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ShinLunaAzure

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Posts posted by ShinLunaAzure

  1. No argument from me on that. I think they were hoping for people to farm the mats themselves, instead of buying them off of the GTN. Get a lot more participation in both area's. What they got is a small group farming the mats, and making the augments which made the prices ridiculous.

     

    They probably put in the quest near Kai because they realized they weren't getting more people to actually do ranked/NiM content even with the carrot of the new Augments.

     

    Real talk, the inflation problem is partly caused by bioware, not the GTN. Prices were not great before 6.0, sure, but as soon as bioware introduced new single fee credit sinks to crafting and amp rerolling, THEY devalued the credit so much that prices for everything shot up instantly as soon as 6.0 launched.

     

    Before 6.0 100k was decent walking around money, then bioware decided "Oh, we raised the F2P credit cap to 1 million? Better make every armour piece we add to the game from now on start at a million" And just like that 1 million credits became the bare minimum you should be carrying before you even dare glance at the GTN.

     

    Part of the problem is that bioware foolishly implemented their credit sinks as flat rate fees, while saying they wanna reduce the amount of "GTN billionaires" The problem is, a GTN seller isn't gonna think twice about dropping a few million to unlock crafting skills (A completely arbitrary credit sink that we never had to deal with before) a 1 million for a set piece part, but for a F2P or even preferred status player that amount of money is crippling. If they want to actually hit GTN players without ruining the game for casuals, they need to make their credit sinks scaling and proportional, that's not a perfect system either but it at least alleviates the heavy impact it has on casual players just trying to do the basics like level crafting skills or get the generic vendor gear (that also requires token currencies on top of credits anyway).

     

    Sadly, since bioware is largely the reason inflation exploded like it did, I have little faith in them making it any better. I expect 7.0 to introduce a lot more arbitrary paywalls and ridiculous vendor prices, and the GTN will only get worse as a result.

  2. It's amazing how the announcement of combat styles got everyone so excited, only for us to see how it actually works and immediately become disillusioned as bioware decided to remove like 60% of our key abilities with their new branching tree system.

     

    My wishlist now mostly consists of the hope that they DON'T do a lot of garbage they've shown on the PTS to gut classes and abilities.

     

    Hood toggle? Offline guild invites? Legacy chat? All nice things I gave up hope for long ago, but I'd sacrifice them all if it stopped them from just lazily jumping to removing content to avoid having to actually teach new players how to use them.

  3. Correct me if I'm wrong, but isn't there even a secondary warning saying the item is not refundable, are you sure you want to purchase it? I know personally, when I get this message in game it will prompt me to take a quick look to ensure I'm purchasing the right item. I just can't remember if they have something similar with tech frag vendors.

     

    I'll have to go make another 3000 fragments to test it, the option description visible is long redundant since it talks about commendations which haven't been a thing since before kotfe. Regardless, this problem didn't exist last week and shouldn't have been added this week. Not everyone can throw away a million credits and shrug it off, and the stupidly low tech fragment cap means you can only ever make one purchase per trip anyway.

     

    Wow... ok this is a ridiculous change. So people could gamble the shell amps. Not the end of the world.

     

    It would be easier to just limit the number of time an item could be refunded. I really dislike these unthoughtful changes they make. They are really annoying.

    Same thing with nerfing the set bonus of the right price for DPS powertech/vanguards and giving a slap in the face of tanks by extension ruining their only decent set bonus. Now it's still good for DPS, just not OP. For tanks it's completely trashed.

     

    It's just a lazy solution that adds another problem. But a problem they're fine with because it forces you to go and grind more and reinforces the countless credit sinks in the game because kanneg doesn't like some players having a billion credits and thinks flat taxing every other player millions of credits is the solution. The real solution would be to just fix the seed on RNG items from vendors so if you refunded and rebought it you'd get the same stuff and would have to actually use their intended reroll system.

  4. Your frustration is understandable and you raise valid concerns over elements of the game that have been getting much criticism since they were introduced into the game. I may not have experienced these elements the same way you did, because - barring crafting which is plain bad - I have found myself to quite enjoy the new gearing system. But of course, opinions differ.

     

    What I would like to suggest before you leave the game for good again: wait until the new changes are pushed through. The dev team is not deaf, they have already stated that they have seen the criticism expressed towards gearing, crafting and such and will address them over the coming weeks and months. Especially since you say that you wanted to love this game again, maybe it might be worth it to remain patient and wait until the changes arrive? Because maybe you'll find the game much more enjoyable again once they have applied those changes to crafting and gearing, it would be a pity if you missed out on it!

