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Posts posted by DeadOptimus
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Have you felt at any point that you were restricted to specific content to max out your gear? Or did you feel like playing the game as you always have gets you there reliably?
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Question in title. So far I've met exactly one person who thought these were positive changes, particularly on gear. Every other person in my guilds explicitly do not plan to hang around when these changes go live. So what's the reading of the room from folks who've been testing?
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Well I played wow in burning crusade and left around when BFA ended, the truth is gearing in 6.0 is easy now theres no progression no sence of accomplishment gear is pointless. I can farm flashpoints till i get tech fragments & armorings, mods and enhancements and boom a full set of gear for my lvl 75 even before that toon is maxed lvl. Nothing is gained by me having that gear untill late endgame and even then theres no point doing VM / MM anything as theres no gear upgrade from it sure I can wait for RNG gods to bless me but no one is going to do that. So what your doing at this point is having max gear for just having it, sure lvl 75 story content is easer but not much.
There is a reason ALL mmos struggle with gearing, you make it pointless and you just pander to the 10% of the player base thats the most vocal as they dont understand why they cant have the new shiny gear or you put a wall between the low lvl gear / mid lvl gear / hi lvl gear, thus making your player base do content they would not normaly do in the hope they will try something new.
The sad truth is the new system works for everyone, solo players (who are the most vocal) will hate it due to the fact they feel left out, but the truth is swtor as been pandering to the solo players for years. But the game will not move forword like that, you can only take a story driven mmo so far before you run out of story content that makes any sence in the world your in, theres only so meny time's a big bad comes along, killing the emperor is ment to be hard killing some random Darth not so much. My jedi as killed the emperor 3 times now do you think darth XXXXX is really going to make sence?
Gear progression and progression content aren't the same thing. 6.0 has demonstrated these can coexist independently and still be effective. Being able to gear in this manner makes raising alts to fill needed roles much easier and whittles down player difference in content to skill rather than rng drops. And you can't get max level mods unless you farm them on a max level character. This is a good thing. By your logic, gear shouldn't be legacy bound either. The point of doing the raid is to farm the gear and gear currency for alts after your main is set, get pets , crystals and decorations, mounts, achievement, and... Brace for this one... because they're fun. It's a good system that doesn't make players forced to do them.
As for SWTOR pandering to solo players, I hate to break it to you, but that's been the status quo of the game since launch. That's part of the problem- they're shifting their focus away from what helped them standout, and they're using a trashy, compartmentalized method to do it.
"There is a reason ALL mmos struggle with gearing, you make it pointless and you just pander to the 10% of the player base thats the most vocal as they dont understand why they cant have the new shiny gear or you put a wall between the low lvl gear / mid lvl gear / hi lvl gear, thus making your player base do content they would not normaly do in the hope they will try something new."
... lmao what? You said you played WoW until end of BFA. Legion and BFA employed rng based progression drop methods that were unreliable. You have also needed multiple full gear sets for different content types since the end of WoD, multiplying the farm slog multiple times. It's terrible and nobody in that game likes it. They revamped gear for SL to have an even lower drop rate and players struggle to get necessary gear to progress on content and be competitive. It doesn't make them feel more engaged, it makes them angry they can't get what they need to perform competitively. There's a reason the WoW population has consistently defined since Legion (based on population sites as it's so bad Blizzard no longer shares the data). FFXIV doesn't have content schedule lockouts so you can farm the gear you need to your heart's content. Your defending the principle of a system that has been demonstrated to fail in practice in its current form.
"The sad truth is the new system works for everyone"
So far you're the only person I've seen suggest this. Even if you weren't wrong, the fact is nobody I've seen experience the system or learn about it wants it. That's enough to reject it outright. The developers shouldn't be locking players into specific content or telling them what the right way to play is. And they shouldn't be trying to shift the main demographic they've appealed to for a decade. Or trying to force the game to be something it's not Taking away player freedom hasn't helped a single mmo.
