Jump to content

AdsAillard

Members
  • Posts

    67
  • Joined

Everything posted by AdsAillard

  1. Erm, does that mean we can't use lockouts anymore? Or switch toons mid-raid? The wording is pretty confusing here.
  2. Yeah, same as Andertyne, I noticed it happening before 7.3 - in fact, I was with a friend couple of hours before the update, trying to set up some Space Barbie for next story content and she couldn't stream her screen for me (but I was having no issue whatsoever, which tells me this isn't even happening to everyone... so, nice puzzle piece there).
  3. TBF: Shae's been popular from day 1 - hell, before; people were surprised (negatively) she wasn't in base game after kicking ass on Deceived trailer. Add to that: The Mandalorian is by far the most (positively) popular SW content created since Disney took over; it has brought massive influx of players to the game and wanting to ride that wave is smart. Add to that: Mandalorian crap sells exceedingly well on CM; which implies lots of players are attracted to the aesthetics & lore of it. Add to that: they can see the amount of players rolling BH and choosing to affiliate with Mandalore during the vanilla storyline, which probably also gives them a good idea of what's the real amount of players engaging in it. Sooo... Shae would be one on a long list of reasons why they've been focusing on "mando crap".
  4. If you have some sort of hint on interesting numbers, please let us know.
  5. Honestly, someone who doesn't think that just keeping up with these forums, alone, is worth 40 hours work/week has never really bothered considering the amount of data that is constantly generated by all of these continuous posts - add to it twitter, twitch, etc etc and it's more than enough to fill several plates. Maker only knows how long I spent per week keeping up with a single guild's discord , imagine with wider community. The real issue is that, as always, person-oriented work is treated as less valuable than technical work, all while complaining of not being heard enough. 🤷‍♀️
  6. Well, but guild transfer are already restricted - or, at least, we're meant to build the restrictions along with the ranks, right? If it ever comes a case of needing to further restrict it, the most logical thing is making the exchange rate in rank-tiers and associating a cost to increasing the amount of bank retriving a rank can have* (but not for credits, obviously, as this will wildly vary depending on content/repair needs/summon needs of each guild & moment). Still, this doesn't answer the things we brought up in the original thread about how guild in SWTOR regularly run things and how you plan to deal with it, and I'm sure lots of us would love to know both your perceptions on how the currenty practices work & plans for the impact in those, specially for guilds running at/close to member cap. * (Obviously another solution is to make Vice-GM/Banking official coded roles, to make sure defaulting is ocurring correctly when needed & having specific limited number of characters with tax isention when gifting assets/money, even when usuing mail... and perhaps also exempt of "spam" mail error)
  7. No, you got it wrong. There's not a single item on Cartel Market that anyone needs. There's plenty of stuff in GTN that people need - and, sure, almost all of it is crafted stuff, but it doesn't change that they're, currently, among the most expensive stuff in the game.
  8. Oh, my bad - I couldn't find a path from city to swamp... Still, more expensive moving inside a planet than across the galaxy to a planet makes no sense and it's immersion breaking. Well, not only desirable cosmetics as well - being unable to use outfitter, for example. Again, as I mentioned, being unable to unlock XP perks/getting speeders/jet boost... Is it as bad as when I rolled my first toon? Gods, no. But it's still a lower quality playing experience, and that would last even longer if I were F2P - and while catering to F2P needs may not be where we want to go, most new players will be F2P for at very least Prologue planets; we want to allow them to fall in love with the game and stay... Not to feel the need to stop their playing to grind money. I think F2P had 2:30 h to fleet and 30m to QT, pre-perks? So it would go to 1:30/22 min post perks, for F2P? But I may be wrong.
  9. ... And does that make it any less unequal? Mind you, I've been playing for years, so, normally I wouldn't notice. However, having rolled a lowbie on several servers in which I have no legacy and no structure, I can see how much of a hassle everything is when you're starting out. Honestly, not having a legacy on the German server kills me, I would love to have some rocket boots or mount from lvl 1, alas... Everything takes so much time when you're starting out, and you absolutely feel every credit this early on.
  10. SO MUCH THIS. It's particularly grating when you have planets as mentioned - NS, Coruscant - where you simply *can't* even run through the map. You're hostage to either QT-ing or taking a taxi, every time. And paying for either, frankly, is absurd - I'm paying for the way the game was designed, and in case of Coruscant it's even *worse*, as it's equivalent, DK, can be run through without using anything meaning new players on imp-side get to save more credits. Then it turns frankly ridiculous in Zakuul, where you don't even have "public" transport between Swamps & city areas, and I have to pay 5k to move between the two places - while going from fleet into Zakuul I'm only paying 3.6k. So, basically, it's more expansive moving inside the planet than coming into it... Makes no sense. On fleet, if I don't pay for taxi, I probably shouldn't pay such an absurd amount for qt either.
