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jstankaroslo

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Posts posted by jstankaroslo

  1. Hopefully of some value to the Devs.

     

    First of all, I really liked the Onslaught expansion. I admit I wasn't thrilled with rep Onderon, and it made me unsub, and while enjoying the rest of the story, I haven't changed my mind about staying subbed.

     

    What I want here is to state my perspective on things in game and in the expansion and my preference of being a sub vs preferred.

     

    1. The story is good. With rep Onderon being its weakest point, the rest is good and engaging. I did it with Ossus and it all was really fitting. The size of the story is very much ok , I understand the resources aren't unlimited and I think you guys did a good job with the resources I suspect you've been given.

     

    2. The gameplay and story execution was very much ok. The fights are slightly harder, the pace is ok, the quests and even the final Flashpoint are well executed and thevserve story well. The choices we have are cool, there is plenty of reason to go through the Onslaught on different characters to try out new outcomes.

     

    3. Being an rpg player, all I want is new adventures, and I feel we have a lot of them. From creating a new character and going through class stories up to Corellia FP or just continuing the story of our existing characters -there are many options. Also kudos for option to skip KOTFEET.

     

    4. I don't play repeatable content, so all the gear revolution with those amplifiers and bonuses is not for me. I didn't even try to learn about new gearing, as I do not need the gear for my gameplay. I know there are many players who dig this progression, I'm just not one of them.

     

    Therefore I do not need a subscription

    This game is one of my favorite RPGs and I really do not need to stay subbed to enjoy the rpg aspects of the game. Staying subbed only affects my ability to gear up and that is only needed for endgame ops and ranked pvp if I understand it correctly.

     

    If you'd ask me why I unsubbed, the answer is: I feel like subscription is for people participating in endgame. Not for me. I really like this game, and would like to support it for as long as I can, and I feel I have (being a sub from 2012 to 2016).

    I'm not trying to convince you to gate the rpg content behind the subscription, all I want is for you to understand that if there indeed are two kind of players in this game: the ones that do endgame and the ones that don't, then those who don't have very few reasons to stay subbed.

     

    Just wanted it to reach you, before my forum access runs out. And I saw no such query in un-sub poll.

  2. Coming late to this discussion, sorry if that has already been covered, but:

     

    I understand both the OP and Trixxie arguments. While I admire the OP, I've often found myself on Trixxie's side of the argument -trying to max my earnings. However, I'd never mock the OP for trying to be an altruist.

     

    Just imagine the poor schmucks grinding Heroics they hate for hours just to be able to afford one of Trixxie's dyes they think they need, so that Trixxie can add more credits to her billions she stated herself she doesn't really need.

     

    This is kind of like Big Pharma vs Mother Theresa. Big Pharma is mad that someone gives away their medicine instead of selling it for good profit. Big Pharma states they need the money for research of new medicine, so they are the good guys.

    Mother Theresa states that she is the good guy, as she's giving the medicine to the poor.

    And not trying to be the judge here, I just wonder why do we have to recreate the ugliness of real world in this fantasy escape world which is our game?

  3. Here are my personal feelings:

     

    1. I haven't had problems with normal Story Mode content at all. I enjoy the increased difficulty in these instances and story leveling planets. Bosses from your class story still die very, very quickly (The major story bosses should be a tad more difficult I think, merely the difficulty of a gold mob, for example, nothing extreme). This is both on toons with a lvl 50 comp and others with level 10 comps.

     

    2. Heroic 2+'s and Heroic 4+'s were specifically retuned by the devs to be soloable for a single player with a high comp and decent performance of their class. This was done to allow players to run this content without requiring a group. After all, groups RARELY form for any of these missions. This was the case since LONG, LONG AGO. Hardly anyone ever grouped up for these missions starting at least 4 years ago or more.

     

    3. Most Heroic 2's are fine for characters who are leveling up AND WHO HAVE LEGACY PERKS. This last part is important, because the buffs from having all 4 classes make a big difference, and so do the Unity and Heroic Moment utilities. This fact may be one reason for the difference in difficulty perception between long-time players and newer players.

