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nightsoflove

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  1. There have been subsequently poor choices in this game's storywriting following Shadow of Revan. Where the writers had remarkable opportunity to develop something fantastic gameplay and storywise, they ended up ramping up the lever and created KoTFE / KoTET. OP indicates one of the problems, that the story sees the character advance and then get knocked when it's convenient for the next part of the story or to address the 'screaming'(as someone described it earlier) fans' desires for the Empire vs Republic war. It's gotten to a point where Bioware is beginning to deliver what people are crying for, but unfortunately the delivery has a tendency to be lacking in the story-telling aspect. Note that gamers have a sense of entitlement, there whine factor when something new releases and the outcry of 'nobody asked for this!!!', which may be a reason why the devs have are simply trying to do what the players want. I dislike this mentality, because they make the game and we play it, or input is necessary, but shouldn't dictate the general direction of the game. It's basic politics; offer people the shiny thing they cry for and they'll like you and maybe keep subbing. I imagine that this is incredibly excruciating for the writers of this game, because whatever story they try to tell will be constricted by the players who demand something be the way they want it and the corporate who wants those players' cash. I can feel their pain just writing this. I'm going to play the story, but because of the above I won't trick myself into having high expectations. Though I do hope that it proves me wrong. I have my gripes with KoTFE / KoTET, but above all, I feel that their efforts to conclude it is probably some of the least entertaining storytelling they've done and it oozes with the forced intentions of knocking the Outlander down a peg and anyone can poke holes more easily in those stories than through a styrofoam boat. Personally, I don't think I can continue the story as the same character that I started off at level 1 with. It's beyond snow-flakey at this point and feels like bad anime, because there's only so many times a character can receive the glory of saving the galaxy and their faction. I'd rather that the story starting from KoTFE was a different character, because despite all KoTFE/TETs missed opportunities that'd make it flow so much better.
  2. Though I know that Bioware used the Ravager's operation for the Rishi stronghold, it's not quite certain whether they will intend to recycle old game maps in new strongholds, which wouldn't be bad, I think. There are several other locations in game that could serve as a decent strongholds, but this list won't include only those. Makeb Mesa Stronghold A single, luxurious personal mesa for a player character. Likely resembling Solida Hesk's mesa or something of the sort, featuring several buildings to do whatever you want with and an exterior section - there's lots of opportunity here. There are already a handful of Makeb themed decorations in game and I think this will hit the nail on the luxury head. In case any more convincing was required: https://imgur.com/a/qgJLfvu Alderaan Palace Stronghold When we think of Alderaan, the idea of nobility, princes and princesses come to mind -- and what better place to house such than a palace? Through and through it would look to be a place where important people gather to debate who's the wealthiest among the guests, featuring a lavish hall where guests may congregate and be posh. Oricon Fortress Stronghold Dark and menacing, the Oricon fortress would be the perfect place for a Dark Lord of the Sith to establish their power base and amass their forces, all the while housing their allies and supporters. It would offer internal and external segments, with suitable hangar space for their attack craft to launch from. From its dark dungeons to its overseeing parapets and watch towers, this is where few enemies would fear to tread. Hidden Spacestation Stronghold Located among the stars, a well-stocked spacestation is the ideal place to lay low with a selection of comforts at your disposal. With space for your starship(s), lounges, quarters, warehousing(for totally lawful wares), and a view of the stars -- what's not to desire about such a place? Especially if you have the deathmark in 12 systems or seek sanctuary from hunting enemies.
  3. I believe we've hit the end of the last roadmap. Is there any word on when we'll have a look at the next?
  4. The Rishi Stronghold turned out really nice and I enjoy that the dev team took in feedback to meet the player's wishes, and I hope that the improvements that came with this latest stronghold will not be the last ones. Particularly the universal changes which effected all other strongholds, such as the hooks to the Starfighter hook. I'd like to see more variety added to some of the other hooks as well, particularly to the centerpiece layouts, because these are incredibly prohibiting and many in-game strongholds have many of these lying around, which becomes painful to work with. The large & medium mix option has gaps that are perfectly sized for narrow hooks and seeing nothing there is a touch disappointing. A variation composed of the centerpiece filled with medium and narrow hooks would also be ace. As a decorator, the vast majority of the slots I use are medium, narrow, and small; because I have a broader degree of freedom to create in them. It would also be considerably useful if you were to employ small hooks as you did in the Large Standard Arrangement layout in other layouts. My fantasy is to see the entire stronghold floor filled with hooks, without any restrictive gaps, but at the very least -- seeing a larger variety of layout options would be nice.