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It might be how am reading posts or am just not understanding your POV but when you remove all the talk, all it sounds like your saying "we want the best suff without any effort" and "why sould I be forced into playing with other people to get gear" Now am happy to be wrong, but just for context I have no people on my mates list I dont do content with other people. But am happy with the changes, there trying to rebuild there MMO all successful MMO's have a heathy dungeon / raiding scene games like final fantasy and wow have or had a heathy raiding scene in there past.
With swtors loyal player base its good there trying to branch out into more content that you cant do solo, I myself may not like it but this shows me that swtor is in a good place and there trying to experiment to get more players to join. It always leaves me wondering why people get angry about people who made a mmo, when said people add in more mmo content.
Well, you're wrong. In WoW I do heroic raiding and was on the prog team for quite a while before the game started to suck. I also make a habit of doing all their solo challenge modes. The gearing system in WoW has been a dumpster fire for at least 3 consecutive expansions now, making it very difficult especially for progression players to optimize.
Everything that's wrong with WoW gear is resolved with SWTOR's current state. It respects your time invested in playing- if you don't get a gear piece you need as a drop, you can buy it with a single currency you can from from any content. If you have a piece you don't need, you can shuttle it over to an alt. You don't have to live and die in every piece of content to hit gear cap, you can just do what you want. That's freedom to progress.
There's nothing wrong with this system, and as I've said, it's been one of the strongest selling points to anybody else who I've recommended the game to, especially the ones who like group content. This is particularly crucial because finding consistent progression ops groups in this game is leagues more difficult than other mmo's. The opportunity to find a situation to get that best gear is low as it is, so being prepared enough to play at that level when the opportunity rises is crucial.
There's a fine line between criticizing what is objectively a convoluted mess and gear gating (and objectively inferior to the status quo design for the game) versus wanting everything handed out for free.
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What's a PTR?
I know what a PTS is, never heard of a PTR
Edit: After a google, I see PTR is something that seems specific to Amazons, "New World" mmorpg.
Here in SWTOR and for as far as I can remember, all the way back to Everquest, they have all been called "Public Test Server".
That might by why you're not able to play on one here in SWTOR. You're looking for something that does not exist?
Google "public test realm." This post isn't a complaint about not playing the PTR, it's about the poor gearing changes that are on it.
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First off, I haven't actuality played on the PTR so this is just based on the feedback I've seen. But it looks like gearing in 7.0 with be several massive steps backward.
One of SWTOR's greatest strengths is your ability to gain set pieces through a combination of drops and purchasing with a single farmable currency. Another strength is being able farm mods and send whatever your main character doesn't need over to alts. This has always been a strong selling point to the game for myself and anybody I've recommended it to because it genuinely respects your time as a player. Changing this system is a mistake. From what I understand, 7.0 will have gear with preset stats that you will need several content-type-exclusive currencies to gain.
This looks extremely alt and casual unfriendly. It looks like an attempt to copy the worst parts of WoW format. Please keep the gear system similar if not the same and do not bring this experiment to live...
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The MMO market is extremely competitive today. MMO's have to evolve to whats currently popular in order to sustain longevity. SWTOR is a 2nd generation MMO's imo (EQ2, WoW) (1st gen - UO, EQ1, SWG).
I'm going to push back on this- mmo's don't sustain themselves by trend chasing. While SWTOR followed a very similar format to WoW initially, there wasn't much in the way of alternate models to follow at the time. That being said, if I wanted to play an ESO or New World style game... I would play either one of those games.
WoW shifted extremely strongly toward a more passives/less actives based system for BfA and the players hated it so badly the devs were forced to de-prune for Shadowlands (although they didn't go nearly far enough). Taking away tools isn't the same thing as streamlining, and my concern here is the removal of tools for the sake of trying to appeal to the least common denominator of player who doesn't understand how to make a rotation greater than 4 abilities work.
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Does anybody have info on where they are with the pruning right now? I don't pay every spec, but the handful I do play already feel more or less fine as is. Maybe one or two abilities I rarely or never use? Which is fine. The only other time I've experienced pruning is the multiple times Blizzard has done it with WoW, and it's never, ever, been better for it. I really don't want this game to suffer from WoW's mistakes. I got a bad feeling about this.
