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_Sinrai_

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Everything posted by _Sinrai_

  1. I'm encountering something similar. In anticipation of the new date nights I double checked in the "Companions & Contacts" window that I have a romance with all 4 companions that got a date night (on different toons). I checked that yesterday! Koth and Arcann worked for me and I got the alert, but the romance with Lana and Theron disappeared and I got no alert. In the "Companions & Contacts" window the romance is no longer listed. This is kinda sad that the option to do new content is taken away.
  2. Hey, We are now past GS5 and my currency tab looks like this: Wouldn't it be nice if those would disappear? I'm at max reputation, so I'm not needing those at all. All they do is clutter the list for me, making it longer to find what I'm looking for. cheers
  3. Hello, In the patch notes for 7.4b it states that map notes should now be correctly displayed after traveling to a new area. I just logged in after the patch and this is not the case. I'd expect to see the fleet sections (Galactic Trade Market, Supplies, Combat Training, Strongholds & Crew Skills) to be labelled. Only after reopening the map, the labels are visible. cheers Screenshot:
  4. Some key points from my experience: - Focus target does not fix the bug. it's one way healers can continue healing "dead ppl" with the focus target keybind. - This issue is somehow related to the infinite loading screen. Once a group had someone dead on the frame, you can expect a infinite loading screen. (Leaving the group and having the 30s timer before you exit area fixes this) - Any sort of scripted physics (Knockback on Dominique or Izax) fixes dead ppl on the frame - The bug seems to appear more often in instances where the map is a bit more complex (travelling with elevators/trams between different map parts) - This is me speculating with the last point: Whenever a group wipes, everyone is mostly clicking respawn around the same time. I assume the bug occurs when a client does not "witness" a respawn bc someone is in a loading screen or is still considered in a different part of the map and does not get updates on a other players respawn status. As soon as the client "witnesses" a respawn, the person is alive again. Hence why people kill themselves and getting ressed. I hope this helps :)
  5. No, I have not gotten the 340 achievement, so why would I see a discount for implants at IR 336+? On live you also don't have discounts until you reached the IR of the achievement.
  6. When I copied over a character and looked at the vendor, the prices for 336+ were at 6000 Tech Frags (+other currencies). Once I equipped my 334 Implants I got the achievement for that and the price for 336+ dropped to 2500 Tech Frags (+other currencies). So I assume the discount is linked to the wrong achievement (copy/paste error?).
  7. I have found that the legendary implants are already discounted (upgrading 334 to 336) even tho I do not have the achievement for having 2x340 implants. Is this intended or a mistake. cheers
  8. Ahh, that would make sense and it isn't just random out of the blue, ty. (EU player here)
  9. Hello, I noticed that 7.3.1 is scheduled for a Wednesday, this is the first time in a while a content patch is not released on Tuesday around weekly reset. - What does this mean for GS5? Will we only have 6 days for week one? - Does weekly reset stay on Tuesday? - Is this a outlier and in the future it'll be back to Tuesday as patch days or will it be Wednesday or any other days from now on? Cheers, Sinrai
  10. How did you feel about the difficulty and mechanics of the flashpoint bosses, either in general or in specific? What did you enjoy? What did you dislike? Fairly adequate, did not have any issues. How did you feel about the runtime of the story mode experience? I was on a stealth class and was able to skip most of the enemies between the bosses, overall I'd say it's a good length. Have you run into any bugs? If so, please offer step by step details so we may be able to reproduce your experience. I did not receive the achievement "Cleansing the Curse" upon clearing the FP (I did get the "Silence in the Shrine") The glowing screen effect upon killing the endboss persisted after his death, not sure if that's intended. It cleared once I exited the instance. Is there any other general feedback you would like to share? Really enjoyed seeing some new mechanics and effects! The flames puzzle especially.
