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Rizenfell

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Everything posted by Rizenfell

  1. And there seems to be decent support for Item Stack/Inventory restrictions (which can also unbalance the server economy, of course).
  2. I absolutely agree with the thrust of this. I am enjoying a simpler and less strained economy. My one concern is the settings that have been made to the game to effect a credit-sink may not be as necessary on Shae Vizla (in other words, players on Shae Vizla pay an inflated cost (compared to earnings) for quality of life services such as repairs and quick travel). Regarding limiting or restricting credits and item stacks, I agree in principle. Allowing credits to come across would immediately bias the economy and market badly. I do feel for the very high cost others are mentioning for repair costs of high-end operations/endgame, but that does not impact me. Regarding achievements being transferred: I am torn. On the one hand I enjoy the fresh start, but on the other, some achievements are ultimately painful grinds I don't have the time or patience to do once more. Stronghold unlocks are another matter. That's a lot of Cartel Coins or credits to spend once more; and I feel they should be tied to my account (like collections), not to my legacy. Ship unlocks were also nice but I can live without. So far I have spent Cartel Coins on Improved Mounting and Rocket Boost. Luckily there can be bought with CC at a low legacy level, and I (personally) consider them essential for a good playing experience. So I do not mind having spent the Cartel Coins on these knowing that at some point down the track that expense was unwarranted when my legacy transfers (as it was expected to be before this discussion!). Basically, I hope that everything in Legacy > Global Unlocks > Other comes with whatever a Legacy Transfer ends up looking like and doesn't need to be repurchased. In summary there is absolutely no need to allow credits or inventory/items to transfer, for sure. Agree with this wholeheartedly! This, so much this! I want my decorations which represent so much time and effort, that suddenly becomes a grey chore to collect them again, even if I can. This tainting what was a fun challenge into pointless grinding. But it's not a deal breaker, as I can go other directions. Just a very high want.
  3. Rizenfell