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What's a good time of day to try to message you?
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I see. I just purchased a new stronghold and I can see it on my page, but where do I reactivate my train stronghold from Umbara? I had to deactivate it at one point and I haven't seen it on my stronghold list since. That's actually what spawned this question: I have 3 stronghold currently active, but I don't see the mobile base on my list for some reason.
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Yes. You can have loads as stated above.
How do I activate more than three on a server at any given time?
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I agree, more vertical half-mask options are needed for players. At this point in the game's life cycle, it should be doable and would really add another layer of customization.
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I can get behind that. Black specifically is a long requested one I would love to see before any others though.
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The whole zone had a lot of potential, a stronghold there might be able to take advantage of that. I would actually like to see two versions: a smaller apartment more reasonably sized for decorating, and a larger one that can take advantage of the zone more fully.
Thank you!
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It started off strong and had some really good elements... really drug out in some places and lost a lot of value in giving every single class the exact same story. They could have given some diversity in a lot of the filler. And Iokath is just... just terrible. I really wish Ziost was a full planet instead of a mini daily zone. Valkorian is definitely a highlight and his voice actor is absolutely superb. All things considered, I'm neither surprised nor disappointed by what came after SoR.
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Hi all,
We wanted to take this opportunity to discuss some of the feedback we have received regarding Galactic Seasons and provide some answers and clarification, insight into our goals and how we addressed some of the issues which have popped up early this Season. This is going to be a large delve, so let’s dive right in!
Season 1 End Date
Our current plan has always been for Season 1 to last 5 months. Given the Season 1 start date of April 27th, that would put the end date for Season 1 in the September time frame, however we acknowledge we never stated the official end point.
Season 1 will end on Tuesday, September 28 at 12:00PM GMT. This information will be available on the Galactic Season screen in an upcoming update.
Galactic Seasons Tokens
We have seen a lot of questions regarding Galactic Seasons Tokens and if they will or will not expire at the end of a Season.
We do not intend to reset these Tokens at the end of any Season. Galactic Season Tokens are meant to be collected and shared from Season to Season. They are a permanent currency for any and all Galactic Seasons now and in the foreseeable future.
Priority Objectives
We have seen a lot of feedback in regards to the Priority Objectives, both in the types and variety of activities they include, the reroll feature, and the potential for sharing them with your friends to make it easier to tackle them together.
More Variety/Refreshes:
While Galactic Seasons will never have the same level of variety as the Conquest system, it is our intention to add more variety into later Seasons, which we believe should address both the desire for more variety as well as more refreshes.
When we looked at Season 1, we considered a few key elements; activity patterns we saw in player week to week Conquest participation, where there was opportunity to increase engagement, ensuring that Daily and Weekly Priority Objectives fell into a certain time-to-complete range, and ensuring that no matter which objective you had it was relevant to what you are able to actually participate in.
By keeping this initial list of Priority Objectives a little more trimmed down and focused, we could ensure that players met all of these key elements. As we move into future Seasons we will be building further upon this foundation.
Linking or Sharing Priority Objectives:
Similar to refreshes, we are looking into how we can solve the core desire in this request. Priority Objectives are built using the same tech we use for Achievements and Conquest Objectives. Unlike Missions, this tech does not inherently contain capabilities for sharing, so there would be a lot to consider in supporting this type of feature. While we will continue to explore what this could look like, we know that it is important for players to be able to participate in Galactic Season Priority Objectives with friends, and that is an aspect we are and will be more deeply exploring solutions for while building out future Seasons.
Jaleit Nall Rotational Vendor
Our Galactic Seasons vendor, Jaleit Nall, is intended to be a rotating vendor similar to Kai Zykken, however with a longer rotating cadence. We have seen the feedback that players had saved up for a very specific item on her inventory which then became unavailable without notice.
To help make this a more predictable schedule, we will be simplifying and unifying the rotating cadence with Game Update 6.3.1 such that all rotations will occur once every week at 12:00AM GMT. This will line up more appropriately with Kai’s current rotation cadence, and we hope will help make her inventory more predictable.
