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Everything posted by MorseGod
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Sorry to beat a dead horse but...bitraider
MorseGod replied to Clifffeh's topic in General Discussion
This thread would greatly benefit from some context. Otherwise, it's just a commiseration session for people who already know what you're talking about. -
Today's patch reset all our guild heraldry logos
MorseGod replied to UlaVii's topic in General Discussion
Eric literally just said not to do that until further notice. -
Getting random spam in game mails
MorseGod replied to ShieldProtection's topic in General Discussion
This is normal. There are a ton of credit sellers out there who are happy to break the rules on disposable characters / accounts. There's a button in the mail interface to report spam or harassment for whatever little good that will do. -
"I don't like talking about my flair." -Jennifer Aniston, Office Space
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There's absolutely no point to do the FP if the cost of doing it exceeds the reward gained from it. If the repairs don't exceed the FP reward, then it was a profitable use of time. Otherwise, it was a waste of time.
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Well, my point on composition is that I have certain preferences that determine whether I'm going in or not. Other people may have different deal-breaker preferences. I do believe that balanced groups create an environment where people can learn their proper role for harder content, though, and that has value. As for locking people out that have been booted from a prior group, that opens a huge door for abusive players to prevent others from doing FPs. FPs will be full of jerks that just queue groups to kick people out and prevent them from being able to play. Never underestimate the power of online anonymity to bring out the absolute worst in people.
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The random group you get dealt for a flashpoint makes a big difference. Dying once can cost as much in repairs as the mission reward pays out, and dying twice almost always means you're operating at a loss. I despise operating at a loss, so there are a couple reasons that I'll drop out of the queue: Lowbies As mentioned previously, these folks are missing skills and abilities. It has also been my experience that these folks are the most likely to Leeroy the flashpoints and screw the team. One lowbie DPS may be okay, but if the tank or healer is a lowbie or there's more than one of them, I'm not hitting the ready button. Composition No healer is a deal killer. Sure, some FPs can be done pretty easily with four DPS, but you don't get to see which FP you got from the queue until after you hit the ready button, and then it's too late to evaluate whether you want to do that particular FP with the group composition you got. Groups without a healer always have someone hitting the koltos prematurely and wasting them or people who are rightly focused on their own role and no one hits the kolto at all. Solutions The lowbie problem could be solved by level grouping or simply raising the minimum level for FPs significantly. Expecting people to go play level-appropriate content instead of getting bolstered for power-leveling isn't unreasonable. The FPs themselves could also be set with custom minimums so that the lowbies are only admitted to the easiest of them and can't screw the team on the more difficult ones. Always wait for balanced groups before the queue pops. The wait times would be longer, but for those of us who abandon the queue for an unbalanced group (or just a lack of healer), that doesn't really matter. Add a condition for those of us who drop out of the queue that temporarily prevents us from grouping with the same people who were in the ignored queue in addition to putting us at the back of the line for re-queueing. I usually try to wait a couple minutes after dropping out so that the group I abandoned can get a new person and be on their way before I queue again, but this isn't always effective, so having it coded into the system to guarantee those guys get to start before I get a new group wouldn't bother me at all.
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Meet The Community Content Creators - Kid-Lee
MorseGod replied to DanielSteed's topic in General Discussion
Huge fan of Kid Lee. He has been my guide to many datacrons. -
There will be an impromptu dance party at the Pub fleet spawn point in 5 minutes. Maybe. I mean, someone is always party bombing there, right?
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Party Vaccine Grants immunity to fun.
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Somebody call Kevin Bacon to show this town the joy of dancing.
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This thread is an amazing curiosity to me. How in the world did you gather enough information to know that Nautolans are coming, yet not know when they are scheduled for release? Both of those pieces of information are literally found together almost everywhere.
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My first NS Nightlife was in 2017. I played enough to earn all of the achievements except for breaking a slot machine. Last year and this year, I played with a fixed budget of 2 million credits. This year has been my unluckiest so far. I burned through all my chips and didn't get a single kingpin jackpot. No Rodian. No extra Vectron BWL Wraiths (which get tossed anyway). Still no broken slot machine, either. I think the final haul this year was 15 cartel market certificates and 47 golden certificates. I understand that this is designed as a credit sink, but I think it's reasonable to make the rewards achievable without playing like it's our job for the whole 6 weeks or so that the event typically runs. (Breaking the slot machine should not be the rarest possible outcome. You don't GET anything other than an event achievement.)
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I've found that binding zoom level to the scroll wheel on the mouse is helpful.
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I'm not sure why Malgus should be the exception to the apparent rule in this game that the dead are never really dead. The principal storyline revolves around the emperor constantly being killed and then popping up yet again. This recycling of villains is literally the foundation of the game's story. I don't really believe that any video game--or TV series or movie franchise--really escapes using certain recurring tropes. Video games are probably the most limited storytelling medium of all because it's primarily a game, not just a story. Games are repetitive by nature. Consider all of the storylines in SWTOR for a moment. Most of them seem to fit neatly into just a few categories: Fighting the same old villain you've already killed Other side has a superweapon Loyal allies are really traitors ...or a combination of them, such as "loyal ally that you thought was dead is now back with a superweapon and has been a traitor all along." Heck, even the Star Wars films tend to follow the same general pattern, and those guys do have the luxury of committing all their production resources to storytelling.
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Need help on guild ships and guild perks.
MorseGod replied to KoriVash's topic in General Discussion
When you buy the guild perk, you'll notice that each of them tells you how long they last. Usually they last for 14 or 28 days. When a guild perk expires, you'll need to buy new ones in those slots at full price (creds, comms, etc.). Keep in mind that the available perks for each slot change periodically. That means that what you put in a particular slot today might not be available in that same slot (or any slot) when it expires. -
The thread title implies that cross-server queues were an inevitability in the game that should've already happened. Otherwise, it's a non sequitur because the date has absolutely nothing to do with a feature suggestion unless it was reasonably expected to have been released by now. On the subject of cross-server queues, it's hard enough to deal with the toxicity of PvPers in English. I'd find it quite annoying to have people spamming toxic nonsense in German.
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We should get eleventy billion coins per month! You see, the problem with this thread is that there's really no rationale for why the amount should be increased. That means we're just picking arbitrary amounts that we would like more than what we get, in which case the winning number is infinity.
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If we're just wishing here, then I'll say every market system in every MMO should be like EVE Online. You can see supply, demand, trade volume, and other important metrics for setting your prices.