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captainwesson

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Everything posted by captainwesson

  1. Was in middle of an op, boss fight, and hit with major lag and server dc. Kicked to Server screen with no servers listed. Login server down now. Anyone else?
  2. Here to confirm this one (noticed someone already made a couple threads about it haha!). I assume it's not a class-based thing (Pub side, Jedi Sentinel here). It happens every time you change instances...and is quite annoying. Not game-breaking...but goes to show that the UI changes (which we tried to correct on PTS with feedback) once again went through without listening to hardly any feedback at all. I really shouldn't be surprised by now lol
  3. Biggest thing I've noticed about the minimap: we can't "Scroll to Zoom" in or out anymore. On Live server, if you put your mouse in there, you can scroll in/out as necessary (this can be helpful in some fights/ops/etc). Right now in PTS, you have to manually click the + or - button...multiple times, to get where you want it. It's more of a QoL thing. What map filters would you want to have on or off by default? Keep everything on, like others suggested. Let the player decide if it's too much information, and then they'll learn how to turn it off. But if someone new opens the map and it shows....nothing....well that's just silly. You made all the vendors/speeders/etc, so I'm sure you want players to actually find and use them, lol. Are there any concerns about the new keyboard shortcuts? Honestly didn't notice, except for "M". I'll echo what others said: keep "M" the old main "big" pop-out map by default. And let the map overlay be the alternate option (or even have a little button on the mini-map). (I mean...I changed my keybinds instantly, but new peeps won't know to do it, and might not even know it exists). There are a lot of options for customizing your map overlay display. Did you have any issues setting these? No issues. Had to adjust the interface editor up a little to see all the options, but otherwise nah. Currently the mini-map turns off when the overlay is on. Did this create any issues with playability? Didn't even notice this. It makes sense, though, since it's basically an expanded mini-map that's put up on that side of the screen...but maybe someone has a problem with it that I can't foresee. Are there any maps you have found that are missing critical details? Critical? Not really. The fog of war thing (or lack thereof) threw me off a minute, but kinda neat. I think someone mentioned topographical stuff that the Live Server has right now, and I did notice that (and the blurry shapes/edges of the map were replaced by black/dark-blue nothing...looks a little worse/less detailed than before but it's not terrible). Images below for reference. Old (Live): https://imgur.com/a/PrXuybF New (PTS): https://imgur.com/a/BK9jWvc Are there any map overlay settings you would like to see or don’t ever anticipate using? Not really? I do think the Icons for some things should still be on the screen somewhere by default, simply to show new players it's there (like PvP button, Groupfinder button, Starfighter (even though I don't use it personally), clock, connectivity/ping bars, and PvP/PvE toggle (it's a great quick reminder which instance you're in if you swap back and forth)). Edit: SUPER POSITIVE THING! I think that silly "missing vendors bug" that happens a lot on Live/Fleet map is gone! If so, then GREAT job for squashing that bug! Let's hope so.....🤞
  4. - So I LOOOOVE the Cloud shadows/Day cycle! (Not quite day/night cycle, but it's super cool!). Having the sun be different intensities threw me off for a second, I thought my eyes or my screen was going bad, everything got darker...and then it got brighter...and then I noticed the little cloud shadows on the ground, and I squee'd a little lol. - Bug Report: At the first entry point on the planet (where you load in and the ship is there behind you). If you jump on the ship, you die of exhaustion/fall damage. (I'm a jumper/explorer...so that made me sad lol) - The Datacron missions were cool. Not too terrible to follow along, and the enemies in all the areas seemed fine. I even liked having to go off-planet for part of it...made it interesting and different. I'll be honest...I hate those explody flowers lol. I played on a Sentinel, so no Sorc or Agent phasewalks. Makeb was one thing, falling because I missed is all on me, lol. But falling because I can't dodge those silly flowers? Kinda gets old really fast. I'm not saying get rid of them...but maybe make it easier to figure out how it's going to push you, it seems too random and doesn't follow logic (it's to my right, so it will push me left...oh but wait it didn't, it pushed me forward and right, off the cliff). That's all I've got for now, but great looking planet! Seems pretty sizeable, has dailies, has a story mission coming up, and has a datacron, woot! Me like!