     

    4. There are some H4's that are no longer realistically solo-able, unless you happen to be a stealth character. I have heard that some H2's are also very, very hard to solo EVEN WITH A LVL 50 Comp, which is a problem. Getting a companion to level 50 should not used as the baseline for balancing content. Players with a level 10 comp should struggle. Players with a level 50 comp should have a relatively easy time soloing things. Otherwise, why the heck should I level my comp if I'm still going to be unable to solo the content I want?

     

    5. Personally, I don't think (at this time) Veteran flashpoints should be soloable. There's no reason to run them by yourself, other than wanting better rewards than SM version. There are plenty of opportunities to run this content with other players, and there's SM, so please don't complain about difficulty when it comes to soloing VM FPs.

     

    6. Many Story Uprisings are no longer soloable, even with a lvel 50 comp. This is unacceptable, personally, because it's almost impossible to get a group for many of these. Story mode should be balanced as before, so a lvl 50 comp makes it easy to get through these without issues. Vet Uprisings and MM Uprisings should require a group, and they should offer better rewards to incentivize running them.

     

    7. The Eternal Championship can no longer be soloed at the appropriate level, even with a level 50 comp. The entire purpose of this type of content is to be able to solo it, which is no longer possible. At max level, it is doable but much more difficult than before. I'm fairly confident that the speed feat is now impossible for most players to obtain.

     

    8. Star Fortresses 2+ are no longer soloable in most cases (depends on whether toon has stealth and which boss you face at the end). This is another type of content that is not available to run unless you run it solo.

     

    9. I haven't run through VM chapters and MM chapters of KOTET or KOTFE yet, but that's my plan this coming week. I'll let you know how it goes. Again, remember this is content designed to be SOLOed. A player with a lvel 50 comp and good knowledge of class/defensives should be able to complete it, yes? Are we all on the same page there?

     

    We are on the same page here and I agree with what you wrote. What it means is BW should check the mobs/bosses in those instances (including story main bosses like Baras) and manually adjust them.

    KOTET/KOTFE should be at roughly the same difficulty level as vanilla planets. Star Fortresses were at very cool difficulty level when first introduced and should be tuned to be like that now. Same for Eternal Championships.

     

    What would be really bad is if they just didn't bother with checking those few content areas and fixing them, but just buffed up companions for ALL of the game. This lazy approach is what destroyed SWTOR with 4.0 for me, and may very well destroy it now for some new player trying to do KOTFE and find it impossible (if true. I did KOTFE/KOTET enough times to know I don't want to do them again, so IDK about their difficulty)

  4. Your assuming YOU are.

     

    With HM chapters etc there was already challenging content for casuals who wanted such.

    There are zero options now for casuals who DON'T want this.

     

    No, I'm saying different people want different things. And only BW might know what to do to cater to most player's wishes and keep the game healthy. I'm happy with companions in 6.0 (more then in 4.0 and 5.0 anyway), you are not. None of us knows if that makes most people happy or angry.

     

    I do by seeing what happened before 3.0 and did you see how deadly it was in Section X where ppl asked to change the heroics? That's how MMO works. If you don't make new content, ppl leave. If they are still hard, then nobody would do them anymore.

     

    What are you talking about? The heroics are not facerolls, they were buffed up for top level players to do, before that they were easy stomps once you get 8-9 levels higher.

     

    You seem to have a problem with logic in your arguments, or perhaps you are answering to someone else and have the posts mixed?

    As to why people left the game long time ago (and I do not believe we were having this discussion on that topic?):

    I've read many theories why many people left the game after launch (it was pre 2.0 era) and the game difficulty was a really weak one.

     

    Basically what would answer your problems is: get rid of level sync and get the game back to 3.0 state. That way you could go back to vanilla planets at max level and face roll them. And people who want an engaging game at planet level would have it to.

  5. They WERE intended for groups, when majority of the ppl were still leveling. But now it's entirely different. Most of the ppl are done with those old planets, if you make them difficult they won't do it anymore. Such as the Sector X one.

     

    And they do ENCOURAGE PPL to group up by offering more rewards.

