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Twelfthdoctor

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Everything posted by Twelfthdoctor

  1. I do not personally find a good value, or a reason to spend, with the mentioned sales, and the lack of Collections Unlock sale strikes the community as stingy and mean-spirited given that it is a longstanding tradition. Please reconsider.
  2. I don't fly as much as I used to, but I was so excited the one or two days that it was going to be included in PvP Seasons... and then it just... got cancelled. Still good to see things still going even after Squadrons came and went, through all the expansions.
  3. I am going to add my voice to those disappointed that it sounds like you are not currently planning to even test this out to try to find a good balance point for what you specifically noted to be an optional bonus/alternative objective. I'd be happy to do my three Warzone objectives, then take a break from that and play some Starfighter to round things out. Yes, there are a few polish issues, but I don't feel that they are game-breaking enough to warrant the backpedal here, certainly not without at least testing it and getting some feedback there.
  4. My personal thought just based on the Galactic Seasons objective would be somewhere between 45-60, though *that* will depend on a few factors. The types of medals that count for Galactic Seasons heavily favor Domination matches over 'get 50 kills' Deathmatch ones. If *all* medals will count for the objective, the number could be a little higher. That said, GSF has never had many Subscriber-based restrictions, and I'm not sure incentivizing it for the Season only to subscribers is the best option. I imagine it is being done that way to make it an optional extra, though I'd personally prefer it to have its own Season (perhaps a shorter one in between the others). That, however is a much bigger ask.
  5. I wouldn't go so far as to remove it entirely, but I would very much like it if pre-canned emotes like that would be blocked on ignored players. It and other emotes of that style are often used disruptively on fleet in spam form to disrupt '/say' and '/emote' chat, which is particularly targeted at role-players, but also interferes with just general local chatting.
  6. I noticed this as well, this week is missing a 12-point objective, and one of them requires a dedicated raiding guild. I can't imagine that folks are happy that one of the other options in this rather thin week also happens to be arenas, but at least everyone is able to put themselves in the matches for that one, even if it will be a painful, slow slog for many.
  7. What do you like about how the GTN currently functions? The basic function of being able to passively sell items over a period of time and the ability to search items and price listings, as well as filter results. What do you dislike about how the GTN currently functions? Some of the sorting and filtering has always been a little unintuitive. I would prefer to sort by lowest price per unit by default within a category, and not be required to select a sub-category for certain things like armor and decorations when trying to look through what I can afford. As others have noted, there is currently an imbalance between maximum trade price and maximum GTN listing price that should be addressed in one direction or the other. Is there anything you wish you could do on the GTN that you cannot do currently? I would prefer options to list items for 7, 15, and 30 days, potentially with a scaling, non-refundable listing price (1, 2, and 4 percent of the listing price for 7, 15, and 30 day listings respectively, perhaps?) to discourage listing inflation. Not getting a refund would encourage players to put things up where they think they'll sell in a reasonable time-frame, not constantly re-listing everything. This would be particularly handy for players who mostly play on weekends, and may not want to cycle through alts to check GTN listings every day, and for high-value or uncommon items that might not be looked for or bought daily. I would also like to be able to check what prices an item has actually sold for in the past week, to determine a fair listing price, or alternatively, whether I should wait for a better deal when buying. Are there any specific filters, searches, or ways of finding items you particularly like or that you wish existed? It might be nice to be able to filter out items in a listing, like if I am looking for chairs on the GTN, have a way to avoid seeing pages and pages of the basic vendor chairs showing up in the middle of varied price points. Something like a checkbox next to the name column. That way, I can preview the item, and if I don't want it, keep looking through without seeing that same item show up on page after page when I m doing general browsing and don't have an exact item name I want. Searching for decorations by hook size and sub-category would be nice (EG: 'hook size: Medium narrow', or 'civic-banners'. Being able to uncheck categories or sub-categories from a dropdown would also be nice, though might get visually cluttered. What kinds of information do you use to decide when to make a purchase? If you could have more information what would you want? Generally, I use a cost range based on the credits I have, then sort by price per unit, and filter by category and partial name if I am browsing. Information I would like are things like median price items have sold for in the past week as a 'suggested price' or something similar.
  8. For anyone who participated in both PTS rounds, or just the Shae Vizla AWS PTS round, I would be curious to see updates in edits as to whether the reward grant worked, as it did for me this time around. If you only participated in the February 2023 Alderan WZ PTS round, I would also be curious if anything happened, but for the sake of clarity, I would want to see which one(s) you expected to see a reward from, and whether you got either now that rewards have been distributed for both.