  11. Well, that is kinda why I suggested the guildship perk - guildship perks can and are associated with guild level & with certain costs that need actual activity & investiment to get to it; not to mention a certain number of subscribing users. As long as it requires a high enough level, it should discourage guilds that are not "real", just fee circumvention. If they wanna go and get their guild to, say, 250+ level to unlock it and run it for 3 of every 4 weeks, well, I'd say that is showing dedication enough to earn it... (I put in a reasonably random guild level, I have no idea how easy or hard it is to get to 250; but you get my meaning)
  12. Hey Joe, thanks for telling us a little more about what you're planning. I have a small question, tho, having read your latest post: Have you considered the effect of those limits/payments into running guilds in the game and how it'll impact the way community has been running things? I ask because the first thing in my mind when I read the taxing situation is that we'll have to take a lot more of this into account while handling our usual guild activities. For a little more background, I am one of the admins of a reasonably big guild on Star Forge; as most big guilds, although we aren't a conquest guild, we do make guild payouts for Top 10 + anyone doing 750K + cq/week. Normally, we'll handle these payouts through email (and develop a huge hatred for the "Couldn't delive this mail operation" message); and the higher prizes are accompanied by items. Equally, we regularly run competition events - PvP tournaments in our guild SH; speedrunning flashpoints; Pod-Racing or Hutt-Racing; Fashion shows; straight up giveaways... You know the drill. If we're paying fees for each of these events, we'll probably have to be more careful on our regular cash-flow balance, but, really, the thing that bugs me is that... We'll probably have to lower the quality of our prizes if our taxes are going to be regulated by the market. For last Pirate Incursion week, only for Conquest competitions, we were giving as prizes 2 JT-9 Jetpacks, a Mandalorian Reforged set, a vectron Mynock, a Mythossaur Hunter... I could go on. Half of the prizes were being disputed only by newcomers, which is a way of also giving newer players access to this cool stuff that isn't that easy to get. However, if I'm paying on how much the market thinks it's needed to be paid for each of these items, we'd probably have to cut back significantly. Perhaps it would be good to consider in which manners we could try to give guilds some leeway with this as to keep encouraging guilds/people to give and build communities that all get to enjoy. (Not saying no taxes, just wondering if perhaps it would be more interesting to rework "tax evasion" from a complete removal into a perk we could choose to pay reduced taxes for in-guild trades? Or some other solution/incentive? idk).
  13. Many (dare I say, most?) guilds are actively recruiting, initial planets & fleet are some of the best places to catch them. However, first thing you need to know is: what are you looking for in a guild? Do you want leveling perks? Social activities? Raids? PvP? Conquest cheevos? Just some cool people to hang out? These will define which sort of guild is the best fit for you!
  14. Def fleet; imp is easier to find then pub; best time is between 8PM and midnight; just be forewarned that last I saw someone selling unstable peacemaker they were asking for 20 bil (that said, most people ask for less, still over 10 bil) (no idea on defiant vented as I never cared for it)
  15. One of the things here, tho, is that we have no clear data on how much these credit sellers really sell - and what these fake credits are used for. Last I heard, a good chunk of people resorting to credit sellers were doing so to buy cheevos/item runs, which is... A very peculiar form of trading, ngl. Nowadays, I hear they're being sold by hypercrates instead of credits, as credits means nothing. Thing is we really don't have enough hard data on it. I honestly always believed they were exploiting system weakensses to "motherload" it into the game. (yes, that's my level of trust in EA). I think a lot of the bot moderation in the past was done through player-reporting and squelching them on gen chat. Lately, I've noticed bots mostly using say/yell, which makes it harder for them to get caught... As for the Bounty Hunt thing: are you aware there are actual guilds who do this but without tax and without player co-opt, yeah? And, let me tell you, it's the absolute worst.
  16. .... This didn't make into the patch notes by accident or did you drop the idea? Or did you move from this into a distribution of the benefit into the changes (previously not mentioned) to Overcharged Saber/Battle Readiness (which, btw, has the name wrong on patch-notes for Infiltration) & Potent Perception/Reckless Voltage?
  17. It's in the final patch notes. Curiously, the changes on The Awakened Flame don't seem to have made it to this patch...