     

    The dev team may not be deaf but some of these changes being made in the first place show they don't respect your time and want the game to become a huge credit sink and grindfest now. PLus 6.0 is generally very light on content, if we were keeping in line with say the value proposition of shadow of revan, rather than just a class skill, we should be getting a new combat proficiency skill (so an extra 3 skills) since a new one was added every 14 levels previously. Not to mention the disappointing lack of even passives .etc to actually make 75 feel significant compared to 70.

  5. So if the duck can't swim it's the river's fault and not the duck's ?

     

    This problem literally didn't exist last week. It's a contrivance and unnecessary because they wanted a lazy solution to a problem that should have been fixed by adjusting how the game handles RNG on vendor items by fixing the seed.

     

    doesn't change the fact some set pieces spread in chaotic way

    I was agreeing with you dude, not every quote reply is a retort.

  6. Same thing just happened to me, wrong mouse button on trying to preview it and now I'm a million credits in the hole for a useless set bonus I can no desire to actually buy. Considering how much faster 3,000 fragments comes than a million credits it's really ridiculous, but then again 6.0 is all about screwing us over to drain our credits in the vain hopes that players with billions of credits will stop making said billions from the GTN. As for sorting, tbh set bonuses and tacticals should be in seperate vendors entirely. just to lessen the strain they're putting on a UI that doesn't handle such long lists well.

     

    There is no recourse, and kanneg clearly has no real respect for the player who only get a few hours in the evenings to play and can't just throw away a million credits like it's nothing.

  7. If you ask me, they removed them on purpose. These crates were mainly used to get legacy gear and since the set bonus is no longer in the armorings this type of gear will be cosmetic only and thus deemed useless by the devs... so they removed them.

     

    Another good chunk of gear gets removed from the game.... "thank" god we have the cartel market. :p

     

    Except a bunch of them don't even have cartel market reskins to buy. So they're just gone completely.

  8. I really don't think 1.0 swtor is something I'd want to return to, especially since I doubt bioware would fix the launch bugs in a rollback. What would be nice though would be to unretire those older armour sets that are just gone completely, not even present in reskinned cartel market versions. And for the story quests to actually be balanced for a modicum of challenge.

     

    You don't need to redesign the encounters from the ground up, just maybe don't have the final boss of your class story be a generic elite enemy who'll be dramatically weaker than any number of champion mobs you'd run into out in the overworld. The first son is the only one I can imagine killing anyone, and that's just because the game doesn't teach players to interrupt casts until they finish the consular, or do an op/master mode flashpoint and a player chews them out for not knowing.

     

    Changes to gearing and itemization that roll back to an older system would be quite welcome, I remember the days when heroics would drop specific orange weapons etc, nothing unique but it was quite nice to have a clear route to say, get the voss fireslinger by actually playing relevant content. More rewards tied to achievements and quests would be nice rather than generic RNG loot for them, and the current gearing system means a lot of cosmetic gear actually just can't be obtained once you're 70 now because of the loot pools.

  9. Have to agree with Phaz that it only needed to be unlocked once.

     

    Plus, with all the credit sinks added to 6.0 that cost literally million, apon millions, there is zero hope of them giving us credits back when their design is to remove credits from the game (which is a failed idea IMO).

     

    Consider this, you will have to pay 1 million to buy each piece of set bonus Armor and also 3000 tech fragments (which are legacy capped at 5000). So that is 7 million right there (including tactical) to gear one character in 306 set bonus Armor and they don’t even come with any internal armoring, mods or enhancements.

     

    Also, you have amplifiers you might want to reroll and on the pts (with unlimited funds), I spent 4 billion credits and still didn’t get all the ones I wanted.

     

    Crafting cost have also dramatically increased across the board. That includes mission and vendor mats.

     

    Another credit sink which I just thought of is ALL the vendor stuff that currently require their own game currency will now cost credits to buy. And my bet is they also won’t be cheap. I would expect millions to buy certain items.

     

    There are other increases to current credit sinks too.... just too many to list them all.

     

    I'm curious to set how badly they screw over players on conversion rates, especially for things like the umbaran set that has no stats and costs well over a million per piece now, giving us very obvious valuation on the real value of recon data vs the credits they'll turn it into for us.

