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matthaxian

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Everything posted by matthaxian

  1. Thank you for the stream and for being so open to feedback before you implement these new systems. I think you are making a mistake tying the set bonus to the shell. It is true that you only need to get the set bonus once, instead of on every tier of gear that you get, And that is a nice feature. However, If you keep set bonuses locked to slot, with so many new sets introduced, it is going to be a nightmare trying to obtain and keep track of gear sets. My proposal is this: Leave the set bonus on the armoring, but make the armorings not bound to slot, allowing us to move the set bonus to whichever slot (head, chest, gloves etc) we want. this will serve 3 purposes: 1. RNG protection. No more frustration for rolling for one piece (say boots) over and over (like those uber frustrating 252 loot boxes). I want boots and get pants instead? No big deal, just move the armoring to the boots. This is going to be even more important now that we have an extra layer of rng, as we are not only rolling the slot, we are also rolling the type of bonus. 2. Less Loot/Gear waste. Say I get a new pair of gloves with A sorceror specific set bonus. But I have already gotten a pair of gloves with a different set bonus that I like. I would like to use them together, but cannot because I can't move the set bonus. So I am faced with deconstructing the gear and returning a fraction of its worth. 3. Organizing and keeping track of your gear sets. Let's say that I have a base class 2 pc, dps specific 2 pc, and discipline specific 2 pc bonus that I want to keep track of, and wear at the same time as that is my preferred meta . I want to put my base-class specific 2 pc set bonus on bracers and belt. dps specific bonus on chest and glove, and discipline specific bonuses on legs and boots. If I want to change from sorc to assassin, I change everything but bracers and belt. If I want to change from sorc heal to sorc dps, I change chest , gloves, legs and boots. If I want to change from lightning to madness dps, I change legs and boots. If you tie set bonus to armoring, and make armorings not bound to slot (so we can move the bonuses around), I will be able to organize all of my gear sets exactly how I want them, without an unfathomable amount of extra farming. It will also allow me to have to move less gear around because I can arrange the pieces that I need to swap out and take only those with me, and to create a system that works for me across all of my different characters. I think any fallout from this possibly speeding up your intended rate of gearing will be mitigated by the fact that people will have to grind for higher tier set bonuses instead of getting a low level shell and filling it with crafted armorings (which is probably how I'd play it to be honest). It will also be a further incentive for people to try harder content for better gear. I think if you had done this in Ossus it would have been much better received and people would have been less frustrated. I don't want to fathom how many 252 pieces I disintegrated for 1/6 of their value. If I didn't have at least 4 of each mirrored advance class to power through the RNG I probably would have given up within the first month. If you did this, I would also change generators/shields/focuses from using armorings to using hilts/barrels (which is probably a pretty good idea anyway).
  2. This is awful. Not only are you forcing us to do pvp, gsf, or some other weekly activiity, we may or may not care for, you added yet MORE RNG BOXES. There was nothing wrong with the first proposal, the strength of which was that we could earn the piece we want COMPLETELY WITHOUT RNG. Not to mention all those toons I ground to command level 300, that was time wasted. Here is how I would fix your proposal, and I will do it without changing your proposed rate of acquiring 258 gear: Part 1: Rotating weekly Instead of splitting the baby between pvp and pve with yet another annoying random rotating misison (objective RNG is every bit as annoying as loot RNG), add ONE overarching weekly mission. Mission objective: Complete ONE of the following: Weekly PVP mission Weekly Ranked PVP mission Weekly GSF mission Weekly OPS mission Any of the 3 weekly Flashpoint missions Complete 5 daily area weeklies (add new mission) Complete 5 KOTfe/KOTET chapters (add new mission) Reward: 1 MW data crystal That way people can do the content they want at the time they want and be rewarded appropriately. I know you think rotating content will spike interest in things, but trust, me, you will just have more people tuning out because they will get no reward from doing what they normally enjoy. Part 2: Ossus Weekly Ossus rewards 1 MW data crystal instead of random 252 lootbox. This will work out much better down the road when people are trashing their 252s. The random lootbox is the most insulting change you are making, and rewarding lootboxes instead of MW crystals is going to make the Ossus weekly unviable failry quickly for most players. Part 3:: gear Keep your 252 shell required for 258's idea. But put 252's on a vendor for 1 MW crystal. 