  9. I generally enjoy crafting in other games, including MMOs, but SWTOR's crafting, especially since the introduction of 'bonded attachments' is a slow, painful slog whenever I want to make anything. Everquest 2 makes a minigame out of it, and has entire questlines for crafters parallel to combat lines. Crafted items can be the best in the game if you spend the time and effort getting materials in the endgame zones, or were when I played. ESO has daily missions and looting that drop recipes for all sorts of cosmetics like decorations and armor/weapon cosmetic styles ( closest in swtor would be an empty shell applied to an outfit slot), and every new zone added gets craftable things unique to itself, making spending time on *any* expansion area worthwhile. Food and potion crafting is achievable and important for pretty much everyone, crafted set gear may not be better than trials (operations) gear, but it does include making things with niche bonuses. Crafting and materials gathering is also core to upgrading gear stats, with the content dropping set bonuses to build on. A *lot* of my time in that game is spent hunting for crafting recipes to use or sell, and things are kept fresh and up to date. What I would like to see in SWTOR is: -A more active, less time-gated process with fewer chained steps involved. Companion crafting bonuses could be reworked, hopefully, to assist whatever new system evolves, perhaps a chance of refunding a percentage of materials used if the loss of time reduction makes leveling them seem less worthwhile (though given crit bonuses and their importance in combat, I don't think that's needed to encourage gift-buying) -Better integration of crafting into game play. Right now, there's a heavy bias towards biochem for stims/adrenals/medpacs, and synthweavers making critical augments (which may or may not be kept in future releases). Artifice used to get new dye recipes from reputation vendors, but that stopped some time after Shadow of Revan, with reputation and holiday vendors seemingly becoming more restrictive overall in the past few years (fewer Bind on Legacy items, several undyeable outfits --Looking at you swoop racers). Armstech and armormech should get at least a few decent visual styles to make with each expansion for weapons and armor, Cybertech used to get the occasional speeder. Crafted mods *used* to be able to reach near or at endgame stats, but crafting as a gearing method has been dropped. -Changes to material gathering. Right now, materials of many levels are needed for conquest/prefab crafting, and I don't find myself naturally playing in areas where I would be gathering most of them. Heroic areas are all mostly interchangeable, there's no unique reward for a specific planet, and material nodes are very spaced out. It is painfully time-consuming to gather, and it does not flow well with the theme park gameplay of SWTOR that pushes activity finder activities over open world activities aside from the newest zone/planet until a reputation is maxed. Jawa Scraps and bags of "Grade 'x' crafting materials" are a bit of a band-aid for this, I will give credit there. Overall, I would like to see crafting as a method to introduce more cosmetic variety into the game, act as a potential credit sink by providing taxed options to sell crafted goods and the various vendors that sell materials, and feel like a part of the game's design and direction rather than a pain-point for developers and designers to work around (or leave without updates for an extended period to avoid it interfering in the expansion gearing redesign that comes through every year or two).
  10. As another operative/scoundrel main for about the past six years, I concur, I don't really want to devote the keybind space *and* a choice to a buff when there is so much that feels frustratingly missing. Trading my basic stun for evasion/dodge functionality is a kick in the pants (that I can no longer make), but needed in PvE, and losing my *other* stun because I need a gap closer both in PvE and PvP to deal with knockbacks and moving targets leave me with very little of that old feel of being able to CC a few mobs, and focus on bursting at one that is core to scrapper/concealment... or was. The burst has been toned down to a degree that we're in the lower end of DPS despite being melee-ranged with limited or no knockback immunity, our burst is lower than the DoT spec lethality/ruffian, and the only changes we get are to make us potentially tankier, which...feels like the opposite of the slip in, burst, slip out or get killed fantasy of the spec. And further changes are being made to PTs/mercs to further reduce PvP effectiveness of our stealth, while they have the electronet that acts like a stun on steroids, along with their default stuns and knockbacks. Sorcerors, one of the old turret classes, can now zip around and teleport across the map for extended periods of time that make getting and staying in a position to do damage a joke if they're competent. I'd sort of compare the other classes' heal-to-full DCDs to our 'stealth out and then heal', but that takes us out of the fight longer, doesn't work in most PvE, and can easily be stopped by any DoT or AoE on us. Overall, I'd be willing to trade a bit less survivability for a bit more burst, but I also still miss my 'toys' in terms of stuns and mezzes even after I've had a year to try to get used to the rebalance. Though this might be the old joke about "Paper is fine, nerf Rock, thanks! --Scissors", I am trying to focus more on what *feels* unsatisfying.