     

    Though RE: on musco sandbagging questions about heroic crates, why would he be skittish about giving answer we won't like? There's tons of info given out already that's sitting badly with players, in the case of heroic crates the biggest problem is uncertainty on if we should stockpile them as the only way to access star fortresses/specialist influence or open them all before 6.0

  10. Hey all!

     

    Some good reminders in here already so I thought I would tack on a few reminders as well. Most of these are known already but good to get them in one place ahead of Onslaught's launch next week.

     

    • Galactic Command Rank is resetting to 0 for all characters.
    • The Achievements for earning Command Rank 300 on Classes will become Feats of Strength with Onslaught's launch.
    • Numerous currencies are being converted to credits at a low rate. Command Point Consumables, Alliance Recon Data, Command Tokens, Command Gear Pieces, and Unassembled Components.
    • All utilities will be reset on launch day so be sure to spend your points when you login.
    • All set bonuses are now on item shells instead of armorings, this change is retroactive.
    • Conquest Guild Targets for this week's Conquest will be judged against the NEW values, not the existing ones. You will also receive NEW Guild rewards for completing them. This has no effect on Personal Conquests.
    • No reason to stockpile Command Crates either as they will not convert into Renown crates and Command Tokens will become credits.
    • All Legacy Perks for GC will now affect Renown. The Commanding Legacy Perk has been adjusted, it no longer stacks but is a 25% increase for Renown gain across the Legacy.

     

    Thanks all!

     

    -eric

    Sorry eric but it's frankly ridiculous and insulting that you didn't care to make it clearly known that this week's conquest will only be judged against the new values, not the ones shown in game, AFTER everyone has picked this week's invasion targets. My medium yield guild could have gotten small if this was more clearly communicated, now everyone's efforts this week are wasted because we weren't told to switch to small.

     

    It's bad enough that you're ruining gearing, shoving more RNG into everything and increasing the grind, but this is just a slap in the face to small guilds.

  11. I'm still kinda skeptical. I'm in a guild with maybe a dozen other active players. Many weekend nights we have trouble making 8 for an ops group. Until the conquest changes that awarded conquest points from everything, which happened with the Dantooine update, we would never be able to make more than a small yield planet. Many weeks my toons represented 50% of all the points earned.

     

    With those Dantooine-timed conquest changes, we have consistently been able to meet medium yield and, on occasion, large yield. We don't do it for encryptions, our flagships and strongholds are fully unlocked for both our Pub and Imp guild. I did benefit quite a bit from more medium yield weeks, in terms of CMTs, but I knew it was a fleeting success since 6.0 was soon on the horizon and I was well aware Spoils of War would change everything, including making my CMTs largely obsolete. PTS hasn't "disappointed" in that regard ... the nerf to the very things that required CMTs was so bad that crafted 228 augments are more useful. In the current system, a lot more of people's alts can reach personal goal, which is important when big ticket items are only once per legacy ... for example, this week of Relics of the Gree when Xenoanalyst is 7500 points but can only be done once.

     

    With the changes planned for 6.0, it will be harder for smaller guilds to reach medium yield again and less characters will be hitting their personal goals. Now, you may say that's the way it should be, that my guild of 12 people shouldn't ever be able to hit medium yield. Maybe you are right. Unfortunately, in making these changes, playing alts is heavily impacted as much as small guilds are being punished for their short lived ability to hit higher yield planets.

     

    So much for playing your way.

     

    Agreed, Bioware seemed to make an effort to encourage new guilds to form this year, but these changes are just going to shove out smaller guilds for the more established ones, it's already a big problem that if you're small/medium yield and recruiting randoms, plenty of them will simply jump ship once they see a large conquest guild with full flagship recruiting. The wall to getting the thousands of encryption/dark projects necessary is already a mammoth task for small guilds.

  12. I agree. 6.0 Live is going to be painful.

     

    To your last point, the chance of getting the Purple Schematic on a 10% RE chance does not mean you will have to try up to 10 times. The RE chance is Binomial, meaning it has two outcomes with each trial: success and failure. A 10% RE chance is a 10% chance of succeeding and a 90% chance of failing to learn the schematic with each trial. Trying 10 times would reach a 65.1% cumulative chance. Crafting 10 times is not a bad estimate, but that still means a 34.9% chance of failing.

