Jump to content

lusskat

Members
  • Posts

    70
  • Joined

Everything posted by lusskat

  1. I can see it being very useful, I am always keeping my fingers crossed when I'm crafting the rarer crafts especially, reliant completely on luck and companion influence. Because as it stands, I may only have one piece of gear for the craft bonus of less than or very little above 1%. Why would they add these bonuses for FPs, PvP, crafts/harvesting/etc if they're not thinking it would be useful. Being a crafter and PvE player primarily, yes I think it's absolutely useful. As I believe others would jump at the chance to have a full armor set that feeds their PvP/FPs and etc and etc and etc. So far I have to put those crafting and harvesting items aside for better survivability in play, and not worth holding onto for a few at most items that don't even add up to a few percent anyway. It's like they're teasing us. I fully back this idea, I back it for areas of the game I'm not even interested in. They gave me an entree, I want to get my mains and dessert now please!
  2. Highmount Ridge: Hoth There's my argument. A perfect example of an allowed high altitude area that's not an exhaustion zone, but does apply slowing and combat penalties. How high does one need to fly, what's up there to view/do? At distances like those most player's graphics capabilities wouldn't be able to handle the detail anyway. Let's stay grounded; metaphorically and literally.
  3. I think the best could be accomplished would be random.. for the first time witness. There are places such as these. I'm still introducing players to areas that aren't so much secrets as they aren't exactly spoken of anymore as commonplace chat. The game's changed some in that way. Try navigating/exploring Belsavis properly, it's a hoot.. *urgh* I've seen a couple beatings in the places you're warned not to go but sent there anyway on Nar. Random though would mean a cyclic overhaul of game content and areas, which with most of my replies to suggestions I think'd be nice, I can see only one thing; BUGS! So many bugs. Mission interfering bugs. They're struggling to deal with the well known years-long bugs(or maybe just not attempting to is my personal opinion on many), changes like these while aesthetically pleasing and perhaps a little fun/funny, aren't worth the cost to the proper functioning of the game. Sorry fellow Wampa. Hey but if you want to really go back to scratch and find that remaining 'secret' content out there, there's still a great load of resources on the net for exploration with a set goal in mind, there's even some newer content I am yet to learn about no doubt that's not waved under my nose, but waiting to be found there anyway.
  4. There was a comma in there, in the last sentence, totally out of place but I am glad I read through it just to see that error lol That was a lot and in all honesty, I think the devs believe they're making SWTOR better all the time. Regardless of what many of us think; mostly old original content players like myself. That was just a lot mate, a lot of ramble, too much to tackle with an agree/disagree/alternate view. And I believe most of what you've said has been covered here time and again. Apart from perhaps the tentacles and skulls; but I am almost positive the feel of PvP arenas has also been addressed to not be so generic, or at least so repetitive. You also speak of 'us'(?) all wanting to rush through convo content in FP/Ops so I imagine a grey Lego assortment of structures randomly placed with some targets to attack would probably work for you also. Damn, I actually read all that. Your message/s are lost in translation, or lost in incoherence.
  5. I think the whole thing is just a sarlaac-full of new bugs that everyone will be complaining about for years if implemented. *End transmission*
  6. You should see the utter mess that is my dual wielding Gammorean Axe Marauder. Which over the years has worsened in gameplay to the crystals extending out the ends during combat as though they're lightsabers. And then the cutscenes, striking down a foe and missing them by 3 or so feet like an old 60s action TV show, striking with the back of the blade. This was a weapon actually designed to be used for lightsaber/vibrosword wielding classes. They look good on my hips now, little else.
  7. Unless there's a new item on the Cartel Market named "Pulling At The Company's Heartstrings", you are owed the account you made(unless you get banned), your subscription you paid for, and the cartel coins you may've bought. This looks more like something to complain about in the forums than the Suggestion Box. Have a good complaining. Not disagreeing with some of the changes to class abilities I would love to see reversed, just disagreeing with *waves hands around* your whole "you owe me so give it to me!" stance. Unless the company has illegally stolen from you; you aren't owed a damned thing. That's my best diplomacy for this load of garbage. Your sense of entitlement makes children shine in comparison
  8. Juggernauts(& pup' equivalent) are sturdy and straightforward ; (adaptive armor aside) wear heavy armor. Whereas Assassins; (ditto) are light armored and agile and slippery. I think that speaks for itself to the reasoning. Plus I guess after Darth Maul they needed a class to reflect this new dual-saber thing.. not so new anymore.