  11. UPDATE: 7.2.1b did result in a reward grant for the AWS PTS round Those are two separate issues being conflated; One for the February PvP testing on the Alderaan warzone (I did not get the reward at the next patch after that when it went out to others who participated) and the second for the Shae Vizla PTS has yet to be granted to anyone. I wanted to check whether there was any way my progress could be confirmed before that server closed (Which it has as of this date), and I am just crossing my fingers that second time's the charm or further investigation will clear up what went wrong with the credit granting for the first round for a few folks that reported a problem in this and several older threads.
  12. UPDATE: 7.2.1b did result in a reward grant for the AWS PTS round Hi Jackie, I would like to confirm that my original tickets and post were related to the Alderaan WZ PTS testing round. I also did the Shae Vizla testing round and was about to ask about that. I tried to be as specific as possible this time around with dates and timestamps to aid in any investigation if the Shae Vizla grant doesn't work, but from what CS reps have been telling me, they may not have any way to actually check, which is not their fault, but is a bit frustrating on the user-end.
  13. I did my best to capture screenshots and exact timestamps this time around, but I am a bit discouraged that Customer Service apparently had no way to verify the PTS, but on my first ticket seemed to claim to have checked for my eligibility and found I *wasn't* eligible. At that point, there's a chance that I might have deleted a character due to having multiple copies of the same one when the first PTS was live, but the progress should still have been recorded...and I just don't know what'll happen this time. (UPDATE: I did not delete any characters for the second PTS round, and DID get the reward) I provided forum feedback to help any investigation into the specifics... but I just want some sort of confirmation. If the reward grant fails again, and I submit a ticket, and get the same 'clearly you didn't participate or you would have gotten it' sort of response, I'll feel pretty gaslit. It's good to know I'm not the only one from these forum posts over the past week or two, though.
  14. @JackieKo UPDATE: With the launch of 7.2.1b, I have been granted the opal vulptilla. Seeing as I cannot have two of these per character, this effectively nullifies the issue for me, I just had to do an extra PTS round and wait for another patch. I am not certain what happened with the first round, but it seems plausibly tht I might have deleted the wrong copy of a PTS character for the first round, assuming that the progress would have been saved to the PTS already. In the future, I will avoid deleting PTS characters during the testing process. I would like to add my name to the list for this issue, my first ticket from the previous PTS phase claimed I was not eligible or I would have gotten the reward (I know I completed an Alderaan WZ), and when I more recently created a ticket to ask Customer Service to confirm the progress that I had made in this current PTS round, I was told that Customer service does not support the PTS. I just want proper credit for the work I put in, and I am getting paranoid that it isn't counting. If there is an issue and I don't find out until the PTS closes again, I won't have time to try to make it register before the PTS ends, or have any way to tell what *will* work. If there is anything you can do to check the server records for either PTS round and let me know what my progress appears to be, it would be very much appreciated. (A PTS copy of my Star Forge character Karaston completed the requirements on the AWS test that is currently live, and it was either another Karaston or a Brysler Solaire on the previous round). Thank you for your attention.
  15. Current PTS progress as of 11:55 PDT April 3rd, 2023 -Logged in on copy of character Karaston -completed one flashpoint (Black Talon Veteran) -PvP arena completed at 12:04:20 GSF TDM started at 12:08:58, finished at 12:23:27 Ping range: 150-210 ms Compared to an existing server, how is the performance? Currently, 'feels' standard though server load is minimal and fleet is not as full as live Any specific areas or planets where you feel the performance has lessened? TBD, so far, no to pvp, GSF, Nar Shaddaa (stronghold and Promanade instances) or flashpoint instances What region/country do you reside in? United States Provide a comparison of ping from existing servers to Shae Vizla. Ping range: 150-210 ms on Shae Viszla (PTS) Ping range: 170-185 ms on Tulak Hord Ping range: 180-205ms on Darth Malgus Ping range: 86-120ms on Satele Shan Ping range: 86-95ms on Star Forge (during short testing, ping varies with outlier periods during normal play) Is grouped content working properly? Thus far, everything is looking normal. How quickly can you get into a match or Flashpoint you’ve accepted? No delay compared to live noted. Is travel to any location (planet, Stronghold, Fleet, etc…) hindered? Travel to fleet worked fine. my stronghold list was empty. I bought Narr Shaddaa and was able to travel to the stronghold, and my unlocked rooms seemed to be remembered. Afterwards, exiting to the planet instance behaved as normal. Are there any issues with the UI such as missing assets or loss of functionality? I was able to load my hotbar presets and set timestamps on chat, I did not notice other issues, but have not tested everything. Are there any issues with visuals or sounds with the cinematics? Not that I noticed, but Black Talon cutscenes were spacebarred, as is tradition.