     

    To reach a 99% cumulative chance of success (and 1% chance of failure), requires crafting and reverse engineering up to 44 times. 1 in 100 players will still fail to learn the Purple Schematic after having wasted 44 crafts worth of supplies. That is 11088 greens, 3696 blues, and 6600 other premiums.

     

    This is why the 20% -> 10% -> 5% RE chance becomes so punitive. It requires punishing amounts of materials, time, and effort to overcome unless the player is lucky. Some of us will remain unlucky.

     

    Now, if the devs implemented insurance into the RE chance (making the next trial chance go up when prior trials failed) then we might need to make 10 to reach a solid guarantee, or some other number entirely.

     

    This is a fair and reasonable suggestion that keeps the odds against the player without a truly horrendous worst case scenario. It will of course be ignored as bioware austin steamroll ahead to ensure 6.0 is even more of a disaster for us than cataclysm was for anthem.

  13. I have been a assin tank since launch. Pve sin has always been at the top for tanks but for pvp they have always been at the bottom for tanking unless they have a pocket healer atleast as far as I can remember. I am excluding shank tank from the statement as that just a dps really. You can't nerf the dcds without making sin useless in pvp. Inorder for the class to be useful in one area they have to very strong in another.

     

    How to fix this I have no idea. I have honestly been of the option that removing stealth from the tank sin and making it a defensive was the best option. But truthfully I got nothing.

     

    Speaking of skank tanking why does bioware feel the ridiculous need to implement classwide nerfs across the board when they decide something is specifically out of whack in pvp? Bolster is already being applied in warzones anyway why not alter that? If they decide to suddenly nerf tank damage output for pvp it shouldn't also suddenly make tanks that much weaker in pve as well.

  14. You do realize the points are basically the same as the 15k we have now.

     

    1) All conquest objectives have been increased by the same % that the conquest goal went up. (another words the conquest objectives themselves give out 3+ times more points then they do on live.

     

    2) All non conquest goals such as questing won't give you as much, but they are trying to get people to go back to the original idea of doing SPECIFIC things to get conquest. Not just run 2 or 3 daily area's to hit your conquest goal.

     

    The main thing here is you'll still get points from kills, and questing but if your really trying for conquest you'll need to focus on what each week has for Conquest Objectives. If you follow the conquest objectives, getting the 50k won't be anywhere as bad as your thinking.

     

    Edit: smaller guilds won't have an issue getting 500k conquest. I've seen guilds with 3 active players able to pull 700k+ before these changes. Now they'd be making over 2.1 mil conquest points after the 6.0 changes.

     

    Your definition of active is pretty off-base if one player earning over 230k is what you'd consider normal in the current system. We've certainly got a handful of folks that can pull that in, but I know how many hours they play per week and frankly for people who work full time jobs keeping up with them would be ridiculous. People already do do specific things to hit their yields, just last week anytime you queued for FP someone who wasn't conquesting would complain that nothing but czerka was popping. If someone logs on and dedicates their evening of playtime after work to say, doing all the dailies/weekly for gree, and killing the world bosses that's all well and good for the first run, but if they're one of those active players you suggest should carry the guild then it's diminishing returns forcing them to do generic, non-themed content like warzones to bulk it out for the extra encryptions in what's already a ludicrous grind for a guild that maybe only brings in say 10 people hitting their yields each week, which makes us still bigger than a lot of the ones getting their feet wet in recent months.

     

    Then again, looking at how focused 6.0 seems to be on just depleting stockpiles for the hardcore players at the expense of casuals I suppose it makes sense, crafting prices will only get more ridiculous and leading people through the story into endgame will only get more laborious if these values launch to give us a 6.0 all about draining more credits and paying out less.

  15. After ossus and now what 6.0 promises to be it seems like bioware is fairly in love with the idea that fully gearing a character should take you 2+ months and that playing geared alts should be a pipe dream.

     

    The reverse engineering probability is particularly gross considering the sinks required to craft in the first place.

  16. Under PTS phase 3, Alliance crates still work as usual. Several of them are also granted for completing Specialist missions and Alerts, and those also all worked correctly for a newly minted 75 character I tried them on. I suspect the devs simply "forgot" to update the planetary heroic rewards for level 71+ characters. If 71+ characters are being deliberately excluded, then the devs are setting a precedent for surreptitiously retiring content -- a tactic of some other MMOs I don't appreciate.