  18. Did you mean Mara/Sent? Because Jug/Guardian certainly can't stealth. ~~ No reason this should've been an ability on a dps spec that isn't even a stealth class to begin with, I guess!
  19. Almost certain he gets away and sends imp toons an email about how they never change; and Pub toons he'll just refuse to work with except for consular.
  20. Yeah, but, that's kinda easy: How user experiences features ALWAYS trumps "lab" theory. Live-representation ALWAYS trumps the test with a limited scope of players. This isn't anything shocking, new or hard to grasp, this are the basics of how you develop user-centered products. And 10 years is a long time not to have learnt that.
  21. Well, look, here's the thing... If you ask for feedback, then don't listen to it and later try to justify it as if we didn't get what you were planning to do because we disagree... Does not sounds like you're thankful or even paying much attention to the said feedback and want to see it in the future. This has been a problem again and again, and it never seems to get any better. Honestly, at this point, it seems that your "solutions" come around at random, really. And it starts with the mistake of trying to make a single thing work on PVE and PVP and ends up just making both not work. Sorcs are terrible in PVE content right now; Madness is annoying in PVP but in the end of the day, you're suggesting changes that don't really solve that and further make Madness a bad option in PVE. Let's not even get to TK - it's being absolutely destroyed by it and it shall now be relegated to SM. ... Same with AP, ofc - not that anyone is really playing it on HM and NiM,if you look at parsely. And no one is playing it because Pyro clearly does more damage/has less heat management issues. From a PvP perspective, it's terrible to meet a good AP player... But also throw a reflect at them when they're mid-burst and they mostly will kill themselves on you, so, it really isn't a big issue in itself unless you're doing a 1v1 - and, spoilers, none of the game modes in PVP are really aiming at a 1v1. You want to make AP less OP in PVP? Take out their ability to keep doing damage while stunned (or make so that it doesn't work on pvp, whihc we know you can do), which is super gamebreaking on pretty much all unranked modes. See what I mean with seeming random changes? Actual problems are not addressed and other stuff is changed that doesn't help with the (pvp) problem and create a PVE problem where there wasn't one. * emphasis mine See... this is why sometimes you'll see people wondering if you play your own game, because, this is not what we actually need! Yes, we wee a lot of BIG NUMBER DPS on AP (and other specs), and that may seem excessive but when you get down to the actual (PVE) play, it isn't excessive. We don't need less sustain on specs, and while I understand that *conceptually* you wanted it to be burst windows Vs Constant Damage, the game design of your (pve) content doesn't work like that. And the changes you're making is narrowing more and more what are actual doable classes on harder content - mathematically, in case of NiM, and in experience in case of HM - you keep increasing the barrier for HM/NiM while SM presents so little challenge as to hinder the teaching of harder content because players have zero experience in basic mechanics. So, you know, seems like you're taking the trees as if they were the whole world and never looking at your own forest and how you're stopping it from thriving. Which mirrors the whole way we said again and again and again that gearing paths were too complicated/draining during MONTHS of PTS, how it was completely ignored and then caused a MASSIVE number of players to leave the game because they got burnt out trying to gear up to get back at what they were doing before the patch (when they even could do it, let's not forget that NIM Gods wasn't cleared before 7.1). So, yeah, I don't feel like there's any point in giving any feedback, as it's never listened and as the actual attempt at explanations just end up showing lack of game awareness... And, worse, community awareness. Because, I don't really care what says in your pretty white board, the game design isn't meant to be done aiming at beautiful abstract concepts. It's meant to serve the people playing - the people who keep telling you this is the opposite of what they want/need and being ignored. So, you know, maybe y'all should try a little thing called "read the room". BTW, I don't even play Sorc at all or PT for real, I'm just AMAZED and slightly enraged at how you seem to not care that this is terrible UX (because UX isn't about making things pretty or about your UI, it's about the whole experience. And the experience of 7.x has been filled with car crashes that could've been easily avoided if you read any of the signs).
  22. Alas, that's not how life (gaming) works. If you want to avoid losing before even trying, then, look up answers before you fight! Tada! Doesn't sound like a lot of fun to me, but...
  23. Yeah, we had 4 or 5 people who were to get the achievement that day, and all submitted tickets and nobody got a positive reply. Also, it's highly disrespectful the way customer service says "just try again" as if it wasn't a time-consuming complex achievement to get, you know? x.x
  24. I mean, I don't disagree with that in principle. However, it's not how it works (in general), so, at least we know it isn't something that is broken this time!
×
×
  • Create New...