  16. Alderaan Warzone Map: Is it easier to obtain Attacker and Defender points? From the one match I was able to get into, yes for attacking, and most likely for defending, though that was a less dramatic change. Being able to progress points during a back-and-forth push makes me feel better about not just capturing a node at the start and sitting on it like an egg to get medals, regardless of how the match is going Do you feel like you can earn 8 medals even if you do not win matches? The match I played had a bit of back-and-forth, but we ended up winning. Based on my past experience with medal counts on Live, if I got enough Offense medals to get to 3-4, then sat on a defense node to round things out, I might be able to, or at least get close. How many medals did you earn per match per win/loss? I capped at 8 before the match finished, which i think is a good sign for the potential to hit the number on a close losing match, I believe I ended up with 11-13 total. General PvP matches: Were matchups fair? My first thought is 'insufficient sample size'; it took me a while to get a match, and I was not able to stay around long enough for another to pop. My second thought is that, for the most part, I was having an easy-ish time defeating enemy players, much more so than on live. I suspect the PTS testers were not the best organized or geared, especially on the other team, though most of my recent experience has been through the PvP season, and getting my rear handed to me 50-60% of the time as a solo queue-er in both arenas and warzones. If you participated in a match, please describe the makeup of your group and the group you were paired against. I can only say for certain that our team had a healer on the middle turret objective point, as I recall my health being kept steady between waves of enemy respawns, the enemy did not come in a terribly coordinated group, usually 2-3 at a time, and by the time more arrived, we had defeated or severely damaged most of the last wave, with the healing making the defense far more sustainable. Feel free to leave general feedback of your experience with matchmaking. I played on Friday, admittedly mostly looking for any hint of GS4 and the new stronghold, and queued up for the Vulptilla mount. It took what felt like half an hour to forty-five minutes to get a pop, it was the Alderaan warzone, and as noted, while there was some back and forth on capture points, I never felt any heavy pressure from the enemy team; I am *not* the greatest operative/scoundrel in the game, but I managed to solo cap an undefended point halfway through the match and then returned to mod when it got flipped so that I could further test the offensive/ defensive kill points rate. Either the rest of my team were very skilled, or the other team was matched purely on availability rather than similar gear rating/composition. This may be an issue of limiting the PTS to a small pool of dedicated players with active subscriptions.
  17. I am seeing some positive signs from the discussion around potential changes to how stronghold fees work, as well as some of the changes planned for later updates, and a repeated theme I hear from the development side is a need for credit generation to be offset by ongoing costs rather than one-time purchases that will end up buried. I also remember a time when I had to choose whether to increase my speeder speed, pay for a trainer to give my character a defensive skill, a general class skill, or improve one tied to my spec. Mind you, at *that* time, I could buy an account-wide Artifact Equipment Authorization for 345k credits. I don't think we'll ever get back to that, but ideally the rate of inflation can stabilize enough for costs and in-game caps, fees, etc. to be relatively in line with the overall economy. So, recurring credit cost options that I see tossed around and approve of: 1. Purchase additional decoration copies for personal stronghold: With a lot of decorations just not available due to loot table drop changes to flashpoints over the years and the elimination of specific packs form the Cartel Market, there's an incentive to form a guild for one character just to unlock copies of decorations that (if they're even available on the GTN at all) cost more than fully unlocking a stronghold of any size. I'd love to pay a million credits a pop to buy a retired chair ten or twenty times to fill out a room with a certain theme or style. 2. Appearance Designer changes for credits: I know players who like to change their hairstyle weekly (or more often), and opening up those alterations from default or kits they've previously bought to credits (NOT buying new styles through the designer for credits) would be a good way to trim back excess credits. 3. Galactic Starfighter cosmetics: These stopped being sold in the Cartel Market, so I presume they weren't selling well at their Cartel Market cost rates, given that they were per-character. That might make them a prime opportunity to pull out at least a few credits. I am hesitant to bring back general skill trainer costs, given the game has edged away from skill trainers entirely. Adjusting loot tables to generate more items (with little/no vendor value) and fewer credits may also help; generate more things to sell and tax the sale of, slow down the accumulation.