  5. Some of the changed outfit images are misleading, displaying elements that the outfits themselves do not have, which has the potential to come off poorly to players who may purchase without use of the preview (or don't know about the preview). I'll list what items display on the CM / Collections that have inconsistencies with their in-game appearances. If anyone else has noticed others, please add them to the list, because I don't want players to unknowingly fall victim to this. - Visas Marr's Armor Set *The belt - Dark Advisor's Armor Set *The helmet
  6. 1. I need this. 2. Is in the new pack and will it be on direct sale on the Cartel Market? Because it isn't right now. 3. Did I mention that I need this?
  7. Big thumbs up to the Dev Team for this. Some might be grumpy for the delay, but I very much appreciate them taking time to hold this off and build more onto it. These are the little things that make an overall positive outcome from new content. Please keep this up. Cheers to you folks for making the right decision.
  8. Because my client broke down(again) and I have to redownload the game from scratch(again), I'm left to forum-dwell for the next few days(crap internet). Now I'm left with more time to talk to other players, which led to the creation of this thread and question. I think it's safe to say that the Zakuul storyline(and more) is finally over. I feel like the Nathema Conspiracy was an epilogue to the entire game story, leaving our characters in an irrelevant stance where giving them further cause would simply further butcher their story value by throwing them around like a rag-doll. It just feels awkward now, to me at least. Though this conclusion has given me the opportunity to look back at KoTFE and KoTET and ask myself, 'how would I have done it?' Despite being in no position to really have any impact on the game's present, future, or past. That's on the developers. I can only express discontent as a customer of their product: which would be apparent in any desire to have changed the story, but no game will ever be personally tailored to my interests and entertainment. I'd like to hear how other players would have gone about the story! In as many words as it takes to express yourself. Here's My Go I would have made the story an adventure focused around the Outlander, Lana, Theron, and bring back Jakarro and C2-D4 rather than create a new faction in the galaxy. The Outlander would have their small rag-tag posse who they'd get to know more intimately than the current story allows. Rather than focus on a tremendously large cast of aligned big characters, it would be mostly limited to these few. The story would bring them on adventures over Zakuul, bringing them to spend more time with its people and being stranded in hours worth of gameplay, discovering the new world and its people whilst trying to hide from the same thing. It would be a one ship, one crew theme like the original game. The Republic and Empire wouldn't be forgotten, but the Outlander would try to secretly court their support in overthrowing the Zakuulan regime. In doing so, the Outlander would essentially prove their worth to either one or both of the factions, and if succeeding, they would have temporary aid in their hour of need. If failing to satisfy either, the Outlander would have gained no trust and left to overthrow Zakuul with only that small group, which would make the gameplay immensely more difficult. In interactions with these other factions, the Outlander would receive opportunities to meet with their old crew, which could occur in a variety of places chosen by the Outlander - who could also select not to meet with them. The crew would have moved on with their lives, but the love interest would be wanting to keep their thing going, despite not being in constant contact with the Outlander. These characters may be important in influencing your home faction to your aid. Upon any success, both factions take the opportunity to oust the Outlander and the small rag-tag party who is powerless to stop them, and claim valuable war-prizes from Zakuul to construct new powerful weapons to reignite their campaigns against one another. At this point, the Outlander's native faction would tell them to get on board or be an enemy.
  9. I feel like this whole weekend has been some twisted metaphor for the lack of attention given to this game at this point. In the past, they'd address these issues during the weekend and assure us that their service is continually provided. Now we're left with a sad silence, while they continue to promote cartel market items on social media rather than address a glaring issue with the game.
  10. Morning is here! And now that I've cleared my head, vented, and played the system, I'll try be more constructive of it. I won't ask for a rollback, rather that the values are improved ASAP, and that the quest are more favourable to repetition and alts. I feel like you want to encourage us to do more things, which is good - but this way it feels forced. a) because my gain from doing any activity is limited severely. b) because I need to win. - b.1) I enjoy playing, but as a solo player, I scarcely venture into a game and expect to win. That's how MMOs work. You solo, you live hard and wrecklessly. I understand that conquest events change, but the one you've given us straight off of the bat really sets the bar rather low here, and makes me uneasy for something I was excited for before the release. I think that these are easy solutions, and it's to bring back the CQ objectives that we're comfortable with and liked. These current values kick the system in its chops and really hurts motivation.
  11. No, it isn't a matter of throwing a rifle into someone's hand and barking 'toughen up young soldier,' at them to make them accommodate with these changes. It's unrealistic, because larger guilds dominate populations and their spaces on leaderboards and other game content will be significantly greater than other guilds in the game. It's mathematically unsound to draw that conclusion. It isn't plainly a matter of 'figuring out' how it works, when another guild would one way or another dominate boards purely because of its size and activity base. Players join these guilds and collect inside of them purely because of that scale and the way that it benefits them, dropping down the player count in other guilds. Unchained Wrath currently has 40+ players farming, and it takes 50 players at max points to hit 1mil. With a bug that rewards 10k, you can automatically assumed that this guild instantly hit half 500k purely because the game is glitched, and purely because of their numbers. The rest wouldn't be too much harder. It's the numbers game; you have it, you win it. Period. It will look like immense effort from someone who wants to look at it that way, but it really isn't. A guild this size can top that in a sniff of its nose. A realistic assessment is that this guild is bigger and therefore will be better. That won't change, no matter how many hours we put into the game, trying to 'figure it out'.
