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NovelaCreed

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  1. While it may seem that adding costs to Quick Travel and travel to/between strongholds is a good thing, I look at it as being really harmful. 1) Quick Travel has been less expensive, than taking an in-game taxi to an area. This is especially true when traveling to what is generally the only "rest zone" you will find on any planet -- which incidentally is the cantina. Although you can travel to the general area in a taxi and run to the cantina, often if you are in the middle of a hostile area, it works out better to shuttle (QT) to the cantina or another unlocked quick travel point. ALSO, the charges being set at a minimum of 100 and maximum of 5000 based on distance is exorbitant. The charges need to be scaled by planet if you are not planning on essentially destroying the usefulness of Quick Travel ESPECIALLY if you need to return to a specific area multiple times in order to fulfill your missions for that planet *cough,cough* Sith Sanctum *cough,cough* I can see having the cost for the quick travel be equal to the cost to use the taxi to that area, but NOT having it cost up to 200 times more. THAT would likely turn off both new and veteran players -- especially those who do not have a huge credit buffer in their legacy bank (or in the case of new players, those who do not yet have their own stronghold and therefore do not have their own legacy bank) 2) While having costs for travel to Strongholds (other than "smuggling" to the other faction's capitol world) seems worthwhile, I do not think that having costs for transiting between strongholds would be a good thing. I have all the available strongholds and some of them have usable features such as material selling Jawas and some do not. ALSO, if I am traveling to multiple strongholds, I am often doing that to decorate/change decorations and having a charge just to get to a SH and decorate seems excessive to me. What might be more useful is to expand the Individual legacy perks by adding more of the "Transit to [insert planet name]" to include more things similar to the credit charge to purchase instant access to your ship from any place in the galaxy -- or even to include a cost to transit to your ship from anyplace other than the initial spaceport/station/shuttle pad for a particular planet AND scale that to the cost to get to a planet from another planet. For example, make the cost to "instantly" transport to your ship from the wilds of Belsavis equal to the cost to travel TO the Belsavis space station from Taris. 3) If you are using a stronghold like Nar Shadaa (for example) to transit FROM Nar Shadaa to the Stronghold and then BACK to Nar Shadaa as a way to drop off credits or items (like Companion Gifts not suitable for your current Companion) having a charge like that will DISCOURAGE people from using their Strongholds more than having the stronghold costs stay the same when going to and from the planet they are on does. As far as repairs go, I like the system where if you make regular repairs without dying that it costs a lot less, but I don't think that having to repair after/inside warzones is a good idea. For me, that would be an additional reason to avoid doing warzones/any other type of pvp like Starfighter. If you penalize people for doing PvP by now adding repair costs to it, you are not encouraging people to actually engage in all areas of the game.
  2. If you download the SWTOR Security Key app and link it on the website, it allows the STEAM download to work with no issues. PLUS you get 100 Cartel Coins monthly just for having it.
  3. It looks like he comes with his own crew........ hmmmm
  4. As a player who absolutely hates PVP and had found the only way to make Conquest goal on most of my alts is to PVP I am really tired of being told that my crafting toons are basically useless for conquest anymore if they have to gather ALL the materials to make the parts of the invasion forces to craft and then "donate"... and then only ONE "Dark Project" counts for the ENTIRE legacy!
  5. [*]Crafting - Crafting is a key part of Conquests, and we certainly did not want to remove that. However, we know the use of War Supplies and crafting was contributing too much to the overall competition of Conquests. For that reason, we reduced the overall effectiveness of Crafting, but added new functionality to War Supplies that they can be consumed to add Conquest points. Allowing you to get points out of them twice if you want, or you could craft them on one character and then move them to other characters to gain conquest points. Crafting in Conquests was just too good prior to 5.8. There is a feeling though that we cut a bit too deep on its overall impact to Conquests. The War Supply schematics were combined which made them harder to craft, and their point contribution went down, even with the added functionality of being able to consume them. Plan: We are going to give it some time and monitor the impact of these changes, and then we will make any needed adjustments in 5.9 or beyond. On the subject of DISLIKES -- I definitely DISLIKE how the devs have "streamlined" crafting War Supplies so that low level crafters CAN'T do it anymore. You used to be able to craft your first tier of them at crafting level 150 , your second tier at crafting level 300 and your third at crafting 400.... when you were able to craft the appropriate level of assembly components.... NOW you have to have ALL tiers of components up to crafting level 400. This pushes lower level crafters completely out of being able to contribute War supplies to their guild efforts. I'm certain that is not what was intended, but that IS what is happening. What I would recommend is having the old tiers of craftablity being restored while keeping the same lower level of points. This way lower-level players are not being forced out of being able to participate.
  6. On the subject of DISLIKES -- I definitely DISLIKE how the devs have "streamlined" crafting War Supplies so that low level crafters CAN'T do it anymore. You used to be able to craft your first tier of them at crafting level 150 , your second tier at crafting level 300 and your third at crafting 400.... when you were able to craft the appropriate level of assembly components.... NOW you have to have ALL tiers of components up to crafting level 400. This pushes lower level crafters completlely out of being able to contribute War supplies to their guild efforts.
  7. Any Idea when the bug that has been keeping some smugglers from getting Corso and Risha back will be ironed out?
  8. I understand that Empire and Republic are two logical factions, but I think Underworld should be a third with the Bounty Hunter and Smuggler being part of THAT faction. There could be a possibility of adding a "grey/neutral" Force-sensitive group for this. Bounty Hunters and Smugglers generally work with both Imperial and Republic governments and individuals
  9. Rather than having to mail credits from one alt to another on a legacy (sometimes cross-faction) would it be possible to add a "legacy bank" tab to the Legacy Cargo Hold where alts can deposit credits for all characters on the legacy to access as needed. This would not be the same way as the Command Points are shared, but more like a shared checking account for characters to use for things like large purchases on GTN.
  10. I have been incredibly frustrated by the lack of Grade 10 Mats on the Jawa vendors because it is impossible to make some of the Advanced 45 gear without more of the Artifact level mats than are easily gotten in 6-8 HOURS of sending companions on missions.
  11. When are the Level 10 Crafting materials going to be on the Jawa Scrap vendors....?
  12. It's happening to me on Voss, Correllia, Hoth and Belsavis as well:rak_01:
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