Group A will remain active for 1 week, and then cycle out for 3 weeks. Group A will consist of the following rewards:
- HK-55 Jetpack
- Lucky 77 Swoop
- Makrin Creeper Seedling
- Model Gravestone
- Nico Okarr
- Nico Okarr's Duster
- Nico's Blaster
- Propaganda: Fight For The Meatbags Replica
- Tauntaun Ram
- Title: The Illustrious
Group B will begin a week after Group A, remain active for 1 week, and then cycle out for 3 weeks. Group B will consist of the following rewards:
- Eternal Empire Patroller
- Galactic Alliance Statue Replica
- Gannifari
- HK-55's Blaster Pistol
- Kakkran Daggerstar
- Model Zakuul Battlecruiser
- Rapid Recon Walker
- Shae Vizla
- Title: Test Pilot
- Title: The Intrepid
Group C will begin a week after Group B, remain active for 1 week, and then cycle out for 3 weeks. Group C will consist of the following rewards:
- Grand Statue of Revan Replica
- HK-55 Helmet
- HK-55's Sniper Rifle
- JA-3 Subversive Battle Droid
- Mini-Mogul NM-1
- Model Mach 2
- Paxton Rall
- Title: Scourge of the Hutts
- Umbaran Patrol Tauntaun
Group D will begin a week after Group C, remain active for 1 week, and then cycle out for 3 weeks. Group D will consist of the following rewards:
- Chiss Talon Interceptor
- Dazh Ranos
- Heliotropic Subteroth
- HK-55's Vibrosword
- JA-3 Speeder
- K1-W4 Astromech Droid
- Makeb Gazebo Replica
- RE-1 Scout Droid
- Title: The Risen
State of Priority Objectives
We understand and acknowledge that there were initial issues with Priority Objectives, and would like to give some insight into why these issues occurred, and what we have done to address them.
Priority Objectives not tracking:
Players had reported that certain Priority Objectives stopped tracking either under certain conditions, such as the Daily PO: Defeat Capital Enemies, or had been tracking and then suddenly stopped. This was complicated because it was not tied to any one specific process.
Instances where players had Priority Objectives which were tracking and then suddenly stopped tracking was a result of an error in the schedule between Galactic Seasons Weekly schedule and the Conquest Schedule. In this instance, the Galactic Seasons schedule switched over to the next week indicating that new Priority Objectives were available prior to the Conquest schedule switching over. Because Priority Objectives are built using the same tech as our Conquest Objectives, if a player happened to log in during this window of time there was a potential to obtain new Priority Objectives as the system intended. However when the Conquest schedule flipped over 12 hours later, the newly acquired Priority Objectives of those players had then become invalid, thus preventing them from further tracking and advancing.
We have brought these two schedules back in line with each other as we intended, and have made additional development and internal testing improvements to prevent this in the future. Further, we are exploring additional ways to further separate the two systems from each other to help prevent this in future Seasons.
In instances where players had Priority Objectives which were tracking and then seemed to not track or update under other conditions was due to the complexities of our Priority Objectives multiple conditional passes. In these cases, a condition check was preventing characters above certain Levels from progressing Priority Objectives which were already provided as a player’s assigned Priority Objectives. We have resolved this condition check and have made notes for future internal development and testing to ensure that this does not occur moving forward.
Refreshing into completed Priority Objectives:
Refreshing into Objectives which were already completed was due to one of the Priority Objective’s final condition checks failing, allowing progress on Objectives which were not visible or assigned to the player. This is the same tech which allows hidden Achievements to progress and to then display themselves when completed, so we needed to ensure that our fix for this was methodical to prevent a more widespread issue. We have identified the fix and rolled it out to all Priority Objectives, and will continue to cross check this while developing and internally testing all Priority Objectives. In addition, we are looking into ways to further prevent this as we move into Season 2.
Only having one Priority Objective:
This was due to a timing issue with a safeguard we had placed in to prevent players from being assigned previously completed Priority Objectives. In this instance the system was assigning Priority Objectives to the player, however the Conquest system was then resetting those same Priority Objectives leaving players in a bad state and potentially with only 1 Weekly Priority Objective if they had already done that Weekly during the week prior.
