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ChaChaLoco

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Everything posted by ChaChaLoco

  1. 1. I'd make it so you can queue for Veteran Esseles/Black Talon in the group finder even if you are over level 16 or whatever. 2. I'd restore as many removed quests as possible (e.g. bonus series breadcrumb quests, any heroics - though if they are planetary heroics i'd make them duos that can be completed solo with a companion). 3. I'd make all flashpoints and operations 100% soloable with a story mode. 4. I'd add a 'reset quest' button to the rewards screen that pops up (the screen where you choose the quest reward, get given your influence/LSP/DSP). 5. I'd put in an option for players to NOT commit to either the light or dark side (which would hopefully remove the random LSP/DSP given for quests that didn't involve any LS/DS decisions). 6. I'd add an option to restore the dialogue wheel fade-in to how it used to be (so that it doesn't fade-in but just appears instantly like it used to). 7. I'd make some quality of life changes for F2P/preferred players, such as the following being automatically unlocked: all 3 crew skills; unify colours; being able to queue up as many crafting things as you like; being able to wear whatever gear you like; companion appearance customisation; being able to unlock more cargo bays and inventory slots with credits without having to be a subscriber. 8. I'd take steps to improve the warzone queue times, e.g. everyone under level-cap gets scaled up to level-cap and thrown into the same general warzone queue as everyone at level cap (for unranked WZ). 9. The option to hand in heroics manually again, rather than have them auto-complete (so that I can listen to the quest dialogue). 10. An option to change the dialogue wheel from using 'prompts' to writing out the full line that your character is going to say (obviously necessitating a change from a dialogue wheel into a dialogue box more like KotOR1/2 and KOTFE/KOTET). 11. Make a legacy-wide crafting bag with unlimited capacity (like what ESO has) and all crafting materials you have on any of your toons go into the bag and are accessible by all your toons. 12. All Codex entries 100% fixed, working and attainable in-game. 13. An in-game method for keeping track of quests on a planet your character can complete, but has not yet completed or is not yet eligible to acquire (so you know if you missed any quests before moving on to the next planet). 14. I'd make it so subscribers can always copy their collections onto any character without having to pay to unlock a collection item for all characters.
  2. That's so strange, I've gotten it every time I've done it since launch on multiple toons (I'm talking like 6+ Imps here at least). Only now when I do the solo mode have I not got it.
  3. That's not true. In the past if you did the flashpoint and even continued on to DK in the flashpoint you would get the DK mission. Now you MUST do the tactical version to get it (you can solo it or do it grouped), but if you do the 'solo' version you will NOT get it.
  4. Please remove the level restriction on The Black Talon/Esseles for the group finder queue. By the time I get off Korriban I am already over level 10 and when I finish doing things on the fleet I am over level 15, and thus I cannot use the group finder queue to find a group for this instance. I ended up having to do it solo, which I didn't want to do, and this also meant that I couldn't get the quest from Lieutenant Mallohe to deliver my report to the War Ministry as, as far as the game was concerned, I hadn't done The Black Talon flashpoint (as a group).
  5. In the past players would pick up a Heroic mission from a quest-giver, travel to the mission, complete the mission, and return to the quest-giver to hand in the quest and receive their reward. BioWare has, thankfully, streamlined a large portion of this. Heroic missions can now be acquired from the quest-giver OR from the mission hub terminal. A 'travel-to-heroic-location' mission device has been provided to prevent players having to trek half-way across a planet. Lastly, the Heroic missions now complete automatically on the player satisfying the last objective, meaning players no longer have to return to the quest-giver to hand in the quest. It is with the last adjustment that I have a problem, it seems to me like this is simply just a whole bunch of content being cut for no reason. I for one liked to do each Heroic on each planet once with each character, and I enjoyed the closure and story element of picking it up from the quest-giver and handing it back in to them. However, I understand that many players now grind Heroics and prefer the ease and convenience of the auto-completion method. I propose an easy solution that will provide for the needs of both groups of players, without compromising on either of their wishes. Either make it the case so you can choose to hand it into the quest-giver or hand it in immediately upon completion of the last objective, or make it so that if you pick the quest up from the quest-giver you must hand it back in to them and if you pick it up from the terminal hub it completes automatically. Either way this means you can do the end-quest dialogue if you so choose, and new players playing through the game won't potentially miss a bunch of content. Also I should mention that the new system has led to at least one bug that I have been able to identify. With respect to the Imperial quest 'The Hate Machine' on Korriban, it used to be the case that completing this quest would give players the 'Imperial Scholar' title. However, this is no longer the case and I can only assume it is because the quest is auto-completed upon satisfaction of the last objective and that the title is tied into the end-dialogue conversation with the original quest-giver. Thanks for reading, I think this is a good suggestion which really should have been implemented from the get-go. Player choice is paramount and I think such an idea would provide nicely for that. If you agree I would appreciate you commenting your support.