  9. The original 5 companions were based on an influence threshold of 10. Most could be by the end of all the original content be above or very close to that maximum, and it's a good enough headstart. You say you have combat as your only game activity to boost their influence. You have many, as responses above indicate. You have gift vendors, Jawa Junk traders, crew skill missions, a legacy cargobay and mailbox for those nice lv6 gifts from Alliance crates to share where they're needed. You have all you need to influence companions, and with combat as your sole focus atm it seems, you should have the credits to explore those other options in abundance. I'm with SteveTheCynic on this one, with the sheer amount of companions available to recruit post Hutt Cartel expansion, plus cartel & event companions, last thing I want to do is play every single one of them as a leveling system for influence with them. SWTOR is grindy enough in plenty of areas. Let's not add another one to the list.
  10. You've made your point in the original posting. And some repetitions. We get it. Play a bit longer than two weeks. Explore all the game has to offer for you to spend your money on in-game (not GTN/Cartel Market), do some of the events almost weekly, gain some reputation with those organisations, buy up rep' items(they're awesome in most cases). Open your Legacy Menu. See what can be unlocked with credits (sped up quite a lot by playing several characters). Explore before deplore. There is SO much in this game. It takes some looking around.
  11. They have a good deal of abilities for getting the drop on mobs and preparing for an intense battle, profiencies if chosen well to leave cover/entrench to get up close and personal and do devastating attacks and return to a new position quickly, disruptions at the ready for that one you know is going to be a barrage of unhealthiness to you (or a group member), they can repel hand to hand attackers and leg shot them to give a chance for a nice powerful prepared shot, and grenades to put them on their butts if that isn't enough. Blind, disorient, orbital/companion ship support. I think snipers & gunslingers are powerful enough, go in unprepared for what is likely to happen after the battle begins you can get into trouble. Once the sneakster is discovered (after the sniper/gunslinger has got the drop on their targets), it's only natural they won't be getting the chance again to go unnoticed. And with the damage they can deal out if built and used right, I think giving them more will just make them a touch too powerful. I've not built my gunslinger right, I intend to fix that, but as I am gaining levels I can see now what choices I made right, and those wrong for my playstyle and role in PvE and group environments. I simply feel they have everything in their arsenal of options already. Reinforcing again the fact that even before they go into cover, entrench and shield they can throw down a couple of battle changing effects and deal with what comes next very easily. Not entirely brutal when they accidentally stumble into battle either unprepared, if you know your abilities and role.
  12. You do tend to pick a sentence or two from a whole point to focus on, and miss the overall message I am seeing. It goes to a player's style of play. And my point was to avoid group finder, meet up at mission giver, end at mission giver; together. What above you've narrowed your vision in on is technically correct, but missing the point. Some people play to be social, social points were built into the game and they're nice to get and harder than reputation to build now. You could once reach Dromund Kaas and Coruscant at Social Level 1 to actually turn in that Social Points mission found on the fleet. The game's been stripped back of the need to meet up for the ease of charging headlong into missions as groups with barely a word spoken, if any. But to the OP; there are still many out there, Heroics, FPs, Ops, that don't skip convos, if you are willing to meet up with people. A solution to the rushed atmosphere. A handful more social points per group mission. EDIT: Something I think the developers really screwed the pooch on, is removing those beginner planets Heroics mission givers and replacing them with mission terminals. It's a clear message right out of the gates that social gaming isn't the focus, speed is. And that sentiment follows through. Group Finder is the standard. The community part of the SW community got a limb removed with that decision.
  13. There's an old fashioned way to earn social points especially with the original content flashpoints/ops and heroics; actually go to the place where the mission starts. Together. I know crazy idea right!? Group finder zaps you to a place and often bypasses group convos, groups often leave group before handing in the missions. Treat SWTOR as a community and not have people in your groups constantly typing *SPACEBAR* while you're listening to the storyline, the more likelihood you'll advance in Social ranks faster. It's all in the GF approach. Even Heroics can now be just plucked from mission terminals and bypass having to speak to a contact at all, before, or after the mission. That said since the very beginning of the game, only my first character managed to live in the golden age of when people actually did arrange to meet at the mission start, and did truly work as a team, and were in it for the stories. And still my Social rank is only 6 I think. It was a short-lived golden age lol Guilds are for more than XP bonuses, buffs and conquest rewards. Speak to your people, take that extra 5 minutes to assemble where you need to be. Prepare for some unpopularity for it, and meet some cool people of like mind in the process.