    APAC

    I've posted a thread about a suggested change to Character Transfers elsewhere. But specifically on points raised here, and speaking as an Australian... All are absolutely welcome. NA, EU, every corner of our wide and wonderful world — not just out little;e APAC corner. And of course experienced players are welcome, too. I agree with this too. SV is very friendly to newcomers, and it's fun seeing the old guard moping on about what they are missing but still having a crack at it. And it's awesome to see so many helping the true newcomers to the game, too. Absolutely agree wit this so very strongly! Although I think materials and saleable items ought to be prevented from transfer as well.... (I hope none of the above snippets are out of context!)
  4. Here here! Lovely idea, frankly. (And yes, basic Ord Mantell Corso is a bit raggly, I agree).
  5. Fellow traveler, kindred spirit! Thanks for that reply. Starting over has been fun indeed. And I am with you — whatever happens, let Shae Vizla have the chance to grow and thrive.
  6. I did unlock the salient (what I consider critical) Legacy perks (mount flourish, rocket boost and one other). I do take your point! And I agree, if the true focus of a character transfer was to transfer the character (and the associated unlocks, legacy unlocks and achievements), then 10 million to get along with wouldn't break the economy. And yes, I've no wish to re-purchase all my strongholds! Or dig up HK again, or... etc. So yeah, I'll do a transfer. But using a transfer as a mule to bring in vast wealth or many items or materials that can be converted to wealth just seems... wrong.
  7. TL;DR: Please consider changing Character Transfers so that excessive credits and tradable items and materials are not able to be transferred to the destination server. I've been playing on Shae Vizla since the day it opened, and it is a joy. Finally, a ping of between 7 to 10 ms (I live in Sydney, Australia). It is a level playing field for all players. So far it has been a lot of fun and I have rediscovered my joy in the game. What I am not looking forward to are when Character Transfers open and existing players bring forth billions in credits and a multitude of materials and saleable items. My thought is that this will immediately distort the economy and give rise to an uneven and inequitable playing field; the haves and the have-nots. I see that a lot of development focus has been given to the economy and this is great! But time and time again, on Shae Vizla, I have heard comments like this (not my comment): "My quite open plan of attack for SV, wait until character transfers open, transfer a > 25 level toon from each faction, bringing with me a couple billion credits and enough mats to begin crafting right away. New toons will come after." I do see a place (of course!) for Character Transfers! The focus is on transferring the Legacy, strongholds (if bought with CC) and hard-won legacy unlocks and achievements. So here's some suggestions that could be considered for Character Transfers: Limit the credit that can be transferred to (say) ten million credits; or none at all. Make any unbound item that is bind to that character or legacy, and not able to be sold. (Or unable to be transferred.) Prevent the transfer of crafting materials For me, Character Transfers are about the character and legacy and achievements, not the wealth or items they happen to have in their cargo hold. All right, that's it. Back to playing SW:TOR (in between throwing another shrimp on the barbie and feeding my elite squad of killer koalas).
  8. Republic Court and Imperial Court are guilds for each faction on the Shae VIzla server. At the time of this post, each has about 700 members (and growing!). The guilds focus on Galactic Seasons across all servers; with large yields for conquest, English speaking and casual game-play. Each conquest grants a large yield server (more rewards for you!) and at the time of this post has an 11.95% bonus to experience and reputation (also growing!); as well as a perk granting 10% extra conquest. The guild levels are growing at the maximum possible rate permitted by the game. New members are welcome! Your home away from home. Friendly and drama free. To join: Type /cjoin courts to join our custom channel and ask there; or Join us on Discord and ask there (https://discord.gg/NTnpdgZ); or Search for Court in the search window of the Social Window.
  9. You will be able to transfer your Legacy and retain all your achievement; and unlocks will transfer too; and I look forward to running into you I hope! I am loving Shae Vizla so far. Nice guild, awesome latency (7-10ms), and all the rest. Sure, when it comes time I will transfer a character from my old server and max out my legacy, but that doesn't stop me playing now and having a great time. Edit: Strongholds do transfer. In fact, I am enjoying running with so few achieves and unlocks, although I did cheat and spent CC on Rocket Boost and the Mount Flourish for me new Legacy
  10. Same here, in Australia. It is greyed out in the server list.
  11. Dear @CommunityTeam UPDATE! I am now on my third Imperial character (in the last week) that is attempting the Manaan story line. Each time, this bug prevents progress. As above, none of the suggested workarounds are effective any more. In addition, this has fallen off the known issues list. Each time, Customer Service have been great and have auto-completed the mission once I lodge a ticket. As this is recent content, I would love to see this back on the Known Issues list. I believe it impacts as a large number of players. Thanks, as always!
  12. Imperial Mission: Fortification Objective: Locate and Take Control of a Cargo Loader I can confirm this bug continues, and that the workaround no longer works. In addition, it seems to have fallen off the known issues list here. I have tried: • Exiting to fleet to relaunch the mission • Exiting to Stronghold and returning • Quitting the game and relaunching Please add to known issues list, advise a functional workaround, and try and resolve. Unable to progress the Manaan story line. @CommunityTeam
  13. I am currently completing Desecration on my Imperial. I've run this about ten times on other characters, and it is always a challenge, usually with multiple defeats along the way. In this sequence we fight in the Ruined Library of Ossus with Malgus as a companion. Issue: Malgus simply doesn't cut it. He dies over and over again (as do I) to vastly more powerful and numerous enemies. I am a competent player and get through it. Compared to the Republic Ossus missions this is an entire order of magnitude more difficult, even after the fixes in 7.0.1. Takeaway: The fix in 7.0.1 wasn't enough. I don't want this fight to be easy, I don't mind challenge, but I do not enjoy so many instakills.
  14. Here's a suggestion! Make dyes of the same colour able to be stacked. That would help save a stack of space for many players!
  15. I can confirm, this happened to me as well. I lost progress as a result.
  16. I can confirm, this happened to me as well. I lost progress as a result.
  17. UPDATE: It gets worse. Crafting this doesn't create kits, all I get is Frasium 7 as output.
  18. Update: This schematic is completely broken (see second post)), all it created is Frasium 7. ... in this week where doing a GSI Weekly is a Season Objective, I thought I'd make some GSI Triangulation Enhancer MK IIs. What I found was that although I can craft the item immediately after purchasing and learning it, if I transfer instances the item if forgotten. It needs to be learned again (and again and again) each time before use. (This schematic is bought from the GSI Reputation Vendor, Nar Shaddaa Upper Promenade.) The workaround is to craft a batch immediately after learning, before switching instances. Not happy! Can someone confirm?
  19. I tried Lord Scourge Customization 8, no luck. Other customizations preview okay, but the default or 8 are the only ones that I like. So — definite bug!
  20. Hello, I can't see this reported elsewhere. When I equip Lord Scourge with Vintage Brawler, the chest piece does not show any skin texture. Instead, the skin is a flat black (a la Archer and his turtlenecks). Please fix! or add to known issues. Image below. https://photos.app.goo.gl/5BV63ZQRb3DmHSMQA
  21. Thank-you. Yes, I was aware of the general vanishment at server reset times; but not being able to re-collect the Heroic is what is the bug
  22. Hello, Me and a friend were busily and happily completing the Black Hole Daily and Weekly close to server reset time (11PM Australian evenings). We were in Hypermatter Directive when the server reset rolled around. That caused the daily we were in to vanish from our Mission Log as well as the [Heroic] End of Torvix. We got the daily back from the terminal, but the Heroic does not appear any more. As a result we're stymied from completing this weekly this week. I think this is a bug?
  23. Hello Keith Kanneg! First off, thanks and kudos for the posts I reference below! I'd like to take this opportunity to make a couple of points along the lines you have suggested here in the post of 21 July. Specifically that bit about being 'concise and specific ... how it will affect other players, fairness, progression, impact, to help us truly understand and weigh your thoughts against the entire plan/direction' And also specifically about some outstanding Quality of Life issues that are the reason this game is one I have left, again in the spirit of what is mentioned in the 2017 roadmap here. In part the road-map suggests: We have been saying for a while now our focus this year is to return to massively multiplayer and group-based content.. and later Quality of Life (QoL) is a term regularly used to reference improvements we make to improve your game-play experience. QoL improvements include... QoL suggestion: Provide a means for us to stay in touch with our in-game friends no matter what (unknown) character they are on, or what faction they happen to be on right now! More feedback: • There is no simple way to see if my friends are online. if I have happened to friend the character they are on, and I am on the character that happened to do that, then fine. This does not happen often! This seems a huge barrier to easy group organisation within a successful MMO. (By way of comparison: The game I fled to was ESO. There I can see when a player is on no matter what character they are on; and getting the guild together for good content is oh-so-easy.) • Despite a huge number of areas when characters of different players can now co-exist, there remains no way to communicate with a player privately (or via guild) if they happen to be on a character of the opposite faction. A fellow guildie might be online and about to turn up, but if they are on the opposite faction and running late, we've no way of knowing that. Of course there's clumsy third-party workarounds. Discord, forums, chat programs, voice and all the rest. However the lack of an in-game unified method to communicate with 'our' players easily within the game (no matter where they are in the game) is a deal-breaker for good fun grouping and MMO-goodness. (In truth I remain dumbfounded at just how hostile the SW:TOR game remains to easy expected means of staying in touch with in-game friends). So with the obligatory (tongue in cheek!) bit about having been a subscriber for years, and only being back for two months to help a friend out, the above is a significant irk that helped drive myself and my fellow friends away from the game.
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