  5. Adding this for more support help. Happens randomly to guild mates as well, grouped or ungrouped . Just now (5/21/2022, 6:24 PM est): Server - Star Forge Location - Pub Fleet What I was doing - Running around in fleet after being finishing an Op, had already quit group, pulled out comp, changed characters to buy set piece, bought it, changed back, comp out, running around on fleet again and crash. How to replicate - ??? Yesterday - (evening) Server - Star Forge Location - Pub Fleet What I was doing - running around on fleet, grouped up, no comp, waiting for our Op to start, then crash Couple days ago Server - Star Forge Location - CZ 198 What I was doing - grouped with a couple peeps doing dailies, my companion was not out, crash I will note something that *might* be useful. When I try to log back in after a crash, I have to log in ONLY on that character. Any other character gets a message “already logged in on another toon”. Best of luck to the bug-squashers
  6. Multiple random kicks to Server Select screen, seen by many in Allies channel. Ops had half of team dc, and the other half about 5 mins later. Just so someone knows
  7. They should have an event, maybe during Nightlife. Call it “Amplifier Madness” or whatever. Imagine this: Amplifier stations: 1 Table to each type of amplifier. You walk up to the amplifier gambling table/station of your choice (Armstech Efficiency, Operation Rewards, Armor Penetration, etc). You right-click, Mini-game window pops open. There’s a wheel of fortune type wheel, all the qualities of that amplifier are listed, in random order. You spin the wheel once. Costs some fee each time you spin. You now have 4 options. 1) Pick up the amplifier (You Win! use it on a gear item) 2) Spin the wheel again (same cost as before, no incremental increases) 3) You can pay to “move over 1 spot” until you get to the amplifier you like. If it’s just a couple spots away, you’re all set! 4) You can risk it and “Bump the Table”. Bumping will NOT cost you anything, it will cause the wheel to jump forward 4 spots. You can’t bump it backwards, and if the nearby Bouncer NPC “catches” you bumping, you get kicked out of the Amplifier room for the day (you get locked out from regular rolling AND the Amp Event on that character until reset next day). This way the devs get their “gambling” in, but players have a very direct way to “see exactly what amplifier they want and have a clear way to get it” (pay to move to it, spin again (RNG), or risk the Bump). And it gives some NPC a reason to exist and hit you with a stick. What say you?
  8. Thank you for throwing Combat/Carnage a couple bones lately! The fix to Force Clarity/Furious Power plus these increases show us that you DO listen. Some tweaks may still be needed, time and testing will tell. But these are some very good steps in the right direction to bring Carnage dps back in line with where it should be. Thank you, and keep up the good work! Make Carnage Great Again #MCGA
  9. Make sure you have “Exploration Missions” showing. Open your map. At the bottom there is a checkbox that says “Show Exploration Missions”. Make sure that is checked “on” and you should be able to see all the other missions on every map Still don’t know why the devs default it to “off” now...but oh well nothing is perfect lol
  10. So same as when Ossus came out, let's use this thread to discuss datacrons and our findings I was derping around and spotted the Endurance one near the Republic Forward Operating Base Speeder...I'm up high, about 10 meters from it, but can't see how to get there just yet. Will edit as I find more, but post away! Datacrons!
  11. Honest question here because I forget to do it a lot: do you have another program running at the same time that you can actually “alt+tab” to? Like Discord, Starparse, Teamspeak, etc? That’s the only way I’ve ever seen alt+tab work in fullscreen-windowed mode. Otherwise just hit your Windows key on your keyboard, it pops up your desktop search, and then you are good from there.
  12. There are many specs that crit some abilities 25k-30k+ . That’s not a Fury specific thing. Heck, even Combat/Carnage does it often, (and with 100% armor pen). Hate that you got smashed by smash monkey, but you need a better argument than “the dps class without any other function (heals, taunts, etc) did too much burst damage. Wait until 6.0, then you’ll REALLY be in for a shock (think 50k+).
  13. From my understanding of the stream, the vendor you are describing is basically Slot-Specific RNG. You can choose what slot, but you pay money and get whatever it decides...meh, it’s a credit and tech sink sounds like. The only actual way to buy the exact piece you want is from Kai Zykken. Only on weekends, and only if he’s selling it that weekend. And it costs 1mil credits + 1500 tech. Another credit/tech sink, but at least you know what you are getting. Say what you will about BioWare and RNG, but it’s very clear that RNG is here to stay. It’s just another version of the early Command system. (I want that log mount!)