  14. It's not been removed from the Cartel Market no. And my position on F2Pers and my own Subscriber/non-Subscriber swings was evident in my post. Perhaps not clear enough. Buying CM items, you may as well subscribe. For a couple of months non-recurring at least and get as much as you can while you can in-game with credits earned. If players are dazzled by the game's options, but don't want to buy into it in real world money, then they'll never be able to really get everything they want. There's still some nice perks. But raising credit thresholds because someone asks I just think is a bit, "I want it so give it to me". Maybe there can be some very select exclusions though to take into account escrow, without having to buy escrow access which wouldn't be such a terrible idea. Between our posts someone was speaking of the costs of unlocking other stronghold expansions. There was mention of purchase via Legacy Bays alike the way a guild would with Guild Cargo expansion unlocks. Very specific exclusions to the rule of thumb may not be such a bad thing. That said, SWTOR is a business. Coruscant and Dromund Kaas are both as mentioned completely expandable within the credit limit. F2Pers get to experience that and I think it's great. Those who've subscribed before know the costs of in-game purchases. I stand leaning towards maybe some escrow locked credit exclusions; stronghold unlocks. I don't think raising the credits totals for those who just don't want to pay a subscription fee serves the business of SWTOR at all. And I think most of the issue people are having are due to a player driven in-game economy on GTN which is on us.
  15. The credit cap as I see it for previous subbies and F2P could do with a boost. Unlocking stronghold expansions is impossible. Even escrow can't jump in and help there; maybe that's an option for specific purposes. However; Nothing is going to change the GTN player base caused issues, where the F2P/ex-sub cannot ever afford a crew skill unlock, or artifact authorization when they're prices in the 50M+ range. There's merit to wanting and needing some credit cap increase for in-game content; though the developers may want to keep it so that we do buy CCs or Subscriptions to access them. And why not of course? Incentives! I recently returned after an 18month break, before the GTN was rediculous(but seemed so nonetheless at the time) and prepared for when I couldn't afford to resub', crew skill unlocks, artifact item authorizations, etc. The game has changed. While opening the doors to so much for F2Ps and ex-Sub's, so many have been deliberately closed for Subscriber only. My preparations were for a game that wasn't going to be overhauled in so many areas. In the end there was a choice; Subscribe or be shackled a little. Subscribe I did. But nothing, no amount of credit cap increase, for what you suggest will help with the GTN. That's on the SWTOR player community. Greed over common sense.
  16. I see the dilemma! I can't argue with that. Far too many pre-written road blocks since that point. Thank you for looking at this as a viable option for the future. I look forward to the day my Trooper just boards their vessel and approaches an Imperial outpost and swears fealty to 'whatever is to become of the Empire' after years of disillusionment.
  17. That was the whole idea; post Class/Planetary stories. I'd maybe even take it further as Oricon also concludes a very specific story arc to at least the Imperial Faction. It's a good place to have that option available. The classes retain their Ability/Combat Proficiency progression, but just don't like who & what they were fighting for.. Defect! I am looking at this as an Imp. On Republic I only go as far as the original lv50 level cap story conclusion. What came after the level cap to 55 and Hutt expansion(maybe) for Republic I assume is a similar story; a class irrelevant one.
  18. Effectively how it sounds, I love the class stories and the planetary stories leading up to the conclusion of The Black Hole(Corellian Planetary) and Ilum(Planetary/Flashpoints). But I don't like playing my Republic characters in that Faction. After the complexities of a character's views on the war, why can't there be an option to just flip the switch. A once only, never going back faction swap? The story from there on tends to have little to nothing at all to do with what you've accomplished so far; your class doesn't matter. It'd be fun to play some great characters that were created originally to be so balanced as opposed to their Imperial/Republic counterparts. It'd do no harm. And it'd get my characters I'd otherwise love to play out of a faction I really don't like playing in. I'm sure many would agree if it weren't for the Legendary Player status and 'bling' they'd likely not have played the other faction at all. I did for the class stories. Now I've progressed in the game to the point class doesn't come into the story, I scratch my chinny-chin-chin and wonder.. why am I stuck here? I don't want to play these characters anymore because of it. It can't be that hard to do. The class progression goes on as per normal, there's just some class title change to signify to others.. "I aint with them scum anymore!"
  19. Some of these comments astound me, Dalborra ASIA/PACIFIC PvE is a refugee server for Euros and USAliens and has been now for the year I've been playing and is FAR from low traffic these days. We're paying customers, with limited options(one for each style of play) and getting busier all the time. What sense is there in this move boggles my Meatbag Organic slushy brain-jelly. And on such little notice and no emailed details sent other than 'junk-mail' self promoting SWTOR rubbish.. is it that hard to find the time to inform, even on signin page. No Huttese Hangovers for you EA/BIOWARE you've lost the respect of all who I've spoken to since full F2P and Cartel Market 'Pay-to-Win' mentality you've adopted. Making more money than ever before with that scam, especially to the F2P.. Full F2P my shiny Meatbag bum
×
×
  • Create New...