258's cost 2 MW Crystals + 252 piece for belt and bracers, and 3 MW crystals + 252 piece for the rest. Put all 258 mods and enhancements on a vendor for 1 MW data crystal (this is perfect as they are 1/3 of a piece of gear, and they will cost 1/3 of a piece of gear). This will be perfect for the min/maxers. This is also going to allow people fo slot their left side with 252s on their alts as they work toward full 258. There is very little gear waste in my proposal. Part 4: Worldbosses. If these worldbosses are instanced, giving a MW crystal for killing both is okay. If these worldbosses arent instanced, this is going to be a disaster. and a waste. These can be fun, but you would have so many more people doing them if you just instanced them. No one wants to start or join a group if you dont even know if theyll be up when you finally get enough people. Honestly I would prefer you redistributed this MW reward elsewhere or tweaked up your UC rates to compensate. Part 5: Unassembled components If you want to equialize pvp and pve, tweaking UC drops is the simplest and most effective way to do it. I would also suggest increasing the command crate disintegrate rate for UCs to make having command rank 300 at least worth something. No one is going to farm command for a RNG chance at MW crystals or 252 gear,. Addendum: 3 suggestions 1. I havent been on the PTS, but please please PLEASE make all the ossus dailies available at all times like all the non-IOKATH daily planets. IOKATH dailies are really fun, but only after you spend 3-4 days planting a toon at the terminal collecting the mission. I really think you missed a big opportunity when you randomized and limited them. There are alot of people I talk to who speak of IOKATH with revulsion because of this and wont even try it. 2. If 258's dont work with legacy gear, its an absolute nonstarter and instant unsub for me. And binding mods and enhancements to slot (as rumored) is a huge mistake. 3. Please add 1 MW crystal as a reward for completing the Ossus story mission, so we dont feel we are wasting our time running through the story on multiple toons. I don't mind grind, believe me, but there are 3 things that I will not tolerate: 1. An insane level of grind 2. Random rewards and Random activity objectives. 3. Forcing me into content I don't care for. I've played for over 5 years and am no stranger to grind. If you dont believe me, check out my account and see how many command rank 300's I have. I've been patient the past year with the content drip because I feel like you have made strides in listening to players and improving QOL instead of forcing unpopular changes on us. That said, I walked away for more than 6 months after 5.0 and I will do it again if you don't fix this.
  3. Sigh. The response is more disheartening than the initial mistake. I very very rarely post on the forums but I feel the need to now in the small hope I can help salvage something I have come to enjoy. Did you guys not learn anything at all from the galactic command debacle that took you a year to fix even though the solutions were offered to you before the 5.0 patch even hit the server? When you make things TOO GRINDY even the most obsessive grinder wont even touch it. Especially when you make it this alt unfriendly. Nothing should EVER be once per legacy. You nerfed points by a minimum of 75% (in some cases even more). And you think reinstating repeatable wz and gsf (at a fraction of previous points) and throwing a 25% reduction in personal target bone is going to make it okay? There is not a single word about ops in there which were nerfed down the the value of a 2 minute gree fetch quest. You are taking the way many of your most dedicated loyal paying customers have played the game for the last 4+ years and you are absolutely shredding it. And you can't understand why people are so upset. Not a single ops in my guild tonight that has had weeknight ops runs for years without fail. You don't have months to fix this fiasco. You probably don't even have until 5.9. The saddest thing for me is what this bodes for the future when (if) level cap increases. I have been giving you the benefit of the doubt that you wouldnt wipe out the months of work I've put into grinding so many alts to command rank 300, I have to admit the question weighs on my mind as I am leveling GC and questioning whether I am wasting my time (I try to push aside the larger question of how long will they keep the servers running). But I've come to love each and every one of my characters, so I persevere. But after this I'm pretty sure you will just revert everyone to back to rank 1 or start everyone at 300 or some equivalent and make all my 300's worthless. Probably wipe out existing components and xp packs too for good measure. Because that is exactly the move that these conquest changes telegraph. As a side note, I would like to point out something else. Your endgame mats supply is upside down because your requirements for crafting are wonky. Long story short, ISOs are needed in too many things in too large of quantities and are too hard to come by. And strategic resource matrix is near worthless. So my suggestion is to take the reinforced ISO out of the Dark Project reciple and replace it with 2-4 strategic resource matrixes, since it is the conquest mat and the commander's compendium is tied to conquest. An alternative is just change the compendium to require SRM's instead of dark projects (which are still useful for other things). And drop the silly "have to complete conquest to see vendor" req (or at least make them BOL). At current lowest GTN price on SF, 3 dark projects total 2.25 million (I expect that to stabilize above 3 