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Haooll

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Everything posted by Haooll

  1. I think you've missed a fairly vital point ... a "main" as you call it counts as an "alt" ... so hundreds of "mains" means hundreds of "alts" my system still works ... so guild 1 with 50 active conquest members who each play 10 alts (main + 9 others) will have a total of 500 alts that took part in conquest, guild 2 that had 5 active conquest players who each play 10 alts (main + 9 others) only has 50 ... with the correct tier brackets you can make it so that guild 1 has to decide how many alts to use in order to widen their choice for the next week ... I agree you will never be able to get rid of the big guilds unfair advantage, and your idea that having a set amount of points to get the planetary target and a higher number also gets you the conqueror title is a good way of enabling people to get the galactic conqueror achievement without having to join one of the big guilds.
  2. 1) I've posted a couple of times a possible solution to numbers 1, 2 and 3 and that is the target tier(s) available for a guild to invade are determined by the number of alts (not legacies ALTS) that participated in conquest the week before (i.e. loads of alts only large target, medium number -> medium and large, small number all tiers available). This effectively would account for inactive members (they wouldn't be counted), you're not punishing those that want to participate by penalising them for the non-participation of other guild members and guilds that spam recruitment in order to gain more targets wouldn't need to (see 3 below). 2) Getting the data for this should be relatively simple ... they already check who has done what for conquest guild wise in order to determine whether or not to award the guild rewards (although I suspect it is just did alt X get personal goal did guild Y get guild target) ... all that is needed is a counter for numbers of alt X (whether personal goal achieved or not) in guild which is then used to determine the tier level the guild has available for it's conquest the week after. 3) In order to make all planets available for the Galactic Conqueror achievement, all plants cycle though the small medium and large target tiers. They do have all of 1 whole day to do this calculation (conquest end monday to conquest start tuesday), if they're not careful they'll be able to do it manually using their fingers and toes. Hopefully that makes a bit of sense and I can see where you're coming from from the points of view of not wanting to boot friends from a guild because they're on sabatical
  3. well .... as soon as they brought the whole kolto thing into play the first time I ever did blood hunt I realised that whoever got knocked out of the middle should hit the nearest kolto regardless of need as it ticks for a few seconds and that always helps keep all topped off. After the knock back you have several seconds to hit kolto and get back to the middle so when knocked back hit kolto then re-engage in the middle works pretty flawlessly.
  4. Honestly ... jack **** ... I've got better things to spend my money on.
  5. hmm if they're giving them away to subs (again), then, even if I already have them from the first time round I would be expecting to have 2 of each of them ... if I don't get a SECOND one (of each) then as a subscriber I'm not getting what they said they were going to give me ... the fact that I already have them is irrelevant they are going to GIVE them to me again ... a quick look at a dictionary says :" OXFORD DICTIONARIES unique, Adjective being the only one of its kind; unlike anything else" given that BW said Nico was "unique" in an earlier promotion, in order to satisfy both the April 2018 give away and the earlier promotion leads to a bit of a conundrum or paradox ... especially as I want my April 2018 Nico as well as my earlier one ... go figure Answers in a bottle thrown into the sea please ... one of them might get to me
  6. might have already been said but "We're making conquest better"
  7. Many thanks for the replies ... looks like most are either not going elsewhere (OK I can relate to that), when my current sub runs out I'll lose one alt (guardian with wardens on dath malgus) and keep the sage and sorcerer with the other 2 guilds. then spend more time playing single player games I've been neglecting or try other mmo's to see if any grab my attention span like this one did. we'll see what happens thnx for the feedback