  11. Hey, I'm here to give some quick though of mine: Is there anything you wish you could do on the GTN that you cannot do currently? - I'm missing some sort of price history. Something that gives me a understanding if a current item listing is over/underpriced. - I'd like to also be able to offer to buy items. In a sense like the real economy where you can have a bid/ask spread between selling & buying a item. Are there any specific filters, searches, or ways of finding items you particularly like or that you wish existed? - Partial word search - Some sort of "unique" search list to browse and then being able to go into a detailed price listings per unique item. [...] converting the GTN Commission Fee to a Progressive Tax [...] I just want to note here that I see this being a new spot for Tax avoidance, so instead of trading a item for 1mil credits, trading it for 10x 100'000 credits bc you get lower taxes from that. Also what might happen is that if you tax stuff too heavy is that players might come up with their own currency (eg Ultimate Cartel packs) that are not affected by credit taxes.
  12. Hello, Since todays update, 7.2.1b, I found myself having a lot of flickering. I first noticed it in the FP "Depts of Manaan" and then later in the Op "Gods from the Machine". It happens only at specific spots on the map, often at specific camera angles. Talking to other players they have noticed a similar flickering at some spots, but it hasn't occured often enough to find a pattern as to why it happens. I have quick clip of what I'm talking about All models seem to disappear and only the background is visible. I'm interested to see if other ppl have noticed it as well.
  13. Does that include servers being moved to AWS? (as mentioned here: https://www.swtor.com/info/news/article/20221220, PTS was running on AWS)
  14. Giving this another bump, we have been living with these bugs for quite a while now.
  15. What are your impressions of Ruhnuk? Love it! Great map design and atmospheric! How easy or difficult did you find using the area maps for Ruhnuk to navigate. Overall I'd say, you have to get used to the map a bit, once you know where what is, it's easy to navigate. As I wrote in my post on the new map: I miss being able to click on a cave entrance to see where it leads me, where I'm able to go from there, what is withing reach etc. Did you complete any hidden achievements on the planet? If so, what did you think of them? I was able to complete "Tineback Tamer" and have some good ideas for the other 2. I really enjoy these puzzle missions. Do you have any additional feedback about Ruhnuk and the content available on it for PTS? I was able to reach the datacron and click it, but it didn't unlock it in my legacy or give me any stats. Ruhnuk Daily Area All missions seems good to me and are well within reach to complete. The rewards are a bit low. Compared to CZ-198 it takes a lot more time (2 days) for the same rewards for the weekly mission. Did you complete all three Mandalorian Relic missions? What were your general impressions of these missions? Would you like to see more missions like these? Did you think the unlockable passive effects were worthwhile? Yes, I really liked them, half puzzle - half gathering items, it was time consuming, but fun to do them. I'd like more of this kind of missions, but only if the rewards are worth it, the relics itself wouldn't be enough for me. A Datacron however is very nice...
  16. My experience so far from using it on Ruhnuk: Map section labels are drawn seemingly random below the map. Just spamming "M", sometimes the labels are below the map. On the new expanded map: clicking on entrances / area transitions is not possible. This would be very helpful for navigating the cavesystem on Ruhnuk. On the old (Alt+M) Map: Coordinates shown for the player and mouse cursor are not the same if I hover over my exact position. I'd like to have a less transparent mission tracker, as well as to be able save my choice to have the mission tracker open by default. Overall I like the new map. I'm just missing some of the features that made my UX a lot better. Right now the map is fancy, but you can't really use it. That's why I saw myself use the Alt+M map a lot.
  17. Thanks for additional bugs/information, I've added them to my main list. I also updated the list for 7.1.1. Sadly it didn't get much smaller.
