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BiggerChickens

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Everything posted by BiggerChickens

  1. The crafting panel has been in need of an overhaul for a long time, not for cosmetic reasons, but because of poor functionality. If you unlock a special gathering mission, you probably want to...you know...do that mission. Rather than moving the view to that mission level and specific mission, it appends it to the bottom of the list, so you have to navigate first to the level of the item you just used, and then scroll to the bottom of the list. Similarly, let's say that you need more grade 4 gemstones. You send one companion on a mission to fetch them. Then you are given the choice of scrolling through the entire list of companions to your next available companion to select another level 4 mission, or you can choose your companion and then scroll down from level 11 to level 4 again. It's seriously aggravating. Finally, why isn't there a "Repeat Mission" option when completing a gathering mission?
  2. I don't really care for GSF, but I have to say that this is a pretty cool idea. This would be fun for RP events, too, but BioWare has long since proven that it has no idea what to do with roleplayers. 🤣
  3. I think that people are missing an essential point: BioWare actually prefers it when game currency is worthless. When I look at an item that I really want for my character or a stronghold and see that it is 1 billion credits on the GTN and $5 USD in the Cartel Market, it comes down to a pretty simple calculus: which is worth more to me? The time it would take me to make a billion credits, or the time it would take me to earn $5? BioWare wants me to spend the real money. There are multiple threads with pages of posts about this "issue". What players fail to realize is that this is working as intended, and that BioWare has no motivation to change this. I'd also like to suggest that if BioWare is not actually selling game credits through shell companies, they are being completely foolish. Why would you allow someone else make real world money off of your in-game economy when you could do it yourself, and without the need for "farmers" or "bots"? Curb the credit sellers? They are the credit sellers!
  4. I am currently 65th in queue for Ebon Hawk. Interestingly, the Server Status page says that The Ebon Hawk's server population is currently "Light". Presumably this is an artifact of today's maintenance rather than a reflection of dramatically increased server volume. I will say, however, that if this happens after the server merger, this would be a reason to cancel my subscription. There is absolutely no reason to pay for a game I cannot play.
  5. I would actually like to be able to see more info about the characters from the login screen, too: Command level, currently equipped gear, maybe crew skills. Character level means much less now with so many level 70 characters.
  6. I laughed out loud about this. Go back to the roadmap, and pull out everything it says about the roleplayers in this game. Did you get it all? Not. A. Word. Roleplayers are not even a thing as far as the developers are concerned. I mean, even GSF is getting some love for Force sake. All six players who actively participate in GSF are thrilled! I have to admit that I will be curious to see what happens with this as well. Bioware's stance on roleplay in general seems to be, "We do not talk about roleplay!" To a very real extent, a lot of what the company does is directed at getting non PvPers into the PvP experience. Putting M1-4X behind the PvP wall is one example that created a furor. The UC system whereby PvPers could rationally choose their equipment while PvEers had to rely on RNG is another. It makes sense, when you think about it. Solo content requires an enormous investment: writing story, recording dialog, creating new areas, ideally there is a new encounter or two. PvP changes are comparatively simple, and could be as basic as changing a few numbers in a database. If they can keep people interested in the PvP part of the game by buffing class A or nerfing class C, it's a business win for them. I don't expect them to come out and say, "It's been really tough to get people into PvP. Nothing we've done really seems to have made it appealing to the non PvPers," because they have to continue to promote this part of the game. I have been wondering if this was going to happen ever since they took away the "RP" descriptor on the servers a while back.
  7. This change is long overdue. Right now, the way the dye mods work restricts you to the original Crayola 8 colors. It's the way armor colors were changed in games 15 years ago, not the way modern games handle customization.
