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Yupicahey

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  1. Any chance of releasing the code so communities could run their own servers? it might be that we find enough people with enough time, love and resources to actually do a decent job of running community servers, especially as AI/LLMs seem like they might breathe new life into story based games with additional generational dialogue for the NPCs, maybe procedurally generated quests, etc.
  2. I understand the focus of bringing people together and keeping a dynamic oomph to the game areas, however taking away the player ability to join any planet heroics or any FPs, simply, is taking away from the game experience in a relatively impactful and visible way. I don't want to have to travel to the fleet every time I want to do different FPs than the ones on offer? Perhaps try and steer people using rewards to attract people to specific missions instead of actively blocking others? Considering the extravagant material and currency costs of some of the endgame gearing system, I can see that being a very viable system, if the GF heroics and FPs drop Veteran mode OPs gear or significantly extra Tech fragments or commendations, etc.
  3. As the title suggests, can we enable players to rebalance a FP if/when needed by being able to change roles within a FP? There might be a reason not to do this perhaps, but I could not think of one, so finally decided to post here, but if there's any drawbacks let's hear it, if not, hopefully it's not too complicated to implement. P.S.: Might also apply to OPs but haven't tried those yet, I do remember what a pain it is when people relog and rejoin just so we can balance out specs in a group... felt like a primary use case to have loadouts/combat styles.
  4. Most seems to have been said, so sticking to the main points. Congratulations on not releasing something you weren't comfortable with, thank you! Timing was not ideal, I didn't expressly subscribe for this, but can imagine that would be a common scenario, and those users would be short-changed. Any details that could help us understand how a 2 month delay was approved only 1 week before would go a long way. And for the FAQ... Really just 1 question... Can we just still release the story component during the holidays without all the mechanic and UI changes?
  5. Nicely done Mr. Boyd, lovely recap... now I'm all ready for the cinematic trailer for Legacy of the Sith to build on this
  6. So, this post was left to quite late if the expansion is indeed coming by Holiday 2021. Feels like you'd want feedback from the players on something this important with a bit more time to tweak it before the release? It might be early days but I'm really hoping to see some response from the Community team considering the feedback that's been poured by the players in these 20-odd pages (at the time of writing). Are you monitoring just to "answer questions" or are you also monitoring the feelings of the user base? Are you monitoring these feelings anywhere else as I feel I really want to make myself heard in terms of dissatisfaction with some of the changes. If some change to the scope and systems is to be done, even after the expansion release, it would be great to hear about it in advance, if the expansion does end up putting me off, I might miss the announcement reverting some of these ill-conceived (and apparently not feedback based?) decisions. Going through the posts here it's not easy to see the math of how overwhelming ill-received some of these changes are, so I'm just asking for an official reply to this. Thanks for reading!
  7. It's been posted already so won't go into much details but leaving my feedback here as well for the benefit of interested parties at BioWare: Yeah, mixed feelings too, guess it's the usual "wait and see". I do very much like to be able to max gear without running OPs currently, especially as we'd need to do it rather consistently to get a full set at max level. It also means I could gear to max level casually at my own pace and then dip my toes in casual story OPs content without them being extra difficult due to my lower level gear. The simplicity of the new system without RNG and "as many mods" is good though, taking way too much space in my legacy storage at the moment. Won't miss amplifiers either. However tying the rewards and the gear to weeklies might be problematic, thinking about that weird change of resetting them week after week. Again, for players with less time to play, doing the weeklies for FPs, PVP, GSF will be crazy... usually it takes me a month to finish a couple of these weeklies, so essentially I'll never ever do them again, which means missing out on significant rewards and gearing compared to current status quo Essentially it's work going to waste effectively, especially if those weeklies will reset at 4/5 FPs, or 9/10 PVPs, etc. That would be a true hit your head against the wall thing because effectively all those rewards are going down the drain. As for the intent to group players more in common weekly areas, faction tagging, etc. that's great, but still not sure on details, respawn can currently be quite inconvenient on crowded heroic/daily areas, getting more players in those could potentially make them more time-consuming and less fun. I love the game, I just have a few alts I like to play with and not that much time on my hands, meaning somewhat reduced time per character and I fear that some of these changes will be detrimental to players in such conditions. if you can see fit to post something about how casual players or alt-happy players are also being considered in these new systems and how we could benefit, I would appreciate it BW. Live long and may the Prosperity of the Force be with You
  8. Hello all! First of all thanks for all the work you're putting in to make all of us galactic wanderers happy. As for the suggestion, it's very simple: 1. Today gifts are ranked which is great, higher rank = higher influence, this works clearly. 2. Today there is an indication of the influence gained by the currently active companion: this is not working. 2.1 The current levels of influence are: "No Influence" "Small Influence" "Moderate Influence" "Large Influence" However, these have no real bearing on the values of influence. I can give the same gift to 2 different companions, both with a "Large" classification, and 1 will gain significantly higher influence for it without me being able to guess that that before, since the only information I have is that both gain "Large Influence", which can be 166 for 1 and 499 for another. 2.2 Outside of the game it's possible to see some spreadsheets and guides related to what companions "Like", "Favorite" and "Love". These aren't always consistent and these still don't specify the level of influence from specific gifts, only their category, which is not as clear as it could be. Also, this is not in-game and it doesn't keep up with new and "secondary" companions. 3 Suggestion: Let's replace the influence levels in-game (No, Small, Moderate, Large) with the actual influence gained (numerical values). This would increase transparency and allow for more logical decision making from us the players. If I know a gift of rank 5 can give several hundred influence to one of my companions, I'm not going to "waste it" on a companion where it gains only 166 (which today is classified as "Large"). 4 Comment: I'm guessing there was a reason why you selected these levels/ranges at the beginning of the game, however, I cannot honestly see the logic behind this. Showing the actual influence gained by each comp for each gift would give us the information for an informed choice. If however this is a rigid concept that you're not willing to change I would appreciate some clarification so I can better understand it. A secondary suggestion would be, if the actual numerical values/gift/companion is something that you cannot or will not implement for some reason, to update the levels of influence already used to more accurate metrics (Large only applies for > 750 influence), Moderate (250-749), Small (1-249). I'm pretty sure there is no reason you could present to justify how "Large" influence translates in comps getting both 166 influence and 1499 influence. This is all! Thanks for your time reading this feedback and looking forward to see what comes of this...
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