     

    how do you know what MOST people do in this game? I do mostly vanilla planets. If the heroics are made faceroll again on those planets, I won't play anymore.

     

    Your problem is you assume YOU are an average casual player in this game, therefore you think the game should be made exactly as you like it. Well guess what, there are all kinds of casual players in this game, and only BW (hopefully) know what kind of players represent the majority and is their target audience to cater to.

  6. For myself, I think yes, it is too fast at the low levels. I started a new gunslinger since I've been back. Within 2 weeks, I'm on the prison planet at lvl 49, almost 50 (one more mission will probably do it). I'm not even half way through the class story on that planet. I did all the quests and side quests on the first two planets, started to do most on the third planet but then became alarmed that I was so rapidly outpacing all the content and started doing the class story only with parts of the planet story arcs.

     

    And this is without using a single one of the xp boosts they kept throwing at me at every turn. I even started logging off outside of any rest areas to stop the rested xp boost. Still ended up 49 with lots left and subject to reduced endurance and all that ever since the first planet. It's almost as if they want people to just rush to end game and never mind the content. Or maybe this is what the players wanted and that was their response. **shrugs**

     

    I feel like I'm being rushed to end game. I want to enjoy all the content. I want to do all the side quests and planet arcs. the whole bit. It's great to give long-time players the option to skip ahead and not have to repeat stuff they've already done a bazillion times but the way it is now it's at the expense of new & returning players who've not experienced it all yet. And then to add insult to injury, this business of losing your endurance due to being over level (which starts on the fist planet), combined with ramping up the difficulty of the mobs you have to wade through to try to do the missions is just frustrating. This is the sort of thing I've been talking about in other threads. It's all part & parcel of power-creep. No wonder they're having trouble attracting and keeping new blood.

     

    There is a White Acute Module -the thing that slows down xp gain rate significantly. I have those in my inventory and generally play with WAM active, just sometimes, when I don't feel like doing side quests I turn it off.

    It is sold on fleet, but sadly only during double xp event. I recommend anyone to acquire WAM and be the master of their own experience :)

  7. Technically, the choice at the begining of JUS is the one that will determine if you're a loyalist or a saboteur. So when Lana asks who you want to support, if you choose your original faction, you'lle loyalist, if not you'll be saboteur.

     

    If i'm not mistaken, differences will be :

    - if you're a Pub, LS choices will be made for KOTFEET so you'll have Arcann and Senya, Jorgan and Kaliyo and Koth, Vette will be alive and Torian dead, Theron will still be part of your Alliance, and Malcom will be alive and Acina dead.

     

    - If you're Imp, DS choices will be made for KOTFEET, Arcann and Senya will be dead, Koth too, Torian will be saved unless you're a SW, Theron will still be part of the Alliance, Acina will still be Empress and Malcom will be dead.

     

    I kinda get it. What I don't know is how to get to JUS (what is it anyway?) or the conversation when Lana asks us whom to join, without going through KOTET.

    As I understand it now, the 'skip KOTFEE' option forwards us to the point AFTER the decision to be Saboteur or not.

    Would check it out myself, but don't want to experiment on my cool characters. Maybe someone has done it before?

  8. if I remember before the level Sync, if you do everything on Tython, Korriban , Hutta, Ord Mantell....you leave around lvl 11 . Now its 14-15 .

     

    *Shrug* I had a nice routine before this whole lvl sync happen, it was nice gearing up before hitting the next planet. Getting mod for you and your companions.

     

    Now....they pulled the rug from underneath, and it feel like nothing matter much..anymore .

     

    I miss those times too :) This is like getting the rpg element out of vanilla SWTOR, as if: you gear doesn't matter anymore, you're wasting your effort if you try to craft or augment or anything

  9. Hi,

    does anyone know if there is an option to become a Saboteur (work for opposite faction) WITHOUT participating in KOTFEET? I know we choose sides on Iokath (or am I wrong, perhaps?), and as I understand if we 'skip' story, we get to the beginning of Ossus -so we're NOT Saboteur by default.

    The reason I ask is I can't stand to do KOTET again, but I'd like some of my characters to experience a Saboteur path.

