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LukeBorgman

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Everything posted by LukeBorgman

  1. I agree. Legacy costs for ship and convenience are out of my reach even though I'm over legacy level 26. My suggestion is to make higher than current legacy requirements drop or eliminate the cost. For example, waive the credit cost if legacy level is +10 above the minimum required. level Give me some hope of getting the legacy perks without farming credits. I won't do that. I got a job. I play SWTOR for fun and farming credits isn't fun. The current legacy reward costs make them a sad tease. I know those who like to do repetative things that get them the credits need a worthy place to spend them and they should be rewarded too. Please give the rest of us a way to get rewards too.
  2. /agree I love playing a variety of alts and having to mail to same-faction alts and use Nar Shadaa GTN for cross-faction alts is more of a pain and a risk than should be necessary between my own characters.
  3. This really irked me since I had more than 9000 affection with him by that point. I would have preferred that at that affection level he'd at least say he was forced into the betrayal somehow. For him to tell me, at that affection level, that he basically thought I sucked, was just a total story/game mechanic disconnect. And I agree that at that point I should have been able to split him in half in the most violent fit of rage I'd displayed up to that point. ...and then, since I NEED a healer companion, they should have let me bring him back as a brainwiped cyborg or something....
  4. I agree with the OP: SWTOR should consider PvP actions (doing damage to enemies, healing, buffing, or rezzing flagged comrades, anything) disabled and not possible by a player who is not also flagged for PvP. It violates the mutual consent premise of PvE servers.
  5. Can anyone confirm or deny that the earlier reply in this thread that there was an XP nerf in patch 1.1? As for the OP: I prefer a game that lets me level a character to the cap in a month or so (I got 1 of my characters to 50 in the first 2 weeks of very solid play time during Christmas vacation; it would have taken more than a month or 2 at my regular pace.) One of my favorite MMO experiences (early SWG) allowed me to cap relatively fast then focus on exploration, group adventure/hunting parties, harvesting/crafting/marketing, estate building, guild fun, town defense/attack PvP... But not to start a theme park versus sandbox fight here, since I think SWTOR is the new celebrity spokesperson for theme park. Basically, faster levelling allows the developers (and players) to focus on breadth and depth of endgame content (dreamin' here). Instead of having to spread it (and grouping opportunities) across all the levels, they can plan enough below 50 to get you to 50, then the rest for endgame. I hope they don't slow the progress rate and never raise the cap. ...and don't add new, order of magnitude better tiers of gear at the top like EQ2 did. Don't make the endgame about entirely new levels of the same things, but rather more different kinds of things and ways to play the game with other players.
  6. Since the last time I did a Flashpoint run in a PUG, I was told to skip all the cinematics since everyone but me had seen it before, I gotta think Bioware may be wasting precious developer time on story in Flashpoints few are seeing. Just a tip to Bioware (I hope you have a way to log this): Before spending a lot of time on story for Flashpoints (and maybe this is an issue for Heroic missions too), take a look at the play time the story is getting versus usually getting skipped through. Since in STWOR, the group content (Flashpoints in particular) is mostly action-oriented (versus social or fantasy oriented), that may not be the place for the story content. That's the place for "go go go!". If you're bummed about that predominant player culture, consider adding more breadth to the content to attract and retain a variety of players, more of which are more likely to appreciate the story. It's a tricky balancing act I know.
  7. I wanna put my votes in for three MMO features that are missing from SWTOR: an account-wide shared bank, Guild Halls, and Player Housing. 1) Shared Bank: I should be able to trade loot and crafted items between ALL my alts without paying for mail or having to pay fees and risk a Nar Shadaa GTN trade for cross-faction alts. I earned those items and there's no reason I shouldn't be able to use them on all my alts. 2) Guild Halls: involves similar technology to Player Housing but adds the value of more meaningful social interaction and community in-game. The ability to add features including vendors, trainers, bank, guild-wide bank & both faction GTN and cross-faction GTN could be rewards for guild-wide efforts. Working together for a shared reward is a bonus. The ability to meaningfully support guild communties is important. 3) Player Housing: allows a more meaningful connection to the fantasy world in game, has potential social benefits, and is fun for those who enjoy it. It broadens the appeal of the game to a wider audience, therefore it enriches the player base which even benefits those who don't care about it. A diverse player community is better for the game as a whole than a very narrowly focused one with players who only care about all combat all the time. By the way, the latter players are also players less interested in the storytelling Bioware is so good at. Missing this fantasy feature undercuts appeal to an audience that Bioware is in a good position to attract. The ability to decorate creatively with objects found, with varying levels of difficulty, throghout the game, and display them publicly, even when you are offline, is key to this feature's success.
  8. Player housing adds depth and fun for some of us. My girlfriend is not likely to play SWTOR for long due to the lack of it. Player housing gives me a deeper sense of immersion in the game world and let's me connect with it more than just picking A, B, or C on dialog after dialog. I think player housing and player cities in SWG were great! I know SWTOR is a very different game, and I don't expect the same options here. The thing I like best about player housing is the ability to be creative and make a virtual space within the game world feel like my own. I also like the option of visiting others' places. Ships won't really allow that in the owner's absense or beyond a current group. Ships also won't really support the level of clutter (trophies from big hunts, exotic gifts and goods from around the galaxy) I want in a player house. Guild Halls should come next though since that's a similar feature but with broader appeal. If we can't connect to other players in the game (beyond Flashpoints where you have to skip all the story because the ADD PUGgers have already seen it or don't care), or occasional Heroic run group, or PvP, then it's really not very "multiplayer". Social aspects are important and player housing done right is a social feature. Ships, even customized (#1 - 6), won't do that. They have to guess how much they will make from whatever options they choose to implement. It's an economic decision. I assume they already know that love of Star Wars can only keep players for so long (maybe not as long as they think), then the variety of quality play and depth of immersion matters more every month. ...especially as long as they stick with the failing $15/month revenue model.
  9. I think skills cost WAY too much. The curve is very uneven (at least for Sith Warrior) with skills costing a lot less at 48 than at 47. And I couldn't afford speeder skills til many levels after available. That was the worst at 25 when running between missions became very painful. It looks like some people's play styles make credits a non-issue, but let me support the OP in that for some of us, it's VERY TIGHT due to costs out-stripping income. I learned how to minimize the pain after my first time through by not using crew skills for harvesting unless really important. I'd say the first speeder skill is definitely over-priced considering how important it is and how unlikely a first-time player is to think they have to be saving up for it. My first time through, I actually thought I could afford a piece of upgraded equipment from time to time. Advice to first-timers: Don't spend money upgrading equipment before level 25 until you have 50K. They should add a mission to point that out. No speeder at 25 HURTS! ...and don't use crew skills for harvesting unless you have a plan to make the money back.
  10. I had to unequip mine since there is no way to use regular missles after you run out of proton torpedoes, so on missions that require torpedo-size targets, like shield generators, if I don't destroy the right 4 things, the mission fails. They need to make targetting everything switch back to missiles once you're out of torpedoes.
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