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Assad_II

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  1. This topic has been dead for a while but the issue is still here and it is very annoying. I have multiple characters and love to role play. So I set up rooms for my characters with their own equipment and themes. But spawn points and arrivals points are very broken and inconsistent. I tried to run some tests in all 12 strongholds to help the developers and this is what I found. First, a couple of definitions. Arrival Point is the place where your character appears when they arrive at the stronghold from another location. It is supposed to be character-related as the tooltip reads "You may set your current character's arrival point here." Spawn Point is the location where your character appears when you login after you left them in a stronghold. To be consistent with the game and with a few of the strongholds, they should appear at their last location. I tested several scenarios with all the strongholds. I will detail what I saw at the Coruscant Apartment and list the similar strongholds below. First, with only one character and the two Arrival Points. The Arrival Points work as designed with one character but the Spawn Points are only set to the last location if the Arrival Point is set to the First Floor. If I set the Arrival Point to the Second Floor, walk somewhere else, logout and log back in, the character will spawn at the Second Floor Arrival Point. With two characters at the Coruscant Apartment it gets interesting. If I have the first character with Arrival Point set to First Floor and login with another character and go to the apartment, the second character will arrive at the First Floor. If I set the Arrival Point of the second character to the Second Floor, it will change the Arrival Point of the first character to the Second Floor as well. However, if a then take the first character and set their Arrival Point back to the First Floor, everything works as expected, even the Spawn Points work. If I walk into different rooms with both characters, when I log back in with either, they will be at their last location. But this only works while they are at the apartment. Once either leaves, the Arrival Point for both is set to the last one that I set, in this case, the First Floor. Another scenario is that if I have all characters use the First Floor as their Arrival Point, the Spawn Points work as expected and they will appear at their last location in the stronghold when I login. It seems then that in the Coruscant Apartment, only the First Floor Arrival Point "holds" the character's last location in the stronghold. Using the Second Floor Arrival Point will cause all the problems above. I will call the First Floor Arrival Point in the Coruscant Apartment a working Arrival Point then. The following strongholds have one working Arrival Point like the Coruscant Apartment as described above: Coruscant Apartment (First Floor) Tatooine Homestead (Cliffside Compound) Nar Shaddaa Sky Palace (Second Floor) Manaan Retreat (Landing Platform) Kaas City Apartment Yavin 4 Temple (Temple Grounds) The following strongholds have no working Arrival Points. Setting an Arrival Point there will set the same point for all characters and it will not "hold" any character's last location. Alderaan Noble Estate Rishi Hideout Mek-Sha Safehouse The following strongholds have only one Arrival Point and hold the characters' last location. Carrick Station Penthouse Vaiken Spacedock Penthouse Umbaran Mobile Base I hope this helps to fix this issue. It puts a serious limitation on how we decorate strongholds as you will want to put the items that you use most right next to the same Arrival Point because all your characters will appear at that point when they arrive. I think that Rishi is the worst possible situation. It has three very cool but distinct environments (the beach, the cove, and the carrier). It would be great to have different characters appear at the Arrival Points that I set for each of them individually.
  2. I just want to add a reply to call a little more attention to this thread. I had 16 characters that met last week's personal conquest goal and only two of them got rewards (although diminished) because they happened to have over 100,000 conquest points. I submitted a ticket for it and got a reply from support acknowledging that many players are complaining about this but it is because we did not met the requirements. Then they listed the requirements to me. I have been playing since launch so I understand the rules well. I agree that this needs to be addressed for all players.
  3. There are some good suggestions coming out of this thread, but please keep the insults down. SWTOR players range very widely in age and life conditions in general. I know 12-year-old players and 60-year-old players. Because of that, our gaming styles also vary widely. While raising 50 mil credits might be easier for some players, it may be very difficult even for some guilds. That doesn't make them lazy. It's just a difference in gaming styles.
  4. We have a discussion here: http://www.swtor.com/community/showthread.php?t=761037 My point there was not getting all the resources and utilities of a guild ship. You can get that on any stronghold. It is also not making it easier for small guilds to rank top 10 on the weekly conquest. Just being able to participate in the conquests. I think nerdofprey is thinking in similar lines. Also, Gnoblesse suggestion for guild alliances is very good.