    Is going through KOTFE, KOTET, Iokath and 3 Flashpoints necessary for this? Or is there a way around this?

  10. So, for anyone following the forums, they know I've been active on them, and have been offering counterpoints to the doom-criers who claim the game is dying, the expansion is horrible, etc. What its led me to figure out is that there is a disconnect for the game depending on your interests. The servers, such as they are now, are more full than they have been in a while, and more active, for certain types of content. However it has been a ghost town for others.

     

    Now often, people get into tribal camps over content, but I think the game is in a place now where all play-types can be catered to; the issue is that it can't be catered to in all content, which is different from previous BioWare effort that would focus on an all or nothing approach in one area or another ultimately. Case in point, 5.0 era was the era of the solo player, and with 6.0 ushering grouping back into the game, its a jolt for the people here (not so much for returning players who left because group play got ignored).

     

    However, I am suggesting here a different approach than the tribal one. Rather than make excuses why it can't happen, let's focus on what can and needs to change. I do think, after taking a step back, that PvP, Solo play and crafting need a lot of love right now to get them to a point where it feels as fun and rewarding as other types of gameplay. The whole "Play your way" mantra for Onslaught I think set BioWare up for failure - I do see what they were getting at to a point, but at this point, their idea of "play your way" was much more myopic compared to player expectations, which BioWare themselves perpetuated, albeit I believe this was not an instance of malicious "BioWare Lying", but rather one of an inadvertent communication disconnect and a failure to manage player expectations.

     

    However, with the systems they put in place in Onslaught, I think it is actually EASIER to fix the issue now, and actually live up to what the players believed would happen, while still remaining within the confines of what the developers hope to accomplish with the game.

     

     

    A breakdown of the 6.0 major issues I see that get in the way of this:

     

     

    CRAFTING:

     

    Crafting is a hot mess right now. Its cool that Keith is addressing this by reducing resource costs, but more needs to be done. I think, given that crafting in SWTOR was always perfunctory anyway and no subcomponents you make actually change the overall quality of what you put out, crafting needs to go the other way. SWG this is NOT. I would suggest they streamline crafting by removing all subcomponent requirements and going with straight resources, with perhaps the sole exception of gold tier crafted items. Gear is abundant enough now that having crafters flood the market with lower tier gear isn't going to kill any potential progress people are making. It may help them to gear faster, but with the amplifier system, even people who are fully geared "aren't done".

     

    To compensate people who have subcomponents that get removed from the game, have it so that all obsolete subcomponents will refund the exact resources it took to make it.

     

    Beyond that, I don't think I can suggest much more for crafting other than if people want a deeper system, it may take a complete overhaul of the entire system, which is beyond the scope of this post and the territory of expansions. Not that such an overhaul wouldn't be welcome for crafting-lovers, but lets face it - hard core crafters aren't playing this game anyway (by those I mean the crafters who love deep, compelling crafting systems).

     

     

    PvP:

     

    I will admit, I don't PvP a ton. However, post Onslaught, I have done it a few times for the daily and weekly missions for non-ranked, and my opinion is this: Gearing is WAY too slow, and too often, the PvP boxes gifted things well below my current iLevel. Now maybe it was just me, but it seemed like later, I was getting a PvP Box for every 2-3 matches I played, which actually feels about right how it should, so I think that if the boxes could be fixed to produce gear the way the other gearboxes do for Flashpoints and Operations, it would work much better. I would also increase the amount of gear given in PvP boxes for the Daily and weekly rewards - when you consider the amount of upgrades a player can get by running MM Flashpoints compared to PvP, there needs to be an equalizer without PvP becoming a faster way to get gear and thus preferred, and I think that way is with the daily and weekly missions which because of their nature can be planned for, and thus easier to statically set with what gear they get. I think this is crucial for PvP to feel like they fit in the current system.

     

     

    Solo Play:

     

    Solo players are feeling jilted because of the way the gearing system essentially ignores them in favor of PvP and Group play. MOST of the "hate" on the forums comes from solo players, with PvP coming in second but to a lesser extent. The thing is, while the whole game cannot be solo, I think there are already things in place to help solo players gear, if the dev team is willing to do it.

