Jump to content

Morteistno

Members
  • Posts

    99
  • Joined

Reputation

10 Good
  1. I have been doing a lot of the MM chapters. Am currently stuck on the run for the shadows one and am thinking I will ask someone to help me there as it seems close to if not completely impossible to do this on a non stealth character. (Last boss in it, the genohardian (?) leader and his two adds... best I have gotten is both adds killed and boss at 50pct or so)) All the ones before are doable on a non stealth character but often a frustrating experience as the difficulty varies wildly and it also very often depends on luck regardless of your skill. I.e. getting one shot is quite common in them. Companion micromanagement is sometimes also a neccessity as they tend to stand in stupid. I am doing them for the chievos but otherwise it is a mixed experience. Meaning in a way it is more fun as story or even veteran are often ridiculously easy but it completely sucks that very often it is more a question of luck than strategy which is sometimes very frustrating.. There is not much you can do if some of the mobs oneshot you or your companion.
  2. Is this really the case? If so I may have a shot at finishing some sets still but I am kind of surprised about this statement as I think I have experienced quite often that I get the same item multiple times when buying fi 10 unidentified items from Kai. Tacticals I am almost 100pct sure but also duplicate gear pieces. I will try it but can anyone confirm this?
  3. Just want to bump this up as like many I am still trying to collect some sets and would be nice to have an official statement. Also please reconsider the idea of Kai only selling unidentified item as it is now (bug) and as we believe it will be in 7.0 (feature) as basically this makes completing a set through Kai next to impossible. Getting a single piece of the set you want is already an extremely low probability as is, getting the last piece to complete a set you want has an even 7 times lower probability...
  4. On a somewhat related note if Kai will only offer the unidentified item in 7.0 the odds of finishing a set with him are absolutely horrible and something should be changed. My observations spending 100s of thousands of fragments on him: - loot tables seem unequal chance? Ie certain armors and tacticals you get loads off others are extremely rare. - the more pieces you already have off a set the worse your odds to complete it. Ie if you just need 1 piece the odds of getting a piece from that set are already horrible, the odds of getting the piece you lack 7 times worse still... I would suggest that with 7.0 Kai keeps also his weekly assortment of random pieces or if for some mysterious reason the devs insist on only giving the random unidentified piece make some changes to it to increase a players odds... eg allow to select a random slot piece, revise the tables and increase percentages of more rare armors, exclude any already collected ones...
  5. There is no single 'best at everything' class. All classes are viable for all content except maybe ranked pvp and NIM ops where some will be much better off than others. That excepted it really depends on what you like.. Sniper: + surprisingly sturdy and probably the fastest of all classes in dealing with trash mobs in pve. + if you still have to play it agent storyline is still the best imo + quite easy rotation, not overly 'clickety', somewhat relaxed gameplay compared to fi agent or maurader - limited variety. You can chose between being a dps, dps or dps. Need andother char if you want to try a hand at tanking or healing. Note that being able to tank or heal also makes grouping significantly easier for some content. Operative + stealth allows you to avoid a lot of trash mobs in pve + can dps or heal + great for 1-1 pvp + also has agent storyline - very 'clickety gameplay', not relaxed at all imo - for healer (and selfhealing) I really dislike the constant management of the hots though I guess some may like it I just find it annoying aso aso also in a few weeks all will be completely different anyways with 7.0... If you want a serious answer to your question: - There is no 'the best' - You will have to be a bit more specific about what type of content you prefer and how intense a player you are/ playstyle you are looking for (eg a more relaxed vs a more intense clicking experience, able to take on different roles or just dps for life...)
  6. Same comment. You misunderstand cause and effect. Inflation DOES NOT come from player to player transactions. It originates from credits being inserted in the game. And this insertion comes from credit rewards and selling loot to vendors. The ways to fix it are limited and bound to be unpopular. - sharp increase of gtn tax (deflationary effect) Probably the best way though. - Make more credit sinks like the refilling of amplifiers, travel costs, repair costs, or a constant stream of popular items (eg decorations) that can only be bought from a vendor for in game credits.. - decrease credit payouts and value of loot sold to vendor. Number 1 is the most efficient as you can have the biggest effect and not impact new players too much. Eg if you put like a 25pct tax it is only 2500 credits on a 10k item but will be 25 million on a 100 million item. The other options will be slow in having an effect and especially brutal on players that don't have a lot of credits to start with. If you have a billion and need to pay 50k to go to fleet it wont hurt you. If yiu just started it will make your life horrible... More credit sinks would work as well but from a bioware pov they would rather sell them for cartel coins as that gives them rl money. Still the amplifiers refill was a valiant idea in that direction.