  18. Soon 3 weeks since last activity here, bugs are still existing.
  19. I'm not including this on purpose as this bug is not R4 specific + has already been reported (Bug: We Keep Seeing Dead People! ) and is on the known issues list. Next a update with the recent post about 7.1.1. The issues some players are experiencing with IP-CPT falling into the floor Moved the issue below the list, hopefully can cross it off the list completly with the fix. Adjusting the difficulty in the Overgrown Hallways to be less deadly in Story Mode Why is this being balanced? If you fix the bug that there are multiple attractors spawning on top of each other you wouldn't have to deal with 5x the monsters. I believe it'd be nicely balanced if it is working as intended. If you are reporting difficulty you are experiencing with any of the R-4 bosses, please also include details of the gear you are using. Most of my groups have a avg IR of 330 - 339. Tho I'm confused how gameplay bugs are related to your gear. A final note I'm kinda confused what more you need in terms of bug reports. The bugs I listed are pretty well known (at least in my circles). I think ppl are just too lazy to report them and would rather work around them and blame Bioware every time the do so. I made this post so I at least know the bugs were reported, I'm not expecting any fixes for bugs when nobody in the dev team is aware of them. If you're not able to fix the bugs in the near future I'd at least like to see them on the known issues list. Atm I kinda feel like they are being ignored in the way of "out of sight, out of mind". If you need more information or the bugs are not as easily reproducable as described, I'm happy to provide anything you'd want.
  20. I'm, bumping this thread again as the bugs still exist. I've also added 3 additional bugs that I found recently.
  21. Here are my thoughts to some of these suggested changes: (For context: I mostly play endgame PvE content) Operative: In general Operative really needed the AoE DR, I like seeing this happen. As for the healing output from Medicine, good change to bring the 3 healing specs on the same level. AP: Seems like these changes are aimed for PvP. Continuous dps gets nerfed and the new tactical is not making up for that. For PvE this means AP would now be even more in the shadow of Pyro. Pyro: One of the strongest classes atm, a subtle nerf is fine to bring it on a similar level as other specs. Hatred: The core of Hatreds dps output is focused around having Maliciousness up at all time. That is +20%, so if you take a baseline of 30k dps, 6k of that is from Maliciousness. You only really get this if you have continuious uptime on a boss. While doing target swapping/boss mechanics it can easily happen that the stacks fall off and your dps goes down the drain. With these changes you're messing with the core of this spec and risk us having Maliciousness fall off all the time during the roation, which would be a really big nerf to the class, so big it could fall all the way to the bottom. A great player can have above avg dps output if they keep Maliciousness up at all time, but in my experience on most fights it falls off at some point during a fight, so in the end Hatred performs similiar to other specs and it balances itself out. If you want to nerf this spec then I'd do it by reducing the dmg of some abilities and not changing core aspects. Darkness: Root does nothiong in PvE so idc? As for the DR part, I'd argue that Darkness has the lowest mitigation from the 3 tank specs without looking dcds. So every active mitigation ability helps you out there. The DR from Severing Slash is only for 3s and is really only effective if you have a big pack of adds. I like having it as a small addition to the spec and don't really see a reason to remove it.
  22. I am aware of that, this is still a bug and should be addressed as such and not a additional puzzle to work around.
  23. Hey there, I've been playing the new operation in the last 2 weeks a bit and experienced numerous bugs that seem to be known to the playerbase, but I'm not able to find any of them being reported here. As I don't expect bugs to be fixed when they are not reported, here is a list of bugs I'm personnaly aware of and was not able to find any report of: IP-CPT moves under the floor This only applies to the very first pull of the boss Players who enter the arena first will see a animation where the boss moves up to the ceiling. Players who entered the phase/arena at a later point do not see this happen and the boss stays on ground level for them. As a result, when you pull the boss first time, he will move to ground level for the players who saw him at the ceiling and below the floor for those players for whom he was at ground level. Watchdog tram almost kills you When using the tram to the 2nd location (Watchdog) players sometimes take ~95% dmg. My best guess is that this could be fall dmg being applied when being teleported. edit: That seems to happen when your rocket boost runs out mid-teleport. Grey Swarm Thrall falling through floor In one trash group on the upper walkways (position 189, 339, -187), two wandering Grey Swarm