We corrected this behavior, and in addition created a form of self-repair in the event this occurs again. This checks if a Legacy has the correct number of Priority Objectives, and if not the system will recognize this and assign the Legacy another valid Priority Objective.
We are examining all of the issues we have had with Priority Objectives with Season 1 and applying that knowledge moving forward. We are seeing where there are additional opportunities to separate out some of the systems, and ways to simplify.
We want to thank you for your continued feedback. We are very actively gathering and using it to refine what Season 2 may look and feel like.
I left WoW in large part due to lack of transparency regarding their decisions, their flaws, and how they could improve. Despite my occasional hiatus, I keep returning to SWTOR due specifically to the transparency and responsiveness of the team on this game. Thank you for the insight folks. Maybe some day EA will actually invest significant resources into this game for contemporary content. At least it's in caring hands regardless.
- HK-55 Jetpack
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It has *always* been possible to have more than three active at once. (EDIT: except before the Stronghold feature launched, duh, when you couldn't have any.) When the feature launched, there were four and you could have all four active, and except briefly after Yavin was added (the fifth), they've never made it impossible to have fewer active than the total number of different strongholds.
EDIT: caveat: if you had strongholds on mutliple servers before the server merge in November 2017, you might have ended up having multiple instances of the same three strongholds on a single server, but that's a specific situation, but even there, you have more than three strongholds. If you have one of each, you are limited to, I believe, 15 or 20 different strongholds, which is more than the current number of different strongholds.
So... if I own more than the separate individual strongholds...? Can I use more than three?
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So... title. Is there any way to do this? I recently returned to the game and this is one of the few things I was going to see change. I like my stronghold locations, but having to pick three at any given time and lose all their decoration placements if I deactivate one is a real bummer.
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So I saw part of an interview where the team was alluding to some big things coming to SWTOR this year. Possible rendering updates, possible expanding... Personally i would love to see a return to class stories... I know 6.3 and GS just released, but... is there any more info on what's yet to come? It's now June and I feel like the window of opportunity to get the hype train rolling is going to close soon. I really love this game, and the amount of love the dev team has for it too really shows. I just feel a little too left in the dark on this one.
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Generally more attainable for your main AND alts (legacy binding is amazing) and overall more satisfying at max level. Obviously the limit on new content is an issue, but I haven't felt like my character was below baseline for most content for more than a couple weeks after hitting cap for any reason other than my own priorities. Exactly how it should be, thank you devs!
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Hi there,
So I recently swapped back over to Annihilation from Fury and I'm having an issue with my parses. I've got full gear although just shy of optimal stats (a variance of about 1-2%). Is there anyone on Star Forge who would be able to take me under their wing and help me get my numbers up? As it stands, I'm doing about 2/3 what I should be capable of in the best of circumstances. I feel like I've got all the pieces there, just putting them together seems to be an issue.
Thank you!
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It gave the overall story a lot of flavor and had massive replay value. As I level my alts these days, I just skip through every cut scene and stop doing the story once I hit level cap. Don't get me wrong, the story after SoR was okay the first time (although had a couple low points). After that it just gets monotonous and feels like a chore. I really miss the days of picking a class and being invested in the narrative as I leveled up. I know EA would rather milk microtransactions than put money into developing these stories, but the game would really benefit from shifting back to that narrative design.
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Have you tried running it in windowed (full screen)? I noticed I had major drops in true full screen that were addressed by using windowed full screen.
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Thing is, every class has 3 specs. Rather than break that mold, they would likely add another class entirely.
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If they had the money.
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Or manpower.
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Or money.
But seriously though, as much as I love this game to pieces, it's pretty obvious EA and Disney give it 0 budget and the dev team is quite small. I doubt we'll see any major content updates of the sort before the servers go down.
Changes to Gearing in 7.0 from PTS Feedback
in Public Test Server
Posted
I'm not paying money for this. I came back to SWTOR as a refuge from a worse MMO, yet somehow you're designing the next patch to be worse than anything I left behind. Congratulations, you've ensured your competitors get my money while you do not.