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Fedaykiin

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  1. Oh yes! I'd absolutely endorse more Imperial Trooper / Imperial Commando / Imperial Black Ops outfits. I'd prefer something craft-able: Expenses don't matter, so long as it can be re-produced and isn't dependant on a supply from a certain source like the cartel market, only obtainable at level 60 or something like that. I'm asking this for all those Imperial roleplaying guilds that just want to build a little trooper section. After all: A Sith Lord's only as cool as the armour standing beside him.
  2. I for one, find Guild Strongholds -great-! There's nothing like crafting something beautiful with several people, BUT: I'm in a big agreement with the OP here. Guild Strongholds have some restrictions that I don't see a purpose in applying. I'm not sure if it's been mentioned in this topic before, but the fact that Guilds cannot have more than one stronghold surprised me! You can have a ground HQ + a flagship. If you're a role player like me (oh god, not one of those!) - and in a role playing guild, you tend to have more than one story going. For one, we strongly separate force-users from blaster classes because of the inherent difficulties in their interaction (it's a preference thing!) - and right now we're only able to accommodate our blaster classes with our beautiful HQ, leaving our Sith to mock around on Korriban (wait, isn't that what they do all day?). So my top four Guild Strongholds "would like to see changed" sorted on personal preference priority: Multiple Guild HQ's Give Keys to non-Guildies Invite or give keys to members of the other faction! The ability to name HQ's (not a high prio for me).
  3. Evolving Companions Discussion (HK-51 & Treek) Introduction & Motivations: Playing with Treek on my Jedi Sage, I've come to see that BioWare has been evolving companions in subtle but spot-on ways. Earlier many of us enjoyed HK-51, who is obviously not a replacement for the legendary HK-47, but on it's own a fantastic companion. I wanted to reflect on these changes, point out how much I enjoy them so hopefully you can do something with my experience to build and further evolve companions. Treek, like HK-51, is again an incredibly refreshing and enjoyable companion. The abilities are unique, the healing and aggro drawing capabilities seem incredibly useful for squishy casters and ranged shooters. Also I'd like to offer this bit of feedback and hope to start up a proper discussion about the future of companions, as a return favour for refunding my Treek companion after an accidental misclick on my inquisitor. 300.000 credits aren't much but I simply didn't like having a furrball on a Dark Lord's ship. Thanks Kate. Disclaimer: This topic might be full of my personal preferrences or ideas. Take very little of this as given facts. Limited companion choices and weapons restrictions: Now, there's a few things odd about vanilla companions. Healers are always cunning companions (with the exeption of one) and pretty much scoundrels/operatives with a flavour twist here and there. Treek's healing is so original, with such unique and enjoyable abilities, it's a breeze to watch her toss glowing orbs and fly on a kite and so forth. Force-user companions are basically always double-saber or double-bladed DPS (with the exeption of one). Many companions which use 'heavy' weapons (sniper, cannon, staff) or dual-wield have the option to wield other weapons, but with great restrictions. This itself isn't a problem so to say, but it does get a little *yawn* that whenever you get a new apprentice or padawan, it's another not-so-very-iconic Jedi or Sith, or that whenever you find your healer, it's some kind of support character. Now, I could deal with this if it where possible to equip them with a single saber, a blaster-rifle or a single pistol. With big-time raid mods, the difference shouldn't feel very shocking. But there are such fierce ability restrictions ("requires saber staff, requires dual blasters"). Their core abilities are limited from use: To seemingly no point at all. ✓ Suggestion: Remove these pointless restrictions so that my companions can actually use all their weapons proficiencies effectively! This will go a long way towards the idea of all these companions feeling very much alike (their personalities aside), Stances on clumsy positions on the companion bar: Treek's stances are on CTRL+3 and CTRL+4 per default. Perfect!! Why not switch all companions most important abilities to the CTRL+3 and CTRL+4 slots? Much more convenient. These should be the healing/damage/aoe/tanking stances for every companion and Assassination for HK-51. I don't know -how- many times I've run around with Elara out of any stance, but if there was an achievement for it, I'd have it. ✓ Suggestion: Set all companions stances to the 3'rd and 4'th slot of the companion bar, and move HK's assassination to 3. Great outfits for iconic looking companions: Many vanilla companions are supplied with fantastic looking outfits which they look most like themselves in. Often side restrictions quirk these looks badly. The Cartel Market is a solution to these things, but there's nothing quite Pierce his armour, nor Gus's outfit. ✓ Suggestion: Make all companions default outfits moddable, so we can keep them in their iconic look. Unfitting companion setups: Aric Jorgan is a deadeye sniper, yet seems to have a big assault cannon when you meet him. This really makes no sense. Some consensus is fine but this is really not needed. ✓ Suggestion: Simply give Aric the ability to use assault rifles, assault cannons and sniper rifles. This way, RP'ers can go through some effort to customize and noone else is hurt. It gives no unfair advantage as I can see it. Final word If you have any realistic companion changes (not things that'll take hours and hours to implement) that could benefit SWTOR quality of life without restricting what players enjoy today, feel free to spit them out.
  4. It looks absolutely aughful. Please: * Revert back to the old colours per default. (So I don't have to "hack" the game I've been playing almost 2 years just to get it ito look decent again). * Allow a "Turn SWTOR into World of Warcraft" button for the kinky candy colour people. (For those tasteless souls who PREFER this..? Beats me)
  5. Thank you -so- very much, Bioware. That's all I have to say. Thank you for listening. Back to hero status in my book.
  6. I fully support opening Lord Calypho to Progenitor transfers. I play to RP. I don't care about PvP or PvE rule sets the slightest. I just tend to roll on RP-PvP realms cause I like to keep "my options open". Aswell as that it's nice for open-world PvP roleplay events. The past week I've felt completely lost on TOR. My friends are all rolling on Progenitor. Other friends can't be bothered to play anymore and are unsubbing. The thing is, you put alot of work in your legacy and your characters. Having just two level 50's and a level 36 legacy is probably not much at all, but I've built it up over 4 months and I have no intention of loosing it. Also, if I level somewhere else, that XP is 'wasted' cause it could've been added to my legacy. The thing is, the Lord Calpyho > Tomb to Freedon Nadd transfer has completely killed off the last few active strays on the server and unless there's some way of me getting to Progenitor, I don't see alot of point in continueing. I'm not going to start over again every time Bioware hits a snag or a technical challenge. Nor will I spend reallife cash on things that, in my opinion, are part of the 'service' that comes with playing an MMO - having the option of playing a game with alot of people along the mindset that was initially promised.
  7. I'd sign this petition. I want Lord Calypho to have some manner of transferring to a RP destination. Preferrences go out to Progenitor. I play to RP. I don't care about rulesets or whatnot. It might be a vague term to you, but it's my point in playing TOR.
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