million) , which raises the opportunity cost of the compendium to 6.5 million. Which makes ~500 clicks and 4.7 million to max a companion seem pretty appealing. You fixed crafting by changing unlimited crafting to only be available on a select few weeks. There was nothing broken with that fix as long as there arent planets that are only conquerable on crafting week. These changes will hurt the big money crafters far less than the guy or gal who only has a few hours a week to play and simply wants to hit their personal target. The mat totals as is for war supplies is far too high. I don't mind requiring 5 (or even 8) different grades, but it should be one or at most 2 of each. You would have a good invasion force sink if you took my above suggestion for commanders compendium changes into account. As is I don't think most people will bother with it. I certainly won't.
  4. I'm very disappointed in this update to say the least but I am going to do my best to be constructive. I am someone who participates in conquest fairly casually. I think the quality of life in general in the game has taken a step up since Keith took over, but this is a giant step backwards, and it touches every sub-system of playtype in the game. It's not the reason I play but I usually find time to cap the 4 toons I keep in one of the large conquest guilds using ops lockouts and the occasional craft, heroic or wz.. Someone earlier in this thread was saying , "look at the big guilds making points, they found a way to make points, you can too". They couldnt be further from the truth. Half of those points game from the WB bug. Today we are doing the same activities we did before, but there is a palpable fear in the air in guild and voice chat about how long that will last when people start getting frustrated about not even getting close to capping their toons, or being faced with the choice of dedicating all of their (in many cases quite limited) playtime to conquest just to cap a toon or 2. My disappointment is more in the fear that these changes are going to destroy guilds and the opportunity to do the activities I enjoy. You just aren't nerfing conquest points, lockouts, pvp, gsf, and crafting, you are in danger of ruining a good deal of group activity that goes with it. It's kind of like you forgot why conquest was there in the first place, which is to pseudo-bribe people into trying out new things that they might not normally do. Let me tell you what I hoped for when you announced the conquest update: My hope was that you would change it so that, like CXP, you would reward ALL activities with conquest points and use time investment as a template for how many points to reward. Whether I was pushing another toon through KOTET, farming some dailies or heroics, running the new flashpoint, ops, or pvp, I would be rewarded for my time accordingly. This would make conquest a true measure of player activity within a guild. This could easily have been done by adding a repeatable reward for completing a chapter, a repeatable reward for all 3 difficulties of FP (and hey why not all 3 difficulties of ops while yr at it), a repeatable reward for solo missions in the new group finder interface. As a player with many alts I don't get the once per legacy objectives. I think they're silly.. I love that you added the Iokath weekly and Colossus droid, but its awful that you can only do it on ONE TOON. I think you are drastically overcomplicating things. Basic repeatable objectives like finishing an ops,fp,heroic, wz, gsf, etc, have always been the backbone of conquest.. My biggest objection is the huge nerf to last boss lockouts which was clearly intentional. I was skeptical when I started running last boss lockouts. But I have come to really enjoy them and they are my favorite way to earn conquest points. And if you really want to incentivize running the whole ops, instead of nerfing, you should add a repeatable objective for killing any ops boss. There are so many advantages to a last boss lockout: you as devs may be missing: 1. If you miss out on a run there is another starting in 10 minutes. This is not only great for busy people with kids and jobs, It keeps guilds together by keeping people from being left out and getting them on voice chat. 2. You get to play different alts and learn different roles in a low pressure environment. 3. You get to skip the "pugkiller" bosses that you may or may not be able to carry the weaker members of your guild through. 4. Contrary to popular belief, this is one of the best ways for small guilds to compete. A guild of just 8 dedicated people could put up a million points a night under the old system. 5. Ops allow the most people to participate, which is the whole point. If you tied ops objectives to killing bosses instead of (or in addition to) completing groupfinder, guilds would start running 16 man groups and even hardmodes to make points. It's a bit frustrating to me that my CQ guild won't tackle VOTMG, but nerfing lockouts into oblivion isnt the way to fix it. I like the change to guild rewards (meeting a set target instead of making top 10), it allows smaller guilds to work towards their flagship (or would if you hadnt so drastically nerfed points). I think that your new UI would be much better if one time, daily, and repeatable objectives each had their own tab instead of being shoved together. I sincerelely hope these changes were an honest mistake and not intended to hasten the winding down of the game.