  7. Unfortunately you are wrong on everything you write. Inflation is an increase of the total money supply. All the things you mention are the result not the cause of inflation All your examples are in essence transactions of money (credits) from one player to another. There is no increase of credits in total actually even the reverse as the gtn takes a share out of the game. Ie player 1 has 100 credits, player 2 has zero. Player 2 crafts something and sells it to player 1 for 100 credits. End result still 100 credits in the game (- gtn commision) inflation = zero. The inflation comes exclusively from new credits added to the game (or loot sold for credits to a vendor). It does NOT come from player to player transactions.
  8. There is always team ranked or the possibility that you may have to accept that your premade will occasionally lose to a bunch of randoms. I know it must be a devastating feeling but it's not the end of the world you know. <sic>
  9. It is too early to tell about the new matchmaking system imo. From what I have seen so far at least there were no matches of all healers and tanks on one team which is great and much better than before. For the premade people complaing, I have no sympathy at all. From what I have seen so far it is still a serious advantage if one team has a premade in it and the other not - regardless of the quality of the other players, In a hutball map this is most obvious, 1 premade + 4 randoms are still at a huge advantage vs 8 randoms, regardless of the skill of these randoms. The advantage of premades is still very much there imo maybe(?) just a little bit less than before. Premades that now all off a sudden have difficulty winning vs 8 randoms... sorry it just means you are really, really bad players imo.
  10. True, but I would actually play it if the others did not immeadiately abandon. So I suppose I can only hope that they either make it a bit more appealing or that all the people who abandon on seeing umbara pop start doing this.
  11. 2 times we had a bug breathing some life back in conquest, 2 times the bug was removed. Now I do think this bug at least should have been removed, The rampage objectives, especially in the infinitely spammable variant were not good for the game as a whole in my opinion. (the previous one actually was...) If we have to stick with the once per day / legacy objectives (though like about everyone I would like to see them removed), can the developers at least do something to a. make it more alt friendly, b. encourage group play? Why not make a socialite level 3, 4 and 5 for instance. As it is once you reached socialite 5 if you are interested in conquest there is not much point in playing pvp or random FP's anymore, The pointreward is too small. Alternativel increase the reward for spammable objectives, bring back weeklies with high point values aso... It is not as if noone is looking at conquest anymore and I don't think adding a socialite 3, 4 and 5 could be a lot of work. It would also be good for the game as it would encourage group play.
  12. The problem with it is that a very large percentage of players who queue for it immeadiately leave team when it pops. They will not even try (anymore), I am not disputing that a good group can do it, but as is 1. umbara has become something you can only run with a prebuilt group of people that want to on mm. 2. since mm fp pug pop is already taking long it sucks double as it is almost always immeadiately abandoned so you can start queuing from scratch.
  13. Ok, I play on DM and I do get MM pops but sortof only in peak times. And if you are DPS you sometimes have to wait a long time. (And if when it finally pops people see umbara they usually all leave immeadiately but that is another subject ) In order to get fast pops for MM flashpoints you have to be tank or healer. if you take a look at role needed it is almost always one of these. On IMP side usually it seems tank missing on rep side healer. Now I do like MM flashpoints and would support making them more attractive again. Currently they only have achievements going for them. For other purposes (eg CXP, Conquest they are not a good time investment). I however am against making them soloable. To make them more appealing I would: - Give better conquest rewards. There is one conquest week in which you have a bunch of MM FPs giving nice point amounts especially with bonus bosses. However in the vast majority of conquest weeks they are not a good time/reward investment. Specifically: 1. MM FPs should give increased conquest points versus veteran flashpoints 2. Add the weeklies in again in every single conquest week 3. Give bonusses for all bonus bosses in mm fp's. Give some better mats rewards Eg like ranked pvp. Decoration / Extra drops Increase them significantly. Droprates for decorations or MM fp's exclusive loot is very low. Cxp/components Personally I think this is fina as is as I don't really need more CXP or UC's, but may be valid for increased participation for a lot of players. And o yeah: tune down umbara maybe a bit. It is very frustrating to finally get a pop, then see everyone quit immeadiately on seeing its Umbara...
  14. I like most of what you say. Except the title part. This will make getting the titles very, very easy compared to the current system (or the pre 5.8 system). I do not mind making the title slightly easier (for instance awarded to top2 or top three guilds... but what you suggest would somehow devaluate the efforts spent by the people who already have them a bit too much imo...) It would also take away the last competitive part of conquest as face it noone cares about having their name on a planet for a short time. And the current system with its caps already reduced the competition enormously as 1st place is the only one that gets competition over, Noone cares whether you end up second or 30th as long as the cap is made...
×
×
  • Create New...