  8. I think the OP's point is more that the Knights of Zakuul expanded the universe in a direction that was not true to the traditional Star Wars Dark versus Light conflict. It reminded me a little of The Crystal Star, the worst Star Wars novel ever written, IMO. In The Crystal Star, Luke learns that there is a power in the galaxy far greater than the Force, and, oh, by the way, he is naturally a master of that as well as of the Force. The Zakuul storyline was similar, except that instead of a new power, we learn that both jedi and sith have been mistaken all along. The knights of zakuul use both the light side and the dark without any sort of moral consequences, and oh, by the way, are so far superior to either they jedi or the sith that they defeat both factions simultaneously in five years, despite the fact that those organizations have dominated the galaxy for millenia. That is why the latest chapters feel like they are something other than Star Wars. It's not the sneaking around a cocktail party (which was actually a nice departure from running 20 feet, fighting a generic mob, then running 20 more). It's that there was a dramatic, unprecedented power shift towards a previously unheard-of faction and suddenly, despite 20,000 years of bitter conflict and philosophies that are literally diametrically opposed to one another, sith and jedi are allies. It came out of nowhere and is completely different than the movies, the previous games, the animated series', et cetera. As an aside, I might actually have welcomed this plot development if the writers and programmers had used it as an opportunity to correct what was probably the single biggest design mistake made at the game's inception: the decision to separate players into sith and republic camps and ne'er the twain shall meet. The separation of republic and imp play means that you may be playing republic side while your friend is on imp side, and you never know they are in game. Especially early in the game, it's difficult to even get into cross-faction areas, and even if you do somehow manage to meet up, you cannot even emote at them! Effectively half the game's players are invisible to you at any given time! The Zakuul line could have been an opportunity to change that. Cross-faction general chat might have been instituted starting on Odessen. It would make lore sense for an imperial agent and a republic commando to become grudging allies on that planet, so that you could do mixed-faction adventuring from that point in the game on. It would have created a lore justification to fix a huge game-planning mistake and to make one player base out of two. In the end, the server mergers are designed to accomplish the task of pushing players together. However, I think that simply eliminating the imp-republic divide would have accomplished the same thing without pushing PvPers, PvEers, and RPers into one server.
  9. Before Zakuul, I do not think I ever asked, "When is your character set?" Unfortunately, this cat cannot be stuffed back into the bag. Unless a new sith emperor rises, the essential conflict in the Star Wars universe (Light/Dark; Jedi/Sith; Republic/Empire) is going to be relegated to "storyline past" in SWTOR. An even more unfortunate side effect to the Zakuul storyline is that it fed the "Gray Jedi" fire. After all, what are the Knights of Zakuul but amoral Force users, tied neither to the Darkness nor to the Light? Worse still, not only are they exempt from the canonically established restrictions traditionally associated with Force-users, but they are more powerful than either jedi or sith. No pesky alignment limitations and, according to authorities no less than Darth Marr and Satele Shan, they are stronger than either of the factions that have defined the Force from the period of the Force Wars (25,000 years BBY) right up to the end of episode VI. Incidentally, I am beginning to suspect that episode VIII and IX are going to create a similarly amoral version of the Force. I hope I'm wrong about that.
  10. I thought the codes were fun. I didn't get anything, but I thought it was a cute idea. Just my opinion.
  11. Keep in mind that the above list is far from exhaustive. I have a couple of suggestions for you, as you search for RP in game: 1) If you want to RP, the best way to do it is by RPing. Almost all of my regular RP partners are people that I got involved with by chance. Most of my guildmates joined my guild after we RPed. We had a connection that went beyond /ginvite. 2) Think a little about the kind of RP you are interested when you are being recruited by guilds. Whenever I see, "Are any RP guilds recruiting?" pop up in general chat, I ask people what they are looking for. It's surprising how often they don't understand the question. But what are you looking for? Longstanding plots? Kicking back in the cantina? (Barpee... Ugh! ) Do you have a hard stance on ERP, for or against? Many of the Ebon Hawk guilds categorize themselves by character class: Jedi guild, military guild, lawbreaker guild. Do you find those frameworks useful or stifling? They can certainly be both! 3) Just barge in! If you see people roleplaying, interact with them. Take some time before you start playing thinking about how your character would meet people. Good roleplayers want to meet other roleplayers. Except for rare occasions when they are at specific plot points where interruption would break flow or immersion, good RPers welcome action. But the onus is on you to be...well...interesting. I see this happen a lot. There will be wallflowers hanging around the periphery of a public RP. They obviously want to get involved, but don't know how. Sometimes it is because "My character is shy!" or "Pingo is coolly aloof, and wouldn't talk to those beneath his notice." Okay. But that makes it hard for me to draw you into my conversation. So...have a few "entry strategies" in mind. Clumsy characters who bump into people, foolish ones who mistake people for long-lost cousins, people who lose their pets, people who need help... Those are people it is easy to interact with. And on a related note... 4) Pull people in. This is the converse of the above. When you see those people hanging about the periphery of your conversation, make a point to interact with them. It's hard being an outsider approaching a group of people who are already roleplaying. Make it easy for them. "You there! In the gray hood! Have you seen a mirialan loitering about in the Temple? My padawan was supposed to meet me, but she's late!" Sometimes people just need permission to join the conversation. 5) Consider the tradeoffs when considering guild size. Larger guilds mean that you will usually have other people to RP with. However, RP in groups larger than 3 or 4 tends to really degrade RP quality unless the group is exceptional. 6) Keep in mind that just because you are in one guild, it does not mean that you cannot RP with people in other guilds. If you really like to roleplay, you might need to cross-pollinate to get good RP at different times. 7) Roleplay. Did I say this already? Roleplay, roleplay, roleplay. This game is different than what I cut my RP teeth on, where all interaction was assumed to be OOC unless stated otherwise. In SWTOR, the opposite is true. If people don't want to RP, they will let you know pretty quickly, in which case you can just move on. But sometimes people who enjoy RPing will be pleasantly surprised by the chase for spontaneous RP, especially if you are good at it.