     

    It should come in 3 different areas:

     

    Area 1: Daily Missions

     

    To a lesser extent, you can get gear from the Onderon Daily and Weekly, but it isn't enough. What I should say is, it isn't enough being just ONDERON. The dev team needs to revisit ALL the places where players can pick up Dailies (and their associated Weeklies), and give them the same treatment. For the weeklies as well, I would have added to the gear crate 1 guaranteed set bonus armor shell, selected from non-pvp 4 piece set bonus armor, with a rare chance a 6 piece set bonus armor drops. Because this is for solo play, I would say Daily missions should in the end only go up through green and blue tiers - Solo players generally don't need more than that unless they are taking on harder challenges (of which, more on that later). As an exception, I would have the Planet Dailies (complete x amount of dailies per day) grant 1 purple piece of armor once the user is high enough Irating, and weeklies grant 2 -3 pieces. The reason for solo players doing dailies beyond once they are geared would be for the set bonus shells and tacticals.

     

    Area 2: Heroics

     

    Heroics need a pass, badly. I get we get the Alliance crates at high levels. I am asking that the gear system be added to it. For heroics, in those Alliance crates, it should only cover up through purple tier. I would also suggest something - Heroic Planet Weekly Missions. As in a Weekly mission that rewards you tech fragments and gear for clearing all the heroics on the planet. Voss already has one like this. Attached to the weekly would be more tech frags and a gear crate that would help solo players keep pace with group players. The more heroics on a planet, the more tech frags you get, and the more gear pieces you get from the planetary crate. So Korriban might be very small, but Voss or even Korriban and Makeb would have higher amounts of techfrags and more gear because they have more heroics on them. The weeklies would also have a guaranteed 4 piece shell set bonus armor, with a rare (but greater than the Daily weekly mission from area 1) chance to get a 6 piece set bonus.

     

    Area 3: The Eternal Championship

     

    The Eternal Championship is essentially Operations for solo players. This should be the only way other than crafting for Solo players to get gold tier gear. However, I do not think that someone should be required to clear it for gear. Instead, since it is a set of 10 rounds, a player at the level where they are ready for gold tier gear should get gear on an increasingly sliding scale for each round completed - the more rounds you clear, the more gear you get for clearing each round. This should also be where solo players have the best shot to get 6 item set bonus armor, and class specific tacticals.

     

    To further the fun for solo players, I would in a future update, create a new set of 10 challenges (and eventually another set of 10), so that there were 30 total challenges, 3 at each round level. Then randomize what the player gets. This will add a level of fun back for the solo players.

     

    Once these changes are made, I would also have a terminal on fleet, the player starship (new legacy reward), and Odessen where players and instant travel to and from. Perhaps added to the Daily planet terminals in fleet (maybe it already is? I haven't used those terminals in a long time).

     

    Bonus Area: Operations

     

    Yeah, I know, not something I mentioned prior, but since we are talking, right now, there is little incentive to do Operations because you can get everything in MM Flashpoints. I would change this and make it so that EVERY boss in an operation has a chance to drop all tacticals and set pieces, and make the final Operations boss drop 1 guaranteed tactical and set piece. It's the highest tier of play in the game, and should be set up as such.

     

     

     

    Anyway, those are my thoughts. I think the framework to make more people happy is in there, and actually closer than ever before thanks to the gear changes. But it needs to be applied properly, and right now, the areas that have been neglected really stand out.

     

    If we really want to get to "play your way", it would be nice to see the above areas looked at. I say this as someone VERY satisfied overall with group play right now. Other people need that same love.

     

    Hope this makes it to the right dev eyes and ears.... :rak_03:

     

    My impression from as far back as this guys post go (and I kinda remember him from the time he strongly advocated for more class stories) is that even if the title promises something interesting, the posts, and ramblings, the style, IDK, all this is BORING

    Seriously, I'd prefer people like Andryah, Infernix, or even Rhenotarsil (or what was their name) over this

  11. The part I bolded seems to be the group that hates the new difficulty the most.

     

    While I can understand the frustration, the game overall feels healthier now building it around grouping.