  6. Thanks, I've thought a lot about it. Hopefully enough people comment support, it catches on and BioWare makes the change. It'd be such an easy change to make to be honest, at least for the pre-KotFE content (if not the new content too).
  7. Okay, so I'll make my pitch at the beginning of this thread and then I'll proceed to justify it and argue for it. I've argued for this on r/SWTOR previously, and there seems to be a vocal minority that disapprove (although most people seemed to support it). What is my suggestion? Essentially what I am requesting is a 'Reset' button on the rewards panel that pops up after you 'complete' a quest (that is, after the quest is 'finished' but before you accept any XP, credits or rewards). This reset button would be exactly the same in functionality and availability as the reset button in the quest log while the quest is active. The only difference is that, with my suggestion, a player will be able to reset a quest (essentially restart it, as if they had never done it) after having 'completed' it, but before accepting any rewards. This means that in lieu of accepting the XP, credits or any rewards you will be able to reset the quest to the beginning and do it over. The reset will take you back to the first stage of the quest in question (haha, geddit?), and of course retain any dialogue decisions you made in the conversation where you accepted the quest (of course, if you wanted to change those then you could abandon the quest after resetting it and pick it up again). What issue does this suggestion remedy? Ever been in that awkward predicament where you've made an error in a conversation, or your character doesn't quite say the line like you had imagined they would (due to BioWare's vague dialogue wheels)? Ever had the conversation end and the quest complete itself before you have had the opportunity to hit the 'Escape' key to exit the conversation and try again? I have, many times, and it's very frustrating. Now don't get me wrong, I'm all for having to live with the decisions I make for characters, but only when I want to play a character that way. Sometimes I just want to craft a very particular kind of character and this requires a small amount of control and micro-management over the dialogue. At the moment, the kind of control required simply isn't possible with reasonable foresight due to BioWare's vague dialogue system, and the disconnect between the dialogue prompt, the actual line, and the way the voice-actor reads that line. For example, through one foul slip, bad luck and a bit of lag, my smooth-talking, charming, greedy, but overall good and compassionate, ladies-man Smuggler forever has the black mark of murdering an innocent woman on his record. Totally contrary to his character and personality, making attempts at role-playing quite jarring. Now I understand that some people really like the idea of finality of their dialogue choices, and that's fine! In fact, I do too sometimes. I've played many games of KotOR 1 and 2 where I have made decisions and lived with them regardless of the consequences (although admittedly those games have a dialogue system which is more informative and less vague), and I've played characters in a similar way in SW:TOR. However, I have also crafted the penultimate evil Revan in KotOR 1, or the paragon of virtue light-side Exile in KotOR 2, and I have used the save/reload function to manage that and ensure that control. That's fine too, in a game like KotOR that is single-player I can do that, and it doesn't affect anyone else but me. I posit that it's perfectly possible and reasonable for players to be able to do the same thing in SW:TOR. What would the effects of this suggestion be? I don't think there would be many major effects, it would simply allow players to reset a quest at the rewards panel if they want to. Not really a big deal. If you don't want to do it, then don't do it. I cannot see how this reasonably affects anyone else if Player X wants to reset a quest at the rewards panel but Player Y does not. BioWare already allows us to go back on our decisions in dialogue and quests anyway (via the Escape key in dialogue, or the reset/abandon buttons while the quest is in progress), all this would be is an extension of that principle and freedom. Given that the 'reset' would be utilised in lieu of any rewards, it's also not possible to exploit this system. With Knights of the Fallen Empire BioWare has taken great strides towards making SW:TOR a really good, story-focussed game, with a heavy emphasis on the personal story of the player character and the ability to do the content by oneself for oneself. I think that's great, and my suggestion won't really change that in any negative way. If you complete a quest and choose not to reset it (thus accepting your rewards and moving on), and the decisions you made in that quest come to fruition in some result that you did not intend later down the track, then you have no recourse. That's the way I think it should be, my suggestion isn't about providing a get out-of-jail free card for when you make a decision 10 quests ago that culminates in your companion dying in the current quest, it's only about ensuring control over the immediate quest you are currently concerned with. Why should you support this suggestion? At the end of the day I see no reason not to implement such a system, it will be a very easy thing to implement, and it will be beneficial to a lot of players (and negligible to the rest). If you agree please comment with your support, if you disagree please tell me why as I fail to see how one could be opposed to such a proposition that I honestly believe would result in a net benefit. If you have any stories about muck-ups or goofs you've made with your characters please share them too!
  8. I will spend some time updating this for Knights of the Fallen Empire and other pertinent releases after my exams, in the mean time I figured I'd bump the thread so that if anyone with the free time wants to contribute they can do so. Feel free to post in the comments any relevant information that I can incorporate into the original post.
