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kapitanmichal

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  1. It would be nice if someone from SWTOR team could confirm if using this fix will not cause loss of progress. I have tried this "fix" and it works, but Im worried that all I will achieve will be deleted when official fix will be deployed...
  2. I'm usualy playing in 2 man premade. And I played today also - not even 4 man premade spotted. Maybe you are unlucky. Or blind.
  3. You left match early, leaving your teammates with 7 vs 8 scenario, making it even worse for them - your behaviour was toxic and you have been punished. I don't really see a problem here. If you can't handle losing a PvP match you should make a break for a while and play something different, idk, flashpoint or story. PvP match barely lasts for more then 10 minutes, so losing one match shouldn't be a big deal for ya. I played more then 20 warzones on Darth Malgus this week and I have never saw 8 man premade. Not even 5 man premade tbh.
  4. I think they should rework medals completely - it never made much sense that e.g. guardian can smash damage and randomly press "taunt" and get tons of medals compared to, let's say, a marauder or sniper who can only smash dps. Also, sometimes when u are playing stealther u can carry whole team by planting bombs on voidstar, or recapturing pylons in ancient hypergates and still have number of medals compared to your teammates who only farm numbers.
  5. Yeah, 7.2 is real gamechanger. Game feels so alive, especially on Ruhnuk - teams for world bosses and heroics are assembling in the matter of minutes, PvP skirmishes going on, people running around doing dailies and story... PvP changes are also rocking, it seems like more players care about objectives. With a new planet, PvP revamp, Life Day event (with few new rewards), Galactic seasons and PvP season, it feels like so much is going on. I wish that we could get updates this big more often.
  6. Bug is fixed now, thank You SWToR team!
  7. I was looking for any information about it in 7.0 patch notes and haven't found anything. If it really is intentional change....:mad:
  8. For some reason, unlike pre 7.0 achievements list (which displayed already started achivements as yellow and fully completed achievements as green) 7.0 achievements table is blue. Regardless of whether achievements on certain planet, flashpoint, operation etc. has been started or not they appear as blue in achievements list. It's a minor bug, but it takes away satisfaction from completing achievements
  9. Dear Keith, I believe I understand what are SWToR team goals in 7.0, however they are simply implemented in wrong way. You say that you have read players feedback about 6.0 "that farming one particular piece of content or weekly to gear up" wasn't fun. By limiting player choice as to which weeklies and dailies we can do each week, all you achieve is that players will do the easiest weekly on the list and repeat it on as many alt characters as possible. Do you really think that someone is going to do Hoth Heroics or Section X while Czerka and Black Hole are on the list? Section X takes three times as much time as Black Hole. As for limiting flashpoint choice and requiment to queue for random flashpoint to progress weekly mission... all I can say that runing "Ruins of Nul" three times in a row is not fun and it is exactly what you said you wanted to avoid in 7.0. I taked with my guildmates and we came to conclusion that weeklies and flashpoints should provide rewards according to their length and difficulty. For example: weekly on Section X should provide better rewards then weekly on Czerka, Heroics on Tatooine should provide better rewards then Heroics on Coruscant, etc. Same goes with Flashpoints. Make all of them available via group finder. Change flashpoint weekly to require for example 9 points. Each flashpoint should be rewarded with number of points based on flashpoint difficulty and amount of time it takes to complete. For example Traitor Among The Chiss should be rewarded with more points then Hammer Station. And of course flashpoint weekly shouldn't requie queuing for random fp. As for your last paragraph... Shared tagging is nice but it didn't solve the problem of long respawning times of crates, ships and other clicable objects. I observed that "spit" and "slap" emotes are more commonly used since 7.0 (at least in areas with large population and clicable objects ).
  10. I agree with everything you said. New UI looks terrible, purging abilities is awful idea, gearing system is grindy as hell, amount of bugs exceeded my worst fears, both story This is literally the worst expansion is SWToR I have ever played.
  11. There is some kind of bug or glitch on voidstar which makes winning team lose the game. I experienced three realy weird situations recently (few days before recent update and today - one day after update 6.3.2). I was part of the team defending an objective. Enemy team passed through first doors and bridge. During the second round, we passed through first doors and activated bridge with around 4:30 minutes left (much faster then the enemy team). After that, game ended and suprisingly my team have lost the match. I also had two more "buggy" situations when voidstar match was tied and the team with less kills won the match. I don't think that win/lose system is working as intended
  12. Ok, I understand that new player may have a little problem with navigating through all of his/her skills, but in the end he/she is a new player so that's normal. It takes time to get used to a new game. I was a total noob when I started playing SWtOR and now I'm easly switching betwen all of my 17 characters, each one of them on different build. I wouldn't mind if Bioware made totally new skills and then we would have to choose betwen them, but removing skills which already exist is simply wrong. Also, unlike some of other games like e.g. Star Wars Battlefront 2, SWtOR is Tab target game. There is no aiming in SWtOR. All you can do is learn your rotation & smash your skills. If they remove half of abilities game will be too simplifed.
  13. New character panel is ugly as hell... As some people mentioned before, we need a way to minimize amplifier list. Also idk why character portrait is so big, it looks terrible because of visible pixels on contour of character.
  14. Locking new augments behind ranked and master mode operation is a terrible idea. As far as I remember, when Onslaught expansion launched, SWTOR team encouraged "play as you want and be rewarded" ideology. I also doubt that making new tier of augments will encourage people to play ranked or master mode operations. Problem with players not queuing arenas is a little more complex then lack of rewards (e.g toxicity, cheating, class balance). Whats more in my opinion adding new set of augments, which only boost player stats is cheap and boring idea. What about making new set bonuses or tacticals, they at least change gameplay.
  15. I hope they will fix this abilities soon. I was killed countless times by them in PvE and PvP. I even made thread in bug section about it, these are some of my favourite shadow stride moments: 1) Huttball (classic map): Once I grabbed the ball I decided to use my beloved Phantom stride to leap to an enemy standing above me on the platform. I was just thrown at the enemy score line and immediately killed by "fall" effect. 2) Yavin ruins: While dueling enemy operative phantom stride placed me inside pillar. Unable to move, I was forced to kill myself with /stuck command. 3) Flashpoint, Assault on Tython: I used my ingame-favourite skill to leap to group of flash raiders which where only few meters above me. Phantom stride throwed me hundreds of meters up and I died from falling.
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