     

    You're trying very hard to antagonize the forums on this issue (and I bet this is not the only issue you're doing this). Just stop.

    I'm a solo player, yes a solo player and I love the increased difficulty, this is the reason I re-subbed.

     

    So no, this isn't us vs them and trying to spin it that way serves no one.

  12. So you blame Bioware for your lack of hardare? Really? :rolleyes:

     

    Nah, its more of a nail to the coffin really. I mean I could adjust my settings, probably, to run smoother on Onderon and Mek-Sha, but as I play also the class stories, that would mean adjusting the graphics again when visiting Alderaan or Voss which run smooth and fine on my present settings, and have been for years. I'd do that IF the game play and story was cool with Onslaught, but sadly it is not.

     

    Ok, maybe I'm not being fair just after Republic Onderon, but it was poor. I mean, this felt like another generic story, where I had to:

    1. go to the tunnels to defeat saboteurs. It is something that good commando squad could easily do, no need to call the best of the best and their side kick to two-man kill a dozen of generic droids

    2. sneak into a "hunting lodge" to kill some generic mobs and witness the repeat of Alderaan -stupid, weak minded King and a Sith manipulating him.

    2a) have a convo with savages

    3. Go into a mine, kill a dozen henchmen and duel with Big Bad Sith.

    The duel was fine, as I dismissed my companion to make it more epic, but all of this feels like: I did it before. On Alderaan, or wherever else before.

    I realized that all of this is a situation when I just make new character in Skyrim, rather then role play World Savior fetch a cup for random NPC. This just does not feel right, my characters would rather retire or run the alliance than resolve some petty conflicts on backwater planets. Not only we've become too powerful and important, but we did those things before when we were young and aspiring. This just don't feel like a "new cool job".

     

    And the game play: I do not understand my stats anymore, I'm scaled up or down to the point my stats don't matter? Got new gear with each story bit and it just doesn't seem like it make any difference. I remember when back in a day the gear made huge difference to the point of being able to progress the story. Now it seems irrelevant.

     

    If you add to it bad rig performance, its just a game I do not want to play anymore.

    1. Meh story

    2. Meh game play

    3. No rpg level up/upgrade your gear element

    4. too hardware demanding/bad performance

     

    It is sad that all the work put into the new stuff in game is so unsatisfactory. I still love the vanilla SWTOR. The new one? No, its just meh.

  13. I unsubscribed because the Onslaught story was meh.

    And Onderon and Mek-sha are graphically too demanding for my laptop.

     

    At the unsubscribe poll I chose the option that story was not to my liking. The website gave me a hint: 'try another class story, maybe you'll like it better.' :rak_01:

     

    Well guess what: I LOVE the class stories, the new one is meh. I'm half way through republic one and Onderon was really poor. Just landed on Mek-Sha and have really low frame rate, so will probably not enjoy it. I understand the game needs to improve its graphics, and people need better visuals in new content, but for me it is a problem to the extent of probably not trying out Mek-Sha storyline. Not that I was dying to see what hapens next anyway.

     

    Also I have no interest in this new gearing, I don't even understand how it works, but that don't matter, I'll just play preferred, which will not gear me up, but I'll still have access to all the stories, Including these new ones, if I'll have a mood to try it out again

  14. While I don't see a problem with heroics, I can see a problem with heroics that are in the daily area. I am not sure if you were here when it was a headache to get a group to do the section X heroic. It will be worse now as very few people do it. While my character can do it solo, not everyone can and finding a group there will be almost impossible due to the lack of people that do it.

     

    I rarely do it as I am already maxed and considering that the devs made the tokens unsuable now (can't sale them) after you have maxed a area, you will find lest people in that area. I did it today to see if it could still be soloed. For my level 75 with 270 gear yes it can but not so sure about those that are not at that level.

     

    Of course, maybe the devs just don't want people doing those areas and therefore working as intended.