  5. Why nerft the quest reward, why not the bonus quests? When the credit reward for completing a heroic is the equivalent of 2 green trash drops that is too much of a nerf. I get they are trying to drive down inflation but 7k a pop at level 65? why even do heroics? I really wouldnt care about this as I make enough money from other sources to not worry about heroics, but the unlock costs of the gifts, and new portable banks are disgusting. Those are per character at per legacy wide prices. Please move those to legacy wide unlocks. or drastically, and I do mean drastically, reduce those costs. Because at 2 million a pop for a portable legacy bank initial unlock, I'm not even going to buy the initial unlock on any of my toons. It's just insulting combined with the grind event. Hey everyone, level 8 new toons. Oh and here are some quality of life improvements but we are going to try to force you to pay real life money for them. Stuff like this is what happens when a relatively small numbers of microtransaction whales account for a disproportionate amount of income. I'm subbed through the end of season 1 but I will be leaving the game for good if this garbage isnt reverted. I am one of the remaining few who went along for the ride with story-only content and no new ops, but being insulted with a grind event and now them basically shaking us down for cartel coins? I've enjoyed the SW content Bioware has put out since KOTOR, but I can't keep following a company that treat their customers like this, that drops info on an unpopular grind event 4 days before release and shoves outrageous unlock costs and economy nerfs into a patch without seeking any input at all. Its their game they can do what they want, but it seems the accountants have taken over and anything nice we get from the developers gets tainted.
  6. Did them on all my toons (one each from all 16 advance classes) easily for Bowdaar in an augmented 220 legacy geared non set bonus set with 220 mh/oh and a 216 or less left side (ear, implants, relics) on most of my toons. On a few of my toons I cashed in after fight 9 and re-ran it completely to max out the influence gain from the bowdaar quest (you can get him at inf level 15 instead of 11 this way). Then went back and did all fights as dps/dps on madness sorc with level 50 comp for sprint champion which took a little bit of trial and error learning best way to deal with mechanics and positioning. The only place i can see gear really being an issue with this is for people chasing the fastest time because that little bit of extra stats on 224 gear can be the difference between being able to skip a mechanic/add spawn entirely or not, and a quicker kill will mean less damage taken. Would be more interested in seeing stats for companion type (melee/ranged) and influence level. Sadly I havent gone back to play EC for about a month because the rewards are terrible and this was argued ad naseum before this was even released. Gear is ugly, decos are holographs. I understand wanting to keep the ops gear separate by making the 216 rewards all static, but you really should have thrown people a bone and at least included left side gear (ear, implants, relics) in the purchasable 216 rewards. It would at least give people a small reason to run it more than once on new toons or to gear for your offspec. As of now I havent cashed in a single EC token. It did a nice job of teaching newer players not to stand in stupid and the importance of kill order. Would have been nice to see a few times where interrupts were critical as that is one of the biggest fails I see in players new to ops.
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