  14. To test out the other classes that were unavailable in 1.0, and rebalance a few things. And also test how the scaled content was waaaayy too easy, especially when you can 4/5 man harder ops (or well any op for that matter I think).
  15. Does it come with a buff called “20 Lives” giving a heal to full when a player reaches 1% health? Or better...auto-rezzes the player 10 seconds after they die in combat, provided the rest of the team is still in combat.
  16. Nice idea! But I have a simpler way for you to do it. Use or basically copy the old guides; most have the codexes on them already, too. The “class-specific stats” change into “mastery” isn’t hard, and are as follows: Aim = Blue Mastery Strength = Red Mastery Cunning = Orange Mastery Willpower = Purple Mastery Endurance and Presence have not changed. Simply translate as needed and there’s your guide
  17. So I just logged in after this latest patch. And there’s new music on the login screen...does anyone else hear it?
  18. I love this idea of being able to mix and match sets. On the 2,3,5 idea, that would potentially give the ability to have a full 5 set plus another 2. That would be neat, but maybe too much for what the devs are looking for. However, what if we did something similar to what we have now, and mix your idea in? If the set bonus is at 2,3,6 then taking a full set bonus still knocks out anything else (opportunity vs cost). But it also gives the great flexibility that you are suggesting. You could have 2+2+2 and get small benefits of each, or you can do 3+3 and and get 2 half-sets. You could also do 2+2+3, or they could cap it somehow if they thought that was too powerful (saying that all bonuses together must not equal any more than 6 pieces total, so any “7th” piece gets no bonus). You still have to pick and choose between the full benefit of 6pc vs the smaller benefits of 2 or 3 other sets. But it gives just what we want as well: more options!
  19. I don’t mind them personally, but you are right. This actually would be a good option to have. Same as we can turn off and on player names and symbols, guild, etc. Screenshots are a great example for why we would need this.
  20. There are lots of good points here, both for and against the level sync. It’s leaves me with another point though: The whole point for any level increase and gear increase is to make our toons be and feel more powerful, yes? So if you are taking all that work you just did, and scaling it down for every Op except 1....why even do it at all then? It’s kind of undoing everything you just created. And I do hear some saying that it would probably be a lot harder for the devs to scale the ops up by that significant amount, rather than scale us down. But that leads to another question...why did they increase our health and damage by double then?? It’s silliness at best, why not simply give a small increase, and then give the same small bump to the ops? But no, let’s make a HUGE increase to what players have and do, but scale it all back at the same time. Wut?
  21. THIS is actually huge here. Devs please listen: a lot of us are in raid groups and are also teaching newer players how to beat tank, heal, and dps. When we parse as a group, it’s not for bragging rights, it tells us TONS about what we need to help them with! Are they taking too much damage during a fight? Are they hitting the target dps that others are? Is the healing too weak? What kind of threat are they generating? Are they using threat drops properly when needed? Without seeing the same numbers between testing dummy and live, it’s a lot harder for us to train, and to tell how much dps someone should be doing. Or heck, if they need a better rotation. It’s like saying, you should be doing 18k dps on this dummy here, and on this specific fight you should do 2k dps. That’s dumb and very confusing. Please consider this as well when looking at your scaling down.
  22. I didn’t know any of the new storyline had been opened to us...is there a post I’ve missed, or where did you find the story mission?