  18. Copying over from the other thread per Jackie's post about only including direct feedback there. The original might get deleted. " I am going to agree with a lot of folks here that travel costs are going to hit new/ social-focused players and casual role-players hard, and does not seem likely to hit the high-end economy issues. I might get attacked for this, but I think there ought to be a tax on player direct trades of credits of 5-10%, and the same for mail. Someone who sits on fleet selling valuable old or hot-new items via trade chat is not going to be affected by a few hundred or a few thousand credits in travel cost, and is bypassing *millions* of potential GTN tax credits when they sell their shiny sword for four billion. Even a 1% tax here would be 40,000,000. If you want to talk about fee avoidance, this is the prime example, exacerbated by the GTN cap forcing players to sell high-end goods untaxed in this economy. Compare that to charging a level twelve-to-twenty player who gets lost on fleet trying to get back to Dromund Kaas, spending for planetary travel via the map or a stronghold instead of using the shuttle. Can they still afford to fix their gear? Are they feeling like they're improving their character and making progress? New-player experience is the best hope for any game to continue to have longevity, and they'll be seeing talk of billions in chat while they can barely cobble together thousands. Edited 51 minutes ago by Twelfthdoctor Changed 'uncapped' to 'untaxed, where referring to direct trade sales "
  19. EDIT: Per instructions, giving direct feedback: --Editing this further as I continue to test-- Adjustments to repairing: Do you find yourself having to repair more or less often? I had repairs after one PvP match and one mob encounter on Mek-sha, with costs of 160k-270k each (one repair per character I was testing on) at level 80 with 332-336 mixed gear. More testing would be needed to determine how quickly this feels like it is burning me down, but initial results (below) indicate that I might not notice immediately. When you repair, does the cost increase seem significant or fair? If the condition of my gear carried over from the Live server on copied characters, I would not notice immediately, if my gear all goes to 'repair warning' status after every encounter, that would be detrimental to my play experience. (still testing). Initial results: killing ten enemies in a Dromund Kaas heroic area did not seem to cause *any* equipment degradation, but I might need to attack more to see the rate of change. At approximately twenty enemies, one piece (belt) degraded to 99%. At this rate, ten heroics would net me 270k or so, the cost of repairing gear that had come down to 10-20% durability, but I would expect my gear to be at 90-95% health at the current rate of decay (really rough napkin math, I don't know the exact chance-per-mob or whether other factors affect degradation). Adjustments to travel: Do the Quick Travel costs seem fair? Do you think this will affect your usage of Quick Travel? Being reminded that I am losing credits, even a few, will make me more self-conscious about engaging with activities that require travel. Are there travel costs that you currently find to be too little or too much? Traveling to strongholds, I feel, should not be where the cost is. I would prefer the cost be focused on 'exit to planet' if the intent is to remove a cost avoidance loophole. I may enjoy the game less if I am forced to do extra side content just to afford visiting strongholds and quick traveling. I would prefer reduced credit rewards, perhaps subsidized with materials, collectibles or scraps, to increased costs to travel. As noted below, I favor taxing credit transfer activities (trading) and credit generation reduction to costs that impact my ability to level and play social aspects of the game that involve traveling to others. There are enough roadblocks to getting players together already with Flagship Summons being guild-limited and time-gated with a cost. Other MMOs have features like 'travel to group member' and 'travel to friend' that encourage social play. Are there methods of travel that have no cost that you would expect to have a cost? Stronghold costs on my Imperial Operative (agent storyline) copied character did seem to get charged immediately for stronghold travel, 100 credits for Dromund kaas, more for Nar Shaddaa, etc. I was not able to find Galactic Seasons 4 content or the Mek-Sha hideout, so I cannot speak to the costs there. Attempting to 'smuggle' my Republic smuggler-story scoundrel into Dromund kaas Stronghold: No cost listed the first time traveling from Carrick station fleet, but there was a cost from Vaiken penthouse to Dromund Kaas stronghold. To Vaiken Penthouse: 125 credit cost, but no dialogue text about attempting to smuggle myself. The noted lack of cost seems to be specific to travelling to faction-recognizing strongholds and is not completely consistent. Travelling from Carrick Stronghold to Coruscant stronghold was free, from coruscant stronghold to Carrick stronghold had a cost. Random musing: It seems a tad odd to me that visiting my Yavin IV and Rishi stronghold once each costs more now than buying Coruscant did. I hope this won't discourage visitors from my nicer strongholds. If these changes go through, I might have to change my habits about which