Thralls will sometimes fall down from the walkway and appear on the lower floor. This is a purely visual bug; their position is still on top (e.g. when trying to attack or loot them) but since they are displayed below, players are afraid they might aggro another group if walking through them. Infinite respawn of small adds When killing a trash group but leaving a Grey Swarm Detonator alive, the other adds from the trash group will respawn. Hallway puzzle before Kanoth spawns multiple attractors As a result these attractors spawn a ton of adds. I've not been able to clear this puzzle without at least one wipe. Kanoth: Lateral/Horizontal Growth warning (yellow arrows) are not visible to some players Alt-F4 and restarting the game seems to fix this. Kanoth: Nihrotic Monstrosity seems to fall through the floor on spawn There are 2 possible spawn points for Nihrotic Monstrosities (looking at the minimap: east and west of the entrance door). When a Monstrosity spawns on the east, it sits there for a second and is targetable, with that a tank can quickly grab aggro of it and let it jump to a desired tile and take the dmg. When a Monstrosity spawns on the west you briefly see it rendering the model until it seems to fall through the floor. Only after ~2s it jumps/appears on top of a player (mostly to the healer with highest threat). Lady Dominique: 0 threat taunts Most notably on phase 2: whenever you taunt the boss while a players drops Disturbance (orange circle), the boss will attack you for the duration of the taunt (6s) and then switch back to the previous target. I expect this to be due to changes in the threat table when the boss switches target and places the circle. Lady Dominique: Alive below the map If you fall down and get a jetpack while Dominique is doing the scripted knockback (after Aria slices a conduit regulator) you'll get knocked all the way down and stay alive. Out of range of the group. Lady Dominique: Fast target switching after circle/death If a person who is being targetted with Disturbance dies before the circle appears, the boss will get bugged, switches target constantly, but does no attacks anymore. Republic positioning after leaving instance When leaving the instance through a non-normal way (eg. Stronghold travel, Relog or Alt-F4) as a Republic player, you're no longer in front of the instance, but rather at the planet starting position. I hope this helps the dev team to improve the new operation a bit ------------------------------------------------------------------------------------------ edit 1: added 3 bugs related to Lady Dominique edit 2: 7.1.1 update promised fixes, added more bugs mentioned in this thread edit 3: Preliminary update the day after 7.1.1 with what bugs I know of. edit 4: 7.1.1b fixed Force Blast on Lady Dominique -> removed
  24. This thread needs a push! This bug is so annoying and happens in every single raid I've done in 7.1. I'd like to see this on the Known Issues List and being a priority to be fixed.
  25. My feedback on this boss: What role did you play on PTS? Tank What difficulty did you test on PTS? VM What are your overall impressions of Lord Kanoth? It generally promotes a bit more of a chaotic playstyle instead of a clean stratetic one. Something that I personally didn't really enjoy at the beginning, but I think it is growing on me and I believe the boss is in a good position atm. Does the Lord Kanoth encounter deliver an appropriate level of challenge for its place within the operation? Even tho the overall dps requirement is not really there the Nihrot mechanics provide a adequate challenge. Playing as a tank I see a lot of room to become better on this fight in regards to boss/add placement, I think this boss leaves a lot of room for improvements. Were the mechanics and patterns of Nihrot growth learnable? If not, which ones were problematic? It may have been bit much at the beginning, but someone who knows SM mechanics can easily figure out HM mechanics and how to play around them. Was the state of of the floor tiles sufficiently readable at a glance? If not, where was it problematic? The only thing that comes to mind is telling the normal to the hardened Nihrot tiles appart. Gets better the more we played it though. Do mechanics in the encounter give you enough time to respond? Generally yes, one thing where I'd like a bit more headroom is that if the boss uses "Fortify Ground" or after "Abduct" he then stands on a Nihrot tile and does not like to move out of it. (because he stands still for other casts.) What are your impressions of the usability of the player abilities in this encounter? Very good and I appreciate the small tutorial before the boss room. What are your impressions about the pacing of events and mechanics in the encounter? Overall pretty good. One thing that may be improved upon: (I believe!) that adds spawning and the shockwave apparition are both based on time (so players are not really able to control when they are happening). Having a add alive during shockwave apparition is really punishing bc the group then stacks up and the add is able to cleave into that.
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