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rkamm

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Everything posted by rkamm

  1. The general chat is already monitored. We are the ones who monitor it, if you see something offensive you have the option to report them. Once they have been reported SWTOR will look into it. They may determine nothing needs to be done but if enough people report them they will do something about it. Personally I just ignore gen chat, although I do report the spammers advertising the websites to buy credits.
  2. I would have to disagree with you. If I am needing a certain item for something I am wanting to craft, then I don't want or need to send my companion out for other missions. You can offset the price of goods by increasing the cost of sending the comps out on the missions. Not everyone is gathering stuff to sell. The ideas I suggested, and add in the increase in the cost of the missions to keep the price of goods sold up. This would help out both those who want to gather stuff to sell and those who just want to use the crafting system to make items to level other toons or to make items to help out guild members. The idea of being able to select the type of missions you want to send your comps out on would also make it much easier for them to add in your idea of being able to que your comp for multiple missions.
  3. Would also be nice if they could ad a search tab to your inventory to look for a specific item since several items have the same icon
  4. I have a few suggestions for changes to crew skills. First I would like to see a change to the bonuses each crew member has. I find it stupid that I have companions with useless bonuses for the crew skills I chose. I have a few ideas for how to implement these changes. First one and probably easiest is to make the bonus generic like they are for HK and Treek, they have bonuses listed as mission and crafting rather than being assigned to a specific skill. Second idea would be to have a bonus randomly generated for each companion as you gain them based on the skills you have chosen or after they complete their first mission. Third idea would to be to add another slot to the companion tab on the character information page where you can buy a mod that gives them their bonus like you can for the companion droid from your ship. This could also be made so as you level up in skills you can get a better mod same as mods for gear. Second I have a couple suggestions for the gathering missions. We should be able to select what we want to have our crew member go after and not have to deal with a random list of missions. I know what I need or want to get let me choose. My first suggestion for the mission selection screen using underworld trading as an example. First you would pull up the crew skills screen and select a companion. Next you select the mission, in this case Underworld Trading. Once you select under world trading it opens a menu that has three drop down menus. The first one allows you to select the level of mission. The second will allow you to select the type of mission, which in our example would be Luxury Fabrics, Companion Gifts or Underworld Metals The third tab would allow you to select the quality of the mission. Moderate, abundant, bountiful and rich. My second suggestion may be easiest to implement and I know has been suggested before is to put in a refresh button on the mission screen.
  5. What they could do is put in a 5 or 10 sec immunity to stuns after you use you break ability.
  6. I have an idea to upgrade the crew skills bonus. We should be able to choose the bonuses our companions have. No matter what skills you choose for your toon the majority of the crew bonuses are useless. My suggestion is to make a skill tree for the bonuses. You can make 5 trees. mission efficiency, mission critical, crafting efficiency, crafting critical and success for reengineering. You award skill points same as you do for leveling a toon and award skill point for each level you advance for a total of 21 points. Using RE'ing as an example when you craft an item it has either a 10% or 20% chance of getting a new schematic now for each point you would spend in RE'ing you gain 1% to the chance of success so if you spend the full 21 points in RE'ing you now have a chance of 31% to 41% of success. This would be the easiest way but you could get more specific and make a skill tree for each crew skill. Then make it where you can only earn skill points by doing missions for that specific skill and make it 7 skill points for each tree with that being the max points you can spend with each point adding a 2% chance for success in re'ing or critical hit, or reducing time by 2%.
  7. Don't wait till attacked to type in. type in "incoming snow" then when they come can just type in how many and hit enter. takes very little time.
  8. I agree. They added ranked war zones for groups. get rid of the group option for regular War zones. A pug does not stand a chance against a pre made group. I would also suggest adding in a que like there is for group finder that brings up a window where you accept invite, once everyone has accepted you then are transported to the wz. once you are in you are in till the end, no more dropping out.
  9. Crew skills need to be worked on. Here are a couple of ideas, One would be for the crew bonuses to be earned as you level through the gathering and crafting. There are 7 levels for each of the gathering missions. once you complete a level you get 2 skill points to spend per companion for a total on 14 skill points. Make 2 skill trees one for critical bonus, one for efficiency bonus, As it is right now you have crew members with useless bonuses. The next one would be to revamp the gathering mission selection screen. The easiest fix, and this has been suggested many times, is to ad a refresh button. What would really be nice is to make the selection screen would to give you the option of selecting what material you want to get and how much you want to spend. Using Archaeology as an example: Once you select archaeology a drop down menu opens, from that you select the type off item you want to get, either color crystals, power crystals, or artifact fragments. once you select that it opens up another drop dawn menu where you will select the yield, moderate, abundant, bountiful, or rich.
  10. rkamm

    Stun Wars?

    I would suggest that you get rid of the resolve bar altogether and ad a short imunity to stuns to the breaks maybe like 10 seconds.
  11. after thinking about this and reading the 4 posts against this idea I do agree that a 1 minute immunity would be too much. I do still think there should be some type of immunity whe you use the stun breaks. I think a more realistic immunity would be maybe 5 seconds with it being on a 1 sec activation timer thus giving the enemy player a chance to interupt it. I think this idea will make it where both sides have to be more skillful in how and when the use their stuns and stun breaks.I have been in wz's on both sides of this so not just posting this cause it happens to me. as for the person that suggested I need to be smarter on how to use my stun breaks, I do know how and when to use them. I do not use them unless I absolutly have to. Also I do not have a problem with being beaten 3 on 1 I know that is part of the game but you do not need multiple stuns back to back to beat someone 3 on 1.
  12. Idea for the crafting bonus for companions. Instead of having them set they need to be made where they are earned as they do missions. they can still earn a critical ans efficency bonus but it would be based on what missions they do. say I send out one companion to do investigation missions that companion would earn a skill point for doing so many missions once you earn enough skill points you can use them to learn one of the bonuses that we are able to select. The skill points gained are only useable to get a bonus from the mission type earned from. If you drop that crew skill then points and bonuses learned for that skill are erased and you can then earn points and get the bonus for the new skill
  13. I am sure everyone in the game is getting tired of getting hit with back to back stuns. You use your special to break it then imediately get hit with another one. The specials to break stuns are on a 2 minute cool down so give us a 1 minute immunity to any further stuns once that special is used.Otherwise that special is pretty much useless
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