  5. Very good idea! I hope it gets implemented.
  6. This is an interesting discussion. I can see how it may look as if I just "don't want to wait". I don't want to give the wrong impression. I have been a subscriber since the game started. I really enjoy it. From my perspective, it is a matter of principle. I paid $60 for the game but I wasn't complaining when BW decided to go f2p and give the game for free to people who came after me. It was a good move. More people playing, more fun for everyone, longer life for the game. I don't mind waiting for things and don't mind that BW makes decisions to give others what I had to pay for if it makes things better. From my perspective, the cost of the guild ships violates the balance between making something nice hard to get and keeping a game system reasonably accessible to most player styles. Now, I consider the activity of sitting down with your guild mates on Tuesday morning and deciding what planet to invade during that week based on the bonuses, player styles, and the guild focus for that week a game system. From this point of view, that game system is unreasonably difficult to get for a number of players. On the other hand, if you consider it just a means of getting bonuses for planetary conquest, then not having access to it doesn't matter. It would be the same as wanting to have the maximum guild reputation and experience bonuses without having the players. I hope that you see that this is not my point.
  7. You all have good points, but this is a suggestion box. There are people with a lot of time and that is not necessarily a bad thing. You don't have to be unemployed or lazy to have time to play a game seriously. But there are others who enjoy the game but do not have the time or money to play as much as others. To give you all the details, we are a five-person guild. Because of our work, school, and other commitments, it is hard for us to participate in other guilds. Besides we are like-minded players who enjoy playing together - which BW's definition of a guild. Only three of us have end game characters. We cannot play every day, but those of us with level 55 characters can save about 100k per day with the time that we have. We did the math. It will take us about 9 months to do it. And we did start saving a few months ago. I know that we are not the only guild in this situation. There are many others. And no one here is saying that we need to A price of 10 million credits initially would reduce the time that small guilds would need to save to a more reasonable amount. Which one of you thinks it is fun to play for almost a year saving all your credits to buy a guild ship? Besides, those in big guilds with a lot of money still have more advantages. My suggestion is that the total cost of the ship stays at the current 125 million. Just the initial purchase be lowered.
  8. I wouldn't say it quite this way, but there is a lot of truth to that.
  9. I was in a warzone with 30 seconds left... Well, good that it wasn't just my ISP, at least the other members of the team won't be mad at me.
  10. Thanks for the comment. I'm not disputing that big guilds with more serious players should have more advantages and "great things". But there are more casual players who do work hard within the limits of what they can do. So there should be a lower cost for getting into that part of the game.
  11. Hi Guys, Could you consider lowering the initial cost of the guild flagship? Here is the reasoning. I agree that the additions should cost much so that it requires some effort to have a complete ship and it rewards the large guilds - nothing wrong with that. Some of us however, have small guilds and very small guilds, but we would like to participate in the planetary conquests. "Participate" being the operative word here. A small guild has very little chance of conquering a planet, but it is fun to participate. Having a more accessible price for the guild ship's initial purchase (bridge) would allow for small guilds to be part of the game and it does not take anything from the big guilds. This is a generalization, but in many cases, serious guilds are bigger and have more serious players, while casual guilds tend to have casual players. So, it will take my casual guild several months to gather 50 million credits so that we can be part of the game. I find that as a subscriber, there is a portion of the game that I cannot play. You may say that smaller guilds are restricted and cannot run operations, for example. But even without being a member of a large guild, I can play operations with others in "pick up" teams or through the group finder. Playing the planetary conquest feature is locked out for me for several months. Thanks!
  12. I apologize if someone already posted this one. I searched it and couldn't find it. There is something wrong with the scaling of the NPC's at the Republic outpost in Oricon... They are huge! My characters and companions look like Hobbits around the Jedi and troopers at the outpost.
  13. Hi guys, I just got another of my characters to wear the Eradicator set which is one of my favorites. I love the hood for certain things, but my character has that nice new long hairstyle for male characters that is also pretty cool. I know you have been talking about how difficult it is to implement the hood toggle. What if you did something different. Instead of toggle, just add a chest piece to some sets with the hood up and another with the hood down. Maybe you can come up with a way that they are bound together so that we can just duplicate the mods from one to another. This way, there is no toggle to be developed and we get two versions of the same chest piece, one with the hood up and another with the hood down.
  14. I am an business manager and think that the cartel market/cartel coin economy strategy is brilliant. The success is not about how much money people spend, but how people prefer to spend their money. The cartel coins give people more control over exactly where their dollars are going. However, there are those of us that prefer the subscription method. After 2.1, I feel that subscribers are being betrayed. The customization kiosks taking only cartel coins make me feel that we are in a competition with non-subscribers and the advantages of being a subscriber are slowly diminishing. I have then two suggestions. The first is very objective: in order to balance the subscriber/non-subscriber economy, subscribers need more complementary cartel coins. The second suggestion is more vague. I would like to ask for EA/BW to watch the game economy a little closer and keep this balance between subscribers and non-subscribers. From a business perspective, the "casual shoppers" may spend a lot of money, but the subscribers are the ones who give you the predictable income. Both are equally important.
  15. I'm sure that many players have many more characters than my 10, but it would be very helpful to have a cargo hold or "locker" that is shared among all the characters in the legacy. They could be only inside the starships which have plenty of room for more features.
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