     

    Yeah, I remember that one with four doors and it couldn't be soled. Same with Shroud chain final mission -I never got to the end of this :(

    I'm not sure this kind of design is a good idea. It resembles a bit Oricon situation -when to finish the storyline you had to participate in operation.

    IMO Heroics should be completely optional.

    IF a Heroic is a part of daily (like Black Hole or Section X) it has to be possible solo. And be not the hardest one.

     

    I'm all for different difficulty levels on different Heroics, as it used to be. Coruscant ones were easier on level then Correlia ones. And some of Belsavis Heroics I could never solo, and were difficult even in a group of 4.

  15.  

    When the mobs take longer to kill and the Valkorion fight takes five minutes it's not because they are doing anything creative or because my character needs to run around and do anything. My character just has to stand there hitting them again and again (or in Valkorion's case play 'alignment switch and Force drain' with the pretty buttons). There's nothing interesting if you're standing there doing the same rotation seventeen times. I literally was looking at my phone for the second half of the Valkorion fight because it was so boring and so much of a slog.

     

    .

     

    KOTFE was never fun in terms of game play, I just don't do it anymore. My grief was with vanilla (including Heroics). The change in KOTFEET is pointless, as those had vet and mm versions.

    Personally I think KOTFEET is just another game, that I skip now to get back to SWTOR. Using KOTFEET as an example or reference for vanilla is nonsense.

  16. Okay, but can we not agree there is a point where the game becomes a slog. Obviously going from one cut scene to another wouldn't be fun for most people, but taking an hour to fight one enemy that only repeats the same 3 moves wouldn't be fun to most people either. There is a middle ground.

     

    The thing is challenge is only fun as long as it's a challenge. For example, I soloed vet Hammer the other day. The trash in there was challenging when I had my companion on dps. I had to use my cc and dcd and keep my head in the game.

     

    On the other hand the bosses were not a challenge at all. I had to use my comp on healing mode, but when I did the enemy just did a basic rotation that didn't require much thought and I just did the same rotation for 5-10 minutes.

     

    The trash in that FP was fun even if it didn't last as long. Each mob may have only taken 30-60 seconds to kill, but that time was intense and challenging. The bosses took significantly longer bur weren't a challenge. Longer content does not mean more fun if the content doesn't require more than rote rotations which is what a lot of people are finding since 6.0

     

    yes, there should be some kind of middle ground, I believe we're close to it now.

    Before 6.0 the game was too easy and people got used to it.

    You have to admit there was a big difference between vanilla game and more recent additions, like Iokath, Ossus or even KOFEET (but KOTFEET had other game play problems). It was because the devs payed attention to designing new content game play, and just dismissed vanilla with one algorithm for all the content, which made it a joke.

    Now they finally acknowledged that vanilla level of difficulty was wrong and changed it.

    Some people complain, because they never had fun with game play before, they just floated from one cut scene to another, or towards endgame to grind the same things over and over again.

     

    IMO the change is good for the game in the long run, and maybe even those players that never had fun killing mobs, will find it now eventually. If not, well I guess they are the victims of bad game play design which was 4.0

  17. Is driving away players a good idea for the longevity of the game? I guess it will be extra challenging to do quests in the game when the servers eventually shut down so may as well make that happen ASAP?

     

    I'm just trying to be constructive here. :rak_01:

    Don't know what else to say when someone complains that PLAYING a game took longer.

    I know there is a mentality when the real game are cut scenes and the rest is just unnecessary , but I don't think the devs should cater to it. Or they could, releasing the instances without mobs. Seriously, that would settle this.

  18. Just finished Ord Mantell on a brand new Nautolan trooper, tha fortress in the volcano at the end took me 2 mins longer than the last time i recorded my playthrough while i had far less trash to fight in the non instanced areas because there was a smuggler slighty ahead of me who killed most of them (well he was killing things faster than me as he had Corso, while troopers get Jorgan after finishing everything on Ord Mantell).

    That was boring, and absolutely not fun.

     

    I know i won't replay the trooper story, i'll finish this one to have the whole story recorded, but next time i want to see that story again, i'll just watch my recordings, that'll be much faster and i'll not nead a sub for that...

     

    Maybe they should add an instance WITHOUT mobs, just for you?