  23. That’s cool, but you should post this in the PTS Thread so that it gets seen by the right people in time.
  24. I tested combat marauder, and have some things I’d like to share and ask: Set Bonuses: Entertainers Set - I would like to see a visible BUFF on players affected by this when a regen is used (like the players are “Entertained”. I would also like to know how much bonus, and if it’s everyone around or just your group/op members that benefit from it. Also, is it something you can use, buff yourself and others, and then put on your other gear and go fight, keeping the “Entertained” buff for 1 Hour (kind of like Wow)? Stationary Grit - I liked this set, was interesting, more useful for PvE no doubt. But still is a bit of a balance between knowing the fights and when it’s ok to sit still and when to move (and most fights do feature a lot of movement, so might end up not being the best option unless you’re comfortable swapping out sets for different bosses). Stimulated - A neat idea here, boosting the mastery whenever a stim is active (makes a Mastery Stim more enticing, too). In practice, it seemed to do pretty well, might jive pretty well with “Greased Lightning”. If you’re standing still, Stationary Grit is more powerful and gives a better bonus, however. Berserker - This seemed by far the most powerful set in testing. Gives a large bonus to power (25%). But it does come at a high cost (loose 50% armor). On dummy testing it was the best set to use regarding damage. I want to try it out in Ops, to see how detrimental the lack of armor is to survivability and to the team in general. I love doing damage, but I’m not useful if I die every 5 seconds, so I want to see how this does in the “real world”. Perfect Form (Marauder set) - This is a neat idea, but not able to test on dummy. You have to have adds to kill to get and keep the bonus, so I didn’t get to test it. I’d like to go into ops and see how it does on some add-heavy fights. But again, this seems like a limited-use kind of set (hopefully it’s powerful enough to justify swapping out for certain bosses). Descent of the Fearless (Mara set) - This set does help “proc” Rabid Fury more often, but I wasn’t nearly as impressed with the set as I was with “Berserker”. It seemed to do less damage overall compared to “Berserker”. However it did seem to do more damage than the other sets, simply due to using Rabid more often. Good second choice if Berserker ends up being detrimental to HM and NIM Ops. ------------------ Now on to the Tactical Items. I tested these on Stationary Grit set, Berserker set, and Descent of the Fearless set. My results combine all those testings: Greased Lightning - I like this Tactical a lot. Increase damage every time you hit something. Takes 5 hits seconds for all 5 stacks to build, but it’s wonderful after that. Wouldn’t be great for fights with lots of downtime, unless using a dot spec. Then it’s even more useful, because you are still damaging and getting boosted. For dummy parsing this is very powerful. Rolling Boil - Increase Mastery 5% when relic triggers. With my current rotation relics tend to trigger right at the beginning and right before my large bursts, so this works really well for burst (for me). Rolling is useful for a larger burst, however it seemed to do less damage overall than Greased Lightning, which was giving a damage boost pretty much all the time. On dummy parsing, it was good, but not best. Bloody Focus (Carnage Mara) - Lane/Gore does a bleed every time it’s used with Rabid Fury (Rabid Fury is the new ability, 4 stacks to start, and once all used they rebuild 1 stack every 30 seconds. It increases damage by 25% for a melee ability, 1 ability per stack, so 4 stacks boost 4 hits.) The Bloody Focus is interesting, and does boost the overall damage simply due to the bleed/dot ticking. Seemed to be one of the better choices for Carnage on dummy parsing. Unstable Focus (Carnage Mara) - This Tactical allows Devastating Blast to benefit from Rabid Fury. Since Dev Blast is considered a “Force” ability and not a “Melee”, it normally does not benefit from this extra 25% boost. So this Tactical increases the burst damage a LOT. Another useful one for Carnage. Andeddu’s Malevolence (Carnage Mara) - This Tactical make Ferocity always active. It will actually grey out the Ferocity ability and you will not be able to click it. However, it only gives 50% armor penetration, instead of 100%. Seeing that Ferocity currently only works for specific abilities anyway (Dev Blast, Gore, etc), this is kind of a terrible Tactical the more I think about it. On dummy testing, I was not impressed with it at all, and seemed to be a DPS decrease (so much so that I stopped after 1 test, because clearly there were better choices). Is this Tactical supposed to make EVERY ability 50% penetrate, or just the few big ones? Is it working properly? Can the description be updated to be more clear, please? Fanged God Form (Carnage Mara) - This Tactical increases the crit chance when you use Massacre, stacks 3 times, but cancels if you use any ability other than Massacre. So...upon testing it was rather lackluster, because using Massacre as your entire rotation is a bad idea, and Dev Blast already is an auto crit following the correct rotation, so it’s an overall pointless Tactical. Since there were better items to test, I only tested this a couple times before it went into my “nah” pile. ------------------- TLDR: Devs: 1) Can you explain Entertainer Set more please??? 2) Can you explain Andeddu’s Malevolence and update the description more please?? TLDR: Best sets for PvE: Berserker, Stationary Grit, Descent of the Fearless (Mara set) Best Tacticals for PvE: Greased Lightning, Bloody Focus (Carnage), Unstable Focus (Carnage)
  25. Also the fleet was (briefly) controlled/commanded by Scorpio. Who, as far as I know, had no force sensitivity.
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