer, on pts the older armour moved with set bonuses, it was only taken out at the last moment, so its easy to get confused when things change from one day to the next
  23. fortunately, i only did the pants, as i'm a guy, i play a male character, and spending the rest of my gaming life in an ankle length dress really didnt appeal to me, and while the armouring mods from new rakata/columi are bound to the same slot they came from, they dont seem to carry the set bonus, even the ones i got on the weekend for my sentinel. besides, i really dont want to collect a whole new set of rakata which i already have and others might need, in order to be able to change my appearance, its bad enough that crafters cant make any decent end game mods, its costs nearly 33k to remove each mod from rakata gear, or 500k for the whole set, and for that i lose the set bonus, its rediculous
  24. after 1.2, i took the mods out of my ugly rakata skirt and put them into a swanky new pair of orange trousers, only to find that the set bonus disappeared and after a /bug report was told that its working as intended, however, if i take the mods out of PvP armour, the bonus stays with the armoring mod, i find this very very imballanced towards the pvp'ers as i hate my end game PvE armour just as much as as i hate the new PvP armour
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