  19. Since 6.0 I did Ossus on my JK and Hoth on my Gunslinger.

    Ossus: level 70 Vigilance Knight. Gear I think at the level of 230-240 (I don't pay attention to endgame gear much). Fun, mobs strong enough to be careful with them, kill weak or healer first, sometimes use defensive abilities. And my force leap didn't work as it should have (they changed it with patch). Never died (sorry, once fell from a cliff). Liked the difficulty, no problems, the quests were fun, killing mobs was as I remember from pre 4.0, or close to that. This is almost newest content, so no surprise its tuned well.

     

    Hoth: level 40 gunslinger, in blue and purple gear, with level 6-10 dps companion (Risha, Bowdaar, Akaavi -the ones in warm clothing). Class and planetary still easy, though silvers and golds seem a bit stronger. Silvers survive one rotation of level 40 gunslinger, but not much longer.

     

    Heroics: did 2 of them.

    One was with Mandos in a cave, the one you have to kill 3 monsters to go through mandalorian gauntlet. Mobs are strong, as difficult as I remember in pre 4.0 era. Some gold mobs, like rampaging wampa (or hows it called) very hard to kill. It has 150k hit points and hits really hard. Doable. The Rampaging Wampa with two golden ads was unkillable for me and dps companion (didn't try healer, as non of my companions feel right as a healer). But avoidable. All 3 targets perfectly killable. Had fun, was hard, had to pay attention.

     

    The second Heroic was the Gamorreans (unstoppable horde?). Much easier then I remember. Mobs harder to kill then regular ones on planet, but still easy. Just spam aoe and then concentrate fire on strongest of the group. Companion kills the weak ones, wounded by my aoe. There is a boss there, survives like 2 or 3 rotations, but easy to kill. This Heroic is much, much easier then it used to be.

     

    Past Hoth there's the end of chapter 2 mission. Should be difficult, but isn't. So far I don't see problems for even half blind casuals doing their class stories.

  20. OK, this game seriously needs a dev to go over everything with a fine-toothed comb. Just did the last consular quest on Belsavis, "The Voice from the Tomb."

     

    Me: Level 75 Shadow, iLevel 277, Companion: Iresso, level 30

     

    The fight with Geland is WAY WAY WAY overtuned. You're faced with two silvers, and gold-level Geland. You end a cutscene right into the battle. Before you get one second to hit Force Lift, you're one-shot down to less than 10% health. After that, you're hit with a 5 second unbreakable stun.

     

    I survived, but it was miserable. Not having a chance to get in any counter-play at the beginning is frustrating, to say the least.

     

    this might have something to do with the way the game down scales you.

     

    It would be wonderful to hear from someone that did Voss Consular story in relevant level, that would be just under 50 I believe. The game should be tuned so that relevant level characters have no problem, and down scaled higher level characters have even less problems. From what I heard sometimes it is the other way around, which suggests problem with down scaling, not original difficulty. But I'm citing a rumor here, not my actual experience :confused:

  21. The people talking about wipes....

    Was put in Assault on Tython last night.

    Out of the original 4, two bailed right away, no explanation.

    Got two more, wiped at the first bridge.

    Three down at the 2nd bridge

     

    That was enough for me.

     

    All 4 were dps.

     

    The question is: how it is supposed to be done. I remember the time when 4dps group would have a really hard time doing FPs. You needed tank and a healer. And it wasn't unusual that half of the group was down with some tough fights.

    In fact, when the easier FPs were introduced, (was it tacticals?) I noticed people just running through the content, not waiting for others, impatient and unwilling to talk tactics. And quitting at the first sight of hardship.

     

    So maybe, and I'm not sure about this, as FPs have not been my thing for a few years now, maybe it is again meant for trinity group composition? Or very good 4 dps, that communicate, know their rotations, defensives etc?

     

    In the past, when I used to run Flashpoints, I wiped many times. Each time was an incentive to do better next time, not to complain that the content is too difficult.

     

    Bare in mind, I do not talk about obvious balance bugs, wrong level scaling etc. Those should be fixed of course.

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