  9. I will spend some time updating this for Knights of the Fallen Empire and other pertinent releases after my exams, in the mean time I figured I'd bump the thread so that if anyone with the free time wants to contribute they can do so. Feel free to post in the comments any relevant information that I can incorporate into the original post.
  10. It may, if I get up to that content and am still playing by the time it is released. I tend to take long breaks from this game, mainly out of frustration that it is not possible to reset quests on the rewards panel before you select the reward you want and hit accept to get the XP and the rewards.
  11. Suggested Reforms to the Dye System Would make all of this and more possible.
  12. Thinking back on it, I find myself unfortunately becoming more convinced that it is not a joke. :/
  13. This is a joke, right? Tell me you're joking.
  14. He doesn't already have Strength/Endurance as his main stat? That's just weird. I agree though, he should be allowed to use more weapon types (maybe a quest to make him a Jedi and give him a lightsaber, like I could do in KotOR ).
  15. Darth Malgus armour set would be great, and it may be coming! After all, we did get Satele Shan's armour. Darth Vader, however, will probably never come, because it doesn't exist for another 1,000 years or something.
  16. I disagree, that's what the dye system is for. If we could choose the colour of the armour from the outset, that would subtract a significant amount of demand from the dye economy. The same could be said of colour crystals, though it's slightly different and is similar only in some aspects.
  17. I hope not, because the cross-guard lightsaber does not make sense, even within the laws of the SW universe.
  18. I believe that if a player wants to dye their armour Black and Mint Green, or Purple and Sapphire, or Pink and Yellow, then there is no reason they should not be able to do so, especially considering the foundations of a system that could easily facilitate this are already well established in the game. I, of course, will prefer more natural colour combinations, but even all of these are not in the game yet! One can acquire the item 'Light Brown and Dark Brown Dye' but it's reverse, 'Dark Brown and Light Brown Dye', is currently an impossibility!
  19. You really need to explain why you think that. Currently there are two ways that BioWare profits through the current dye system. Firstly, they make money off Cartel Pack purchases which happen to have a chance of dye modules being inside them. However, it is ludicrous to suppose that people purchase Cartel Packs solely for the chance of getting a dye module. Realistically, the existence of a chance to acquire a dye module in a Cartel Pack is inconsequential to an individuals decision to purchase that Cartel Pack. People primarily purchase Cartel Pack for the other items inside them, such as the weapons and armour. Secondly, BioWare makes money off Dye Module pack purchases, where individuals pay 200 cartel coins (normal price) for two dye module kits, with a chance of one of them being a rare dye module (e.g. Black/Black Dye). However, I think they could make far more money from the Dye system if they implemented my suggested reforms in addition to adding colour-specific dye packs to the Cartel Market. These new dye packs would include all variants of a particular colour, e.g. Red Dye Pack - includes Dark Red, Deep Red, Red, Light Red and Pale Red dyes, and would be appropriately priced based on how 'rare' BioWare wants to make certain colours. These dye packs would include all the aforementioned variants of the basic shades/colours: White, Grey, Black, Blue, Green, Orange, Yellow, Red and Purple. Any other colours in existence or added in the future, such as 'Metallic Black' or 'Crimson' would be added into the loot-lists for Cartel Packs. I think such a system, if implemented as suggested, would make BioWare far more money from the dye system and, more importantly, satisfy the desires of customers.
  20. Umm, no. Yes, it isn't an accurate reflection of the real world, but that doesn't mean you can just break the laws/rules/customs of your created universe whenever you want, unless you are going for an inconsistent, nonsensical mess. Good fictional universes actually make sense within the context of lore of that universe, for example, Middle-Earth.
  21. I point to the most recent controversy relating to paid mods for Skyrim to prove my point, but feel free to take that cynical view if you must. Although it is plain common sense that a business will seek to maximise its profits, and the best way to do this is to satisfy customers. If enough customers are dissatisfied by something, then it will change. Perhaps the problem is that too many people don't vote with their dollar or their mouth, and instead stay silent, or make excuses for the company, or make snide comments about the company.
  22. I'd prefer they focus on fleshing out the current companions we have rather than adding more. Quality > Quantity. More besides, I don't think Darth Marr would swear fealty to Darth Nox or the Emperor's Wrath, let along to an Imperial Agent or a Bounty Hunter. Likewise, I think the notion of Satele Shan or Darth Marr being available to both factions is silly. Sorry, it would be fun to romance Satele, though.
  23. I was honestly surprised that they didn't send out mail to every character in the game on May 4th when the 12x XP started to explain it and with the White Acute Module attached, that's what they really should have done.
  24. Agreed. +1 Anakin Skywalker was pretty evil in Revenge of the Sith, and his face didn't start to look like a Bantha's backside.
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