  12. Actually, I would far prefer for the color wheel to be applied to clothing than to skin and hair. I get that the dye mod system is one of their primary revenue streams, but it is so frustrating to essentially have only the colors from the Crayola box of 8 to choose from. You get exactly one shade of green, one shade of blue, one shade of red, et cetera. I have nearly 30 or 40 dye mods simply cluttering various toons' inventory because they look so cartoonish. The tinting approach in this game feels like something from 20 years ago.
  13. I am also playing as a Jedi Knight. This has proven to be very frustrating. There are power relays in the first room that are green. Nothing happens when I try to interact with them. Oh. I'm supposed to leave the room? Okay. Why didn't Koth say? I run up to a relay and destroy it. Maybe the whole six pack goes. Maybe it doesn't. Get to the next stack. Hurry! You don't have much time! I...wait... How did I end up back here? I was halfway up the ramp. Huh. Rubber-banded. Oh, well. Keep moving. The next stack is right there...blow it up. No wait. I can't. I'm "Not Ready". Oh. Oh...okay. I'll just...umm...wait then? How long do I have to wait? Click. Click. Click. Clickclickclickclickclickclick! Oh, finally! Okay. Hurry! There's the next stack. "Cannot see target". Cannot see it? It's right in front of me! I am practically on top of it. Let me move. "Cannot see target". What?! But the target is right there. Gah! Clickclickclick. "Too Close". Fine. Move, move, move. It exploded! Yay! Oh, look, rubble fell where I wasn't standing. It rubber-banded me back to where it fell. Oh, and now I'm stuck! It just feels broken. Tl;DR: 1) No conveyance that I should be leaving the room rather than interacting with the Shield Power Relays right in the room with me; 2) Sometimes the relays all explode, sometimes they do not with no conveyance as to what will happen without standing and watching; 3) No conveyance of how long I have to wait until I can Force-explode the next stack (I mean c'mon...there are visible cooldown timers on EVERYTHING! Not to mention how silly it is to have a CD on this mission.) 4) Line-of-sight targetting does not seem to be consistent with what I could target in normal combat; 5) No conveyance of what is "too far" or "too close" on what should be a pretty natural action for a jedi; 6) Several instances of Rubber banding, especially into non-navigable spots.
