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TheShadowzzz

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Everything posted by TheShadowzzz

  1. In my opinion I don't believe the people that would be willing to spend the time to create a half-decent or pretty good User-Created content would have enough invested to make their content something worth playing. However the problem I see with this being implemented into the game is the rewards given to players who either make or take the time to complete these missions. As most content players do throughout the day is for the purpose of acquiring credits or commendations to acquire gear, it would make sense to think that players would want(or subsequently complain thereafter that there should have been) gear as rewards and it should be good gear worth the time. I only see a few situations coming out of a User-Created Content System. (From the rewards/time required standpoint) A.) I can see either a daily quest with mediocre to very minimal rewards for completing X number of user created missions or otherwise similar content. With no actual "drops" of significant quality (orange moddables or Artifact). B.) The missions would actually drop significant pieces but they would need to limit the amount of drops per run to be equivalent to existing time to gear ratio (1piece per boss etc.) Essentially the gear would need to be limited to only dropping from bosses to prevent missions from being "Run this a million times because 66 blue moddables drop from every mob" kind of missions. C.)Players could set up drop tables of sorts for their missions to represent the apparent difficulty of the mission however Bioware would need to limit either the access to the drops or the missions altogether(similar to weekly lockouts or a weekly limit like the F2P access to Warzones etc. And I won't even go into the problem with XP on these as they would need to be seriously limited in the amount of XP gained from these, not so much so that it wouldn't be worth looking into at lower levels, but moreso that it would replace going to other planets and doing the class and planet storylines. Just my two cents on the issue.
  2. Personally I think the reputation system was probably one of the best implemented features for the legacy system in a very long time. Not only did it give players another reason to do dailies(instead of the constant grind for creds ) but also gave players another way for them to compare accomplishments with each other (titles, gear, speeders, pets etc.). Unfortunately because many, not all, but most are linked to a set of quests that can be repeated daily it does not take long for those players who are quite active and dedicated to do doing these daily quests, well, daily, to reach the maximum rank of Legend (yes i know it takes multiple weeks, but in the long run 4-5 weeks isn't too long for some players). Anyway getting more to the point, many players are not running around with a large number of reputation items from the other areas that they have no use for, and unable to sell to vendors for any worth. So, what do I propose as a possible solution to these players' predicament? Well! Guild Reputation of course! Disclaimer: All of these ideas are just what I thought of at the time and any miscalculations or oversights are because I am human and capable of error! Also any feedback or suggestions for improvement are greatly welcomed! Now what I had in mind would be a system that would be what I refer to, in my crazed mind as a 'dual-rep' system that has two facets, the Individual Guild Member and the Guild itself. (heh, 'dual', two facets, i know, rocket science ) Anyway, obviously with this system there would be dedicated Guild Reputation items but I also thought why not allow players to use their collections of other reputation items to further the Guild Reputation as well! (at a decreased rate, but I'll get to that later). The Individual Guild Member reputation would work just as with any other reputation gained. 12k a week up to Legend status. However, each player would have the option to use a terminal or dropbox, (not sure quite how this could be implemented, maybe a vendor where you exchange for Whole Guild rep items or the like), and they would be able to advance the Guild's Reputation instead of their own. Now why would a player want to help the guild instead of themselves!?!? Well! All reputation sets have rewards and it seems that Bioware is all about giving incentives for joining guilds, so why not combine the two! There would be two sets of rewards, those unlocked for the individual player and those unlocked for the entire guild. Each would be unlocked in groups that require certain levels of reputation. Ok so, an idea I had in mind would be that the Individual rewards would be just that, whatever your individual guild rep rank determines the rewards you can buy, get, acquire, receive, take, grab, etc. But for the whole Guild rewards, I thought, it would make sense that only members that have contributed to the Whole guild should be able to access the nicest Guild Rewards, so an item that Requires Champion Whole guild Rep would also require that player to be Individually Champion for their guild. It should also be mentioned that in order to avoid members joining guild with max rep just for the rewards, I would recommend that there be some system in place that if a member leaves one guild, their rep would remain but only until they join a Different guild, that way if someone if kicked by accident (or hopefully not spitefully) they would be able to be reinvited without losing reputation. I know it isn't perfect but I do believe the Guild Membership(individual) Reputation should have some aspect where it is dictated by what guild you are in. Now for the Numbers! Sort of! In my opinion I believe the Membership(individual) reputation would mirror current system, 12k a week, and the standard three sets of items (green, blue, purple for Small, Medium, and Large). However when it comes to the whole guild, I know Bioware won't implement a system that favors Large guilds over small, so in hopes this gets beyond the standard suggestion box few replies and a skimming by a Customer Service rep and tucked away , I would propose that there be a scaling effect for the reputation where the more members a guild has the more reputation required for each rank. Thankfully because the Guild XP Boost and Rep Boosts are already dictated by number of accounts in a guild I would recommend that the requirements be based off the number of accounts and possibly an additional layer for number of players( just because some players have 1 toon and others have 12+). Any suggestions made are greatly welcome! (sorry if I made any serious spelling errors or grammatical mistakes, I tried to skim it, but as you can see there's a lot of text)
  3. Unfortunately unless they choose to alter already in-game history, the only above water city on Manaan was destroyed shortly after the events of KOTOR and KOTOR 2, and the Selkath people relocated to the depths of their ancient ocean cities. So adding Manaan as a planet to visit is highly unlikely, however the world being destroyed does not negate the possibility of them being a playable race, but I don't see if happening as the Selkath do not generally speak Galactic Basic so it wouldn't make sense for the class stories.
  4. The title says it all. I admit I'm not an avid forums user so it is possible that this was addressed long ago and forgotten by the community, but IMO this is something that really should be added to the game. If not for the fact that it gives a tangible in-game place for guild members to be but also if these were utilized to their full potential it could alleviate a large portion of lag and activity on fleet by people there to check GTN and such that aren't there to interact. Anyway, anyone know any information about what happened to this idea?
  5. As my guild was running one our weekly TfB runs for comms, one of our healers made a comment saying that they should some kind of AoE Cleansing skill. Now I understand that a dedicated AoE cleanse skill would be pretty broken, and obviously would never be added by BW. But the comment got me thinking, it would be nice to add some type of proc type effect on the already existing AoE Healing skills that would grant a cleanse effect. Obviously to make this fair, it would make sense for the proc to be difficult to get to happen, or at least a long downtime for the proc to take effect if the requirement is easier to obtain. Any thoughts? This is just a possibility, it may never happen but it would make the lives of healers a little easier.
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