  8. Well answers on a postcard please as I suspect this post will be deleted as soon as it is seen by the moderators.
  9. Hmm ... but at least they're not getting it in the neck any more about Command levels ... their evil plot to divert attention away from that has been successful As for the conquest changes ... as a crafter, it sucks big cahoonas ... As pretty much the only group content I do is FP's for the points and possibly the weekly if I need it to get to personal goal again it sucks ... same with pvp/gsf participation ... I'd do a couple to get the points if I needed to. A possible way to adjust crafting on CRAFTING weeks only would be for the repeatable to be doable once per day per guild that way someone with 50 alts in the same guild would only be able to do it once per day for that guild, effectively removing/reducing the crafting bombs. On non-crafting weeks keep it as it was, or change it to once per alt and reduce the value to 500 (1250 with max bonus) points. 2000 points was way too high in my opinion for maybe 20 seconds work setting the companions crafting and then logging to another alt. As for how to get separation between small, medium and large guilds, one solution would be to have the planets rotate through low, medium and high and the planets a guild could invade would be determined by the number of contributing alts the guild had in the previous week's conquest. So for example up to 100 alts can invade small, medium or large, 100-500 alts can invade medium or large, over 500 can only invade large. Obviously the numbers I used are arbitrary and would need some analysis on the back end side to be done to work out where the boundaries should be. This way small guilds would have a shot at getting all planets for Galactic Conqueror title. Atm, I have very little incentive to even play the game as the main reason I did was weekly conquest goals on 4-5 alts over 2 servers. About the only good thing they did was remove the stronghold decoration requirement needed for full strong hold bonus, it now means I might even get round to decorating mine properly ... on that note "FOR SALE: 993 basic chairs, used and (possibly) slightly stained - 2000 Credits each"
  10. There is a way to get to do foundry in solo (story) mode. Step 1. Pick up quest "call to Arms" from droid X1-02 near the mission departures lift on fleet. Step 2. Use Inter-fleet transport to travel to other ship (white something or other can't remember full name) and talk to Moff to get Boarding party flashpoint in story mode. Step 3. Complete Boarding Party flashpoint and return to Moff. The Moff then gives you Foundry flashpoint in solo (story) mode. hope that helps
  11. Gotta mention the group I was with this morning ... 3 level 70 sentinels (2 in 230 1 in 241 gear) ... Depths of Manaan vet fp ... me as heals (lvl 70 240-ish gear) ... "oh great ... 3 instat-leap squishies to heal" ... boy was I wrong ... all 3 did everything near perfect ... 1 death during Ortuno's flow (started running out about half a second too late and out of range of my extricate/force yank skill). Never let it be said that ALL sents are leeroys
  12. you're right I don't believe you ... just because it's Black Friday doesn't mean I'm going to buy this tall tale kudos to the group for being sane
  13. I feel your pain ... I invariably play as sage/sorc healer in all things but in vet fp's often wonder why ... the only time i feel useful is during trash mobs on the way to bosses with squishy dps's in the group, or occasionally in a low level group doing the sand storm boss in Czerka Core meltdown. I've started running my imp healer as a lightning sorc just for ***** and giggles and get more "good heals" comments as that spec than when running as a heal spec ... go figure ... when I run my tanks and get a "healer" I'll let them heal if they do ... if I'm not getting any heals from them I'll use kolto stations as needed and maybe say something if i can be bothered to. But generally if I have a healer in a group I'll let them do the heals and concentrate on dps/aggro holding. What/why others do what they do is either not trusting or pig ignorance ... the first can be excused IF the healer isn't healing, the second can be cured ... lead injections work I'm told
  14. The sensible way to do it would be to have a framework (or something similar), on which to hang the details. If they went through creating it from scratch and nothing (or little) is re-usable that's madness from a programming/design point of view. If they have used a framework system it should be relatively easy to port the details from the existing flashpoint into it. If they haven't, then maybe next time they should develop a framework system for future use ... it'd make creating/adding new group content much easier (and therefore quicker). But this is BW .... who knows what thought processes are used.
  15. as far as i recall you should get 6 2 for bonus boss 2 for last boss and 2 singles for other boss fights ... loot everything and you should get them ... well this is what is was before patch ... also if you do it in vet and master mode you get more ...