  14. So, a few points here. First, I thought that the Forex matches were in the "Unranked" category. Maybe that doesn't mean what I think it means (my name is not Inigo Montoya!) but maybe this actually leads us to a solution. Perhaps there should be a "Competitive" PvP category, and then a "Dip-your-toe-in-the-water-to-see-what-it's-about" category. Put the Forex people into the latter pool, and then the people who "actually care" into a separate competitive pool. In a way, I thought that I was already in the "Dip-your-toes" pool, both by being on an RP server rather than on a PvP server and by playing in unranked matches. I'll elaborate on this point in just a moment. True. And, as several people have said, no one forced me to want Forex as a companion. But on the other hand, if I am so bad at PvP that I'm ruining your vibe, it's also fair for me to say that I didn't force you not to simply quit the match. To put this another way, why complain about people not being very good at PvP on a roleplay server? I wouldn't go to a roleplay server and expect people to remain fully in character at all times or to make me care about their characters. (Note: This is not to say that you are playing on a roleplay server. However, I have seen players actively complain about PvErs in the Warzones playing on The Ebon Hawk, so it's a question I direct more generally at them.) The second point is that I never really check people's gear during Ops, and don't worry overmuch about how people are performing in them. Either my group succeeds (Yippee!) or all of our little cartoon guys die and we have to start over or give up. To be fair, though, I know that a lot of people do care about those things, and I feel the same way about their approach to missions as I do to people who are heavily invested in PvP: if it's fun for them, groovy, right up until the point that they start yelling at people for failing to perform up to their standards. It doesn't even matter if they aren't yelling at me. It's just not fun to be around. Third (and I realize that I am in the wrong forum, and possibly the wrong game for this), but I came to SWTOR looking for a place to roleplay. Getting a chance to RP in this universe has been fascinating. I ended up playing the game much, much more than I ever expected to. Is this the person I am supposed to feel bad about failing to support? Full disclosure, I did not just stand around during my matches. I ran headlong into the fray, swung my lightsaber at everything I could, and even used all the PvP-only stims and adrenals I had somehow acquired during play. So...for those of you who padded their stats by killing my toon repeatedly during these events...you're welcome! I just looked at the server list right now. Right now, The Bastion, Prophecy of the Five, and Jung Ma all have "Light" Population. The other servers are all standard. What do the sparsely populated servers have in common? They are PvP servers. The RP and PvE communities seem to be carrying the game along, though. You're welcome again! I know the question wasn't directed at me, but I came in here because it was where the "What is wrong with the Forex quest" thread was active. I wanted to chime in. The chief difference, of course, is that I wanted to be good at the PvE. I enjoyed that part of the game, and knew that I wanted to do it again. I knew that I wanted to play through all 8 of the storylines, and consequently I needed to at least have a rudimentary understanding of the stats, equipment, and abilities to get through. Conversely, my experience with PvP, both in this game, and in others, is generally not a lot of fun. It's not that I don't think that it could be fun with a group of friends in a closed setting where no one's ego was too tied up in it. But it's not fun in a setting where there is a gaping disparity in ability, especially when playing with people who are really invested in the matches and not at all shy about expressing their disapproval of some people's performance. Which brings me back to my point above about a "Dip-your-foot-in-the-pool" category. Starting the PvP experience with an 8 on 8 melee with complete strangers is not conducive to getting people to enjoy it, especially if some of the people are heavily invested in the match and have played a lot before. I'm teaching my sons to play basketball. I didn't take them to a park with a bunch of more experienced players and tell them to get out there. I showed them how to shoot in the driveway. I taught them to dribble and showed them some ball-handling drills. We play some one on one. The games are always close. Eventually, we graduated to some two-on-two and three-on-three games. Now they play with their friends. Some day, I suspect, they will play competitively five-on-five, but maybe they won't. Either way, I think they have a better chance of enjoying basketball someday than if they had just been pushed onto a court, summarily destroyed, and then, just for fun, have someone tell them how bad they were at the game. I get that BioWare wanted to encourage people who might not be inclined to at least check out PvP. But I also think that it could have been implemented substantially better with smaller groups, groups that were more stratified based on PvP experience and enthusiasm, and, ideally some kind of coaching at the end telling me what I did wrong, rather than, "You died 47 times."
  15. The beauty of the Forex quest is that it has angered PvPers and PvErs alike. It's nice to see both sides in agreement for a change. Leaving aside for the moment that you do not have to do anything to get to level 65 any longer, why I would waste any time or game credits gearing up for something I don't want to do? I knew when I started that I would not do this beyond the 20 matches that were required. Why would I spend one more minute than I have to doing something I really don't want to do? Is the game dying? As I understand it, the point of this thread is that PvP matches are being flooded with players who do not want to PvP and who, consequently, do not know how to PvP. I just finished the 20 matches I needed for Forex. I'd say it probably took less than two hours to do it all, and possibly less than an hour. That's one hour out of what is probably more than 1000 logged in the game since I started playing. If there are so many non-PvPers flooding your matches that you notice a degradation in the matches, and those non-PvPers also spend less than 1% of their game time PvPing, it suggests that the PvE population is, in fact, much much larger than the PvP group. If that's the case, doesn't that suggest that good PvE is a lot more important to a game's health than PvP? Anyway, just to put the PvPing community's minds to rest, I will not be bothering to get Forex with any of my other dozen or so characters.
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