strongholds I use to sell off junk items, manage my cargo bays, and repair gear. If I plan to do this often, I'll want to move my 'utility' setups to the cheapest stronghold possible. Repair costs seem to be working as intended, at least at level 80. General feedback: I am going to agree with a lot of folks here that travel costs are going to hit new/ social-focused players and casual role-players hard, and does not seem likely to hit the high-end economy issues. I might get attacked for this, but I think there ought to be a tax on player direct trades of credits of 5-10%, and the same for mail. Someone who sits on fleet selling valuable old or hot-new items via trade chat is not going to be affected by a few hundred or a few thousand credits in travel cost, and is bypassing *millions* of potential GTN tax credits when they sell their shiny sword for four billion. Even a 1% tax here would be 40,000,000. If you want to talk about fee avoidance, this is the prime example, exacerbated by the GTN cap forcing players to sell high-end goods untaxed in this economy. Compare that to charging a level twelve-to-twenty player who gets lost on fleet trying to get back to Dromund Kaas, spending for planetary travel via the map or a stronghold instead of using the shuttle. Can they still afford to fix their gear? Are they feeling like they're improving their character and making progress? New-player experience is the best hope for any game to continue to have longevity, and they'll be seeing talk of billions in chat while they can barely cobble together thousands.
  20. I kind of doubt that there is really a difference between 'Steam Players' and the general population. In most of the reddit polls I've seen on the SWTOR sub (probably more representative of the overall game population than the subscriber-only, proprietary forums here off on their own), around half of players are using the Steam launcher, and there is a difference between folks using Steam's launcher and people introduced to the game through Steam. A fair number, myself included, use the Steam launcher because it pre-downloads patches, patches much faster than the original launcher, and comes without BitRaider, and no file-diving required to remove it and the various bugs associated with it. I've been playing since 2012, mostly preferred. I sub for access to major expansions, then let it drop after two months, which gives me time to do Seasons and buy up whatever I need before my credits get locked up again. For that reason, I don't usually have posting access to the forums, but I do read them a decent bit, mostly the DevTracker and PTS/ update related posts to keep informed and prepared. To the main point of this thread, a big spike and a drop-off are to be expected in an expansion launch week, but the next few weeks will probably tell a more full pictures as to whether the downward trend continues or flattens out, with the advertisement-driven and short term story-only players done, and the population going back to the already-invested and potential new long-term players. As players get fully geared, the urge to grind will likely drop off as well, and they might not all log on every day any more. week-to-week number averages will be the numbers to look for.
  21. I've still not seen a peep from my notifications, myself, and haven't yet had luck getting a shared code. Still hoping, but I don't know the odds and I don't think they're too favorable from what I've been seeing in comments and threads.
  22. Well, if I didn't have some error or another when trying to purchase from the SWtOR site every time, I'd be less annoyed by it, they don't like my card, or most of the cash gift cards I use for the site. That, or there were major issues during Black Friday. As it is... I might not be *able* to pay them if they don't have amazon cards.
  23. For the new 'traitor among the chiss' flashpoint, each boss drops a decoration on story AND veteran mode. But if you mean the rest of the base-game and previous expansion flashpoints, you get a guaranteed one deco copy from the mission reward in STORY mode only. No looting involved, it comes with the credits and ©XP at the end of the run. Flashpoints without a story mode are sadly not included, so no easy way to get medical tanks from, say, mandalorian raiders or Lost Island.
  24. While the new pack certainly has it's share of nice decorations (*if* you can get lucky and have any decortion drop, as opposed to armor/weapon/etc) I would like to thank the devs for including a pretty good number of new and returning decorations into 5.6. The new flashpoint on Copero includes everything from cantina stalls to industrial wall tech and elegant fountains, along with at least two varieties of lights and some machinery pieces. On top of that, solo (Story Mode) flashpoints have had their decorations tossed onto the mission rewards. While there are some flashpoints still missing decoration drops at an obtainable rate, this is a pretty big step in making the in-game decorations achievable again. New players will be able to get at the various statues, computers, and so forth that were once a staple of many strongholds. I for one will be glad to put some statues of the Emperor back on Dromund Kaas, alongside imperial desk computers and the ever-useful rakata stasis chamber/ faux shower.
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