  16. Add those who drop a hyperspace beacon somewhere useful (i.e. not miles below/above sats A & C but midway between A&B or B&C so respawning teammates get you to the one most in need of help asap ...), and then stays back out of trouble to keep it active as long as possible ... every game I do this I get tagged as not participating but clearly am in that I have a non-violent beacon assisting my teammates ... what's the point in dropping a hyperspace beacon if I then go into combat and die 10 seconds later ? and have to wait a minute before I can drop another ?
  17. Whilst I agree with this for the most part, it runs into one major problem with players like me who are quite happy to contribute deploying a hyperspace beacon and then fly about doing very little from a damage point of view (if any) purely to keep the usefulness of it there for my teammates. This frequently gives me the "you are not contributing ..." message, however I would argue I am in that it can make a major difference in a tight game if on re-spawn your teammates can spawn a lot closer to the target area(s) than the original spawn points, i.e. 4-5 seconds and back in fight rather than 10-15 ... As soon as I die the beacon disappears so to me it makes sense to deploy it and stay out of trouble flying near it to protect it, but if enemy never find it or don't realize, then I get very little if any damage/kills but the team benefit greatly. 2 minutes of not contributing kills this play style which is valid from a team match perspective. I guess there could be a check to see if ship/player had deployed a beacon before kicking though which would solve the problem.
  18. OMG ... that video is sooo true I usually main heals on TRE and Shadowlands, and yep, have been in more than a few groups where everything is just as that video says ... still I like to think I have the skin of a rhino and the resilience of a cockraoch so I guess I was destined to be a healer
  19. oh i can't resist the temptation ... but it's a real shame you can't sell them as "used" ... no offense intended ...
  20. This one deserves a mention ... just finished a vet Depths of Manaan fp run with me (tank lvl70 jugg), lvl 70 dps operative another lvl 70 ranged dps (not sure of class) and a lvl 17 powertech. cleared trash to ortunno wothput problem, then lost lvl 17 and lv 70 other ranged dps to first flow. Was then thinking this'll be a wipe and reset but no. Much kudos to the operative, we 2 manned ortunno to death rarely going below 50% health through good use of kolto's. that guy was awesome. After ortunno is sleeping with the fishes (sorry had to be said), the other ranged dps quit and we proceeded to finish fp with comp without further issues. thnx and kudos to both remaining compadres.
  21. ok 8/10 for tolerance ... did you think about going back to save their *** ? no ... did you think about going back to get them to follow you to avoid the avoidable ? no ... see where I'm going here ? not everyone knows the routes to avoid things ... first death was a clue ... after that go back and give them a clue ...
  22. Hello, as far as i recall, uprisings are intended to be bridging point between heroics/tactical fp's and hm fp's and sm ops where you need to be aware of mechanics and class skills required to obviate/ameliorate damage taken. I think the request to "reduce" damage means they are having the desired effect ... if you can't do sm uprisings with the group as formed go somewhere else for the easy cxp ... or wait until you get a trinity group in the accept window ... personally i haven't done many but that's personal choice not failing many times, those i have done, have either been cake walks or failures none of them have had a trinity, some have heals/no tank some have tank/no heals ... 50/50 either way. End of the day, they were designed to make you aware of mechanics somewhere between tactical/veteran fp's and hm fp's and sm ops ... learn rather than whinge
  23. Can agree with th sentiment ... nothing more annoying that someone who quits before finding out if the group can do the fp. Had a veteran Depths of Manaan the other day, 70 jugg tank(me), 70 sniper, 26 merc healer 16 shadow dps and thought oh well this'll be interesting ... no one quit, one death (not wipe) on Ortunno due to adds when Ortunno was about 20% health to go same on Stivastin ... just goes to show the harder ones can be done even with low lvls involved. Have had similar experiences on vet Blood Hunt too. My guess is, (and this will annoy some), is the ones who quit before trying are unsure of their own abilities and need (or want) to be carried ...
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