     

    One thing about Star Fortress content which they have never fixed was the loot tables. Many decos and the SF bracer shells only drop for level 65 characters. 66-70 have a different loot table which includes 66+ world gear and tier 2 refined isotope drops off the last boss. 71-75 characters may have yet a different loot table, or they might be like the planetary heroics, and get nothing but credits and experience for running them.

     

    If a 71+ player hasn't already unlocked Star Fortresses, and they don't have enough Alliance crates laying around, they are currently locked out of SF content. Hopefully the release build of 6.0 will address the issue. I've long since given up hope that they would fix the drop tables in SF to include decos and the missing bracers.

     

    Yeah it's bad enough that star fortresses are structured in a way that makes them very difficult to bring other people along for, but if crates truly went away people would be locked out of 4 great legacy bound armour sets, and the alliance influence speeders would become impossible to earn, as well as those conversations available at high influence levels to somewhat flesh out their limited characterization. If 6.0 really launches in the say it's going it'll not only be a huge problem for the fun of continuing on new content but retroactively wreck a lot of old content for the people still catching up on story.

  17. Raising low yield conquest to 500k is going to absolutely destroy small guilds ability to progress, and the 50k personal threshold even moreso destroy the benefit for the ones that can still handle small yield. This is only going to push the encryption market on GTN harder when small guilds not only have a harder time getting encryption at all, but get far fewer as they do. If you go by GTN prices as a "value" for their grinding, fully opening the command deck alone is over a billion credits worth of work as is under the normal system.

     

    If you really wanted to dial down the number of rewards made for bigger guilds, you could just have the personal threshold scale to the size of the yield target such that it's doubled at medium or tripled at high so it swayed proportional to the credit reward's scale, though one could equally say that the amount of time it takes to get 50k makes even the large yield value pretty pathetic. It's hard to see how this does anything but screw over small guilds and shifting the share of encryptions more heavily in favor of the older more established guilds that not only don't need them, but often are the ones clearing all the conquest commanders before anyone else as well.

     

    If you reduced the cost of getting a flagship to encourage young guilds to form this year, why are you suddenly punishing those of us who put months of our time into doing what you wanted and starting new guilds, mentoring new players, catching up returning vets, engaging with what was already a ridiculously big grind for the frameworks and trying to do everything right. This change alone easily overshadows anything else onslaught could add when it basically pulls the rug out from under guilds like our recently formed pub sister guild, where just a dedicated few of us could put in a frankly unreasonable amount of time to carry them to low yield while also being active on the impside for medium thresholds too. We already subbed for 3 years between expansions, we tried our best to spread word of mouth for onslaught, but now if it launches with these values as they're shown on the PTS, all of a sudden only one of our guilds will even be able to hit small yield and only 2-3 of us will likely even manage 50k on one character. It just seems like doing everything bioware appeared to want new guilds to do is being rewarded with a slap in the face.

  18. The unlock costs of said rooms and decks should change to be more in line with the new costs of the ships themselves too, the command deck alone can run a billion credit value. It's pretty ridiculous for a small to medium guild to be able to buy a ship but then have to buy or grind out 5 frameworks/250 encyrptions or dark projects for every room
  19. Our sub money can't even pay for companions to join more classes than their originals anymore. If they can't even find enough pennies to rub together for 16 voiced player characters in these 2 minute alliance alerts, the chances of them ever doing full campaigns is long gone. Frankly I would rather jedi under siege didn't have the republic/empire faction stories and continued with a single shared story if it at least freed up the budget to retroactively get my bounty hunter to meet andronikos.

     

    The staff at hand must have hard pressed to even put out the amount of content offered by ossus because they can barely keep up with general maintenance, or even comparatively simple changes like making followers less generic by giving them existing npc skills (say some jedi companions acting like casters instead of universally being fighters).

     

    I have little faith that 6.0 will even come out anymore, let alone have 8 class stories. But that said, a paid expansion gating off content would just be a slap in the face after the disaster that all of version 5 has been for paying subscribers. We don't hate this game, we want the best for it. Some of us are game developers struggling to manage a budget ourselves, but even so there's so much more that could be done, even just by reshuffling old assets around.

  20. They were happy to release shae vizla and hexid later, there's no good reason for people 2 years down the road to be missing out on ranos. No subscriber such as myself having completed the event to earn her on two servers values her enough to feel jealous or annoyed at everyone else being denied her. She has no lore implications and is just your standard dual wielding force user like veeroa or ashara. Why not toss the others a bone and put out an achievement or something to earn her?
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