  12. The initial reaction to a disappointment is always the harshest, right? This is my third post, and I'm probably going to wake up tomorrow, thinking that I over-reacted and go about my day, but right now, it feels rather satisfying to express my opinions. I think that it's time to admit that there's something wrong in the way that this game is handled. I play as a member of a small guild, but we perform a leadership role in the wider community of our server and we run activities for other players in a community that can be equally as vicious as this one. We're not perfect and we are very capable of admitting that, and we struggle to navigate the ins and outs of our community while we create something. We don't always agree, but that's the point. We have to tell each other that we're wrong when we're doing something wrong, otherwise we wouldn't realize it at all. A swat on my wrist is a safer bet than the ire of an angry and disappointed community, no? It's why I surround myself with the rational, level-headed people, aside from the fact that we're good friends. My point is, that someone had to recognize that these changes were going to be a bad idea and that this person wasn't given their due attention or had their concerns dismissed for alternative reasons. I find it inconceivable that it would be missed. More over, that this these concerns hadn't at all been put to the test by being brought to the community for validation, to gather whether we believed this would be good direction for the game. You required an extra week to make this one perfect, but again, you missed the opportunity, as you've done many times before this past year. It's really disappointing and I find myself questioning whether this developer team is able to satisfy me as a customer for much longer. I want to enjoy this game and I want my friends to enjoy the game, too. Please start listening and look to your player base for advice. Nobody knows what we want better than us.
  13. I have a question - will all conquest weeks be this hellish and tedious, or will there be quicker, easier ones with more repeatables to do? As in, to the capacity of being able to complete at least one character CQ in 6 - 12 hours. If every other event is as tedious as the Relics of Gree is right now, then I'd feel like me and my tiny guild shouldn't even bother at all. I apologise if I'm terribly bitter about this, but conquest was one of the things me and my guild really enjoyed in this game. It was, for a time, large incentive in our motivation to play game content. When the merge happened, there was no longer any point because we'd never stay on the leaderboards. Now I don't think that we can manage the guild objective, because the objectives seem hardwired to keep us from doing so, or to make it several times harder than it used to be. Not to mention that my previous concerns make it so that this isn't even fun to do. The grind looks more daunting than it does encouraging, and this is coming from a player who's farmed 200 - 400k CQ points across alts to cling to leaderboards, and I take that as an achievement.
  14. Winning The CQ rewards for simply completing content is now gone. I don't see the point in it, but it demotivates me to participate. I already expect PvP focused guilds to be running premades for their CQ points, and achieving these dailies are going to just be frustrating. This is daft, really. So far, the new CQ quests haven't really appealed to me, a player in a small guild. Everything gives measly rewards now. I have to farm twice as hard to complete conquest, and I'll be working for the same reward. I am much disappoint and frustrate. Again, they never really sought proper player feedback before releasing. What they gave us was a brief and inconclusive look at what they were giving us, as they've done quite a bit lately. I honestly wish they'd let us review new content with more depth.
  15. Every few patches or so, Bioware removes some armour pieces from vendors, or they render those armour pieces useless in some form or another. This being by removing their dye slots as they did for green rated items, which as an outrageously unnecessary 'improvement' that nobody wanted, nor asked for. We didn't even need it, unless you have monetary intentions with that armour later down the line, which you are currently doing with the old level cap armour sets. Some green and 'trash' level armour pieces from vendors were quite good for outfit usage, but they've been removed with vendors - instead we've gotten modification vendors on these planets, which is nice and all, but why not just do the obvious thing and add modifications instead? You're depriving the game of good pieces of armour that can be used for outfitting, and you've not bothered to create a vendor which trades all these sets - only an odd handful here and there. But the monetary pursuits on older armour sets is simply a low and disreputable thing to do. I'm getting tired of seeing things disappear from the game with every few updates, and you're removing(or damaging) more credit-bought armour sets than you're adding. I can't see how this is intended to help the game. I recently read about someone at Bioware defending EA, stating that we as players wrongly view them as something evil, but how can we not make villains out of someone when players are getting slapped in their faces with silly things like this? Someone is at fault and we shouldn't be told that we're wrong when it's absolutely apparent that the very thing is happening, even in SWTOR. Take this as a sign that something is wrong, not something to be brushed off that we, the players, are wrong.
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