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Yodapagoda

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  • Location
    Arizona
  • Homepage
    http://coruscantdeltacompany.enjin.com/
  • Occupation
    Software Engineer
  1. Big spoiler but this part of the story has been out for 5 years. Still enclosing in spoiler tag just in case, and for space conservation. ——————————————————————————————————————————- Title: Forbidden History – Our Galactic Hero Character: Darth Paingur Date: ~17 ATC ——————————————————————————————————————————-
  2. I just came across this issue last night. So, for anyone else who is led here through diligent Google searching, here is what I found: There are three prison cells. They have to be opened in order but that's easy (or should be) since the first one is near the front of the cave instance and the last one is at the back with the middle one, you guessed it, in the middle. The issue is that apparently the first one is easy to overlook, leading one to believe that the second one is actually the first one. But the second and third ones WILL NOT open or even show as highlighted unless you open the first one. So, if they're not working, just retrace your steps to find the actual first cell. If you missed it for the same reason I did (you're blowing through the cave on a max level assassin) then it should not be any problem.
  3. Årakhan will be there to take notes for Sine Mortem. I'm not sure yet what our GM's schedule is but she will more than likely be there as well. I will post her name here once I confirm her attendance. Thanks for putting this together!
  4. Coruscant Delta Company was also there. I was there (Doc) as a liaison to take notes for our GM, Raven.
  5. The summit was great and had an awesome turnout! Thanks to everyone who organized it! I'm looking forward to seeing what you put together with the recordings, Crimsonas. Gabirel, were you the one that did the Picard impersonation? That was disturbing lol - but hilarious! I can't wait to see the fruits of the summit in the next few weeks.
  6. I Ike the last two posts, and especially your idea, Kiko - it seems the idea of creating a multiple-lock system of some kind would give strikes a purpose, such as cleaning out the bomber nests like you said. Although, BW meant for strikes to me multi-purpose / jack-of-all-trades, right? I just don't understand the utility of a multi-purpose fighter in GSF as it is right now. Giving the strikes some teeth does make sense. I'm still new though, so maybe I'm just doing it wrong.
  7. I haven't read the entire 43 pages (currently) of this thread and I don't know all the ships or their loadouts by heart. And while I think it's awesome that BW devs are taking an interest in GSF, I find it odd that the striker is the first thing they're looking at. The phrase that comes to mind is "rearranging furniture on a ship that's going down". I believe we should forget about strikers for now. Yes, they need a speed boost or a faster lock-on time, or something like that to be as competitive as the other ships, but that is not going to bring more players to GSF. Asking the small GSF community what changes they would make to the jack-of-all-trades Strike Fighter isn't really helping the community. It only helps those of us hardcore GSF'ers willing to stick it out with the lop-sided dice rolls. What GSF needs is: A Better Tutorial The tutorial needs to provide the choice to fly different ships to learn how they work and the option to fly against other players with less than 'x' number of games. Let noobs fight noobs in stripped down ships to learn the game. Some kind of match-making / boosting system There should be some sort of leveling system for better match-making (either visible or behind the scenes), or even some sort of mild boosting system to get pilots close to the same level. WZ's do this and most players already know how to play their toon at least a little bit. GSF is a whole new ball game. GSF for a beginner is like a level 1 with no gear going into a WZ against a level 60 with full PVP gear. If a new person is trying to GSF at that "level 1" stage and they join a random group that winds up facing a pre-made group who are all at the "level 60" stage - it blows a lot of new players out of the game. I quit for a long time, at first, because of this. It just seemed that only the players that played GSF all day could do this. Legacy Wide GSF is a totally different animal. I think making ships available across a player's legacy should be something to at least investigate. When I play my alts, I don't play GSF, and I know other people do the same. If the GSF hangar was legacy wide, we would totally play GSF on our alts. If the average is 6 alts per player, that is a LOT of game hours across a server that are being missed and I think it cuts Bioware's GSF revenue stream off at the knees. Inter-server Queues I've heard this was impossible. Well, maybe not impossible, but so impractical that it will never be on the table. I still think it should be considered. Faster queues, more buzz, more interest = more Cartel Coins being spent. The bottom line - more people are not going to join a fleet because one ship is sort of fixed - people will join the fleet when the fleet is fixed. If Bioware could double the participation in GSF, wouldn't that mean increased profits for the company? I'm pretty sure it would at least be more fun for the players.
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