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NormericanEagle

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Everything posted by NormericanEagle

  1. I know they are removing social points. They are probably not removing valor though, as it still has the same achievements as before. I like the new stat display because, once clicked, everything is in that one box. On the live servers, there are several different stat display panels on a dropdown menu, which is annoying. But I agree, it would be even better to just have that same stat panel set in the gear tab, instead of the meaningless 'damage, survivability, support' stats.
  2. I didn't see a sticky thread for feedback on UI changes, so I'm making my post here. Inventory: The new inventory is far worse than the old one. Smaller icons are harder to distinguish between, and the gaps between items waste whatever space the change freed up. The inventory slot unlock pattern no longer makes sense and causes a full inventory to look like it has some slots left. It also looks ugly compared to the old one. Pressing i again does not close the inventory window. Pressing esc does not consistently close the inventory window. This is incredibly annoying. Please revert to the 6.0 inventory! Activities/Groupfinder: The keybind to open this is not working, and I can't find an option to recreate the keybind in preferences. Once opened, though, it works fine. The new queue pop windows make more sense than the old ones, so that's a good change. Character window: Visually, it looks unfinished. But it also has a lot of functionality problems currently. 1. Gear tab: Valor rank does not show up anywhere, as far as I can tell. The title selection option is not obvious and the icon no longer looks like a medal unless you hover over it. The stat display is an improvement though. 2. Combat style tab: Swapping disciplines is not consistently working, and there is no longer an option to inspect disciplines without committing to one. The ability tree is also confusing, because some of the ranks give multiple abilities while others give just one. Further, the frame around an ability that has been selected looks similar to the regular icon frames, making it hard to check your choices. 3. Outfitter tab. This is more obvious than the current outfits system on live, which is nice. But the weapons slot for outfits is not working. I would also suggest adding rotation and zoom options to this tab. 4. Companion tab. Attempting to change their outfits/weapons before level 10 gives an error message of 'You cannot modify this companion's equipment', even on companions whose equipment can be changed. 5. Loadouts tab. Why is there a cooldown on loadouts and disciplines? Also, when swapping between classes that use different weapons, it can leave a new player fighting with no weapon if they don't pay attention. Otherwise, this seems to be working properly, and is a nice feature. 6. All tabs: This window always shows up in the background, if any other UI elements are opened. This seems to be a bug. Abilities window: Working fine, and the search feature is nice. Conquest window: Functioning properly, but the tabs to swap between conquest and season objectives do not visually look like tabs currently. Social points changes: Social Points codex is now outdated. Social points intro mission text is also wrong, but the mission itself seems to still work. Skill trainers: They seem to be useless, aside from speeder piloting. I would suggest adding the Skill Mentor functionality to them and keeping them around, since there are some missions tied to them and otherwise empty areas dedicated to them. Quickbars: The temporary ability bar has a graphical glitch when first appearing, or when coming out of a cutscene. A little glowing box appears on the left side of it. This specifically happens with Heroic Moment abilities, and possibly other things as well.
  3. I like the new hair options in theory, and will definitely use them if they are fixed, but the hair options 30-34 and 36 (on men), and 46-50 and 52 (on women), all currently have large gaps in between the hair sections that look somewhat strange. While real hairstyles like these do usually have noticeable parts, the abrupt transition between hair and no hair on these styles does not look good, and the side parts on 33-34(m) and 49-50(f) look too wide. These hairstyles are also not properly aligned with some body types, appearing to float over the skull in the center and back. They are not centered around the ears on women, leaving a large gap above and behind the ears on both sides. And they do not appear for Sith Pureblood characters. The new complexion options are good. While I personally will not use them much, I know some people who roleplay drag queens that will love them, and they appear to be functioning as intended. Aside from the new options, the character creation looks cool. The lighting is much better than the old creator, especially for imperial classes. And being able to separate class story from combat styles is nice. I do have two suggestions for it, though. First, add back the function where clicking the character during creation plays voice lines (probably on the class selection page). I have been playing SWTOR for a long time, but when I start other games, I like to know how my character will sound. Second, please make the zoom option function properly. Zooming to see the whole character would be nice when selecting body types, and the current zoom function sometimes only toggles briefly before returning back to default. This was not consistent and I suspect it is a bug. It occurred both when scrolling with mouse wheel and when clicking the zoom button on the UI. I don't know if this has already been fixed, and it's hard to test on the PTS due to low population, but please also make sure the name generator does not suggest names that have already been taken. On the live servers, I have never been able to use any of the recommendations it gives me.
  4. Update: I did Gods on hard mode this morning before the patch and I did get some social points from Tyth, so not all bosses are bugged. Ravagers veteran mode and Explosive Conflict master mode both gave no social points at all when I did them earlier this week and last week. I did some other operations but those are the specific ones I remember checking my social rank before and after the operations.
  5. Issue: Boss kills in groups are not granting social points. Social points, as you probably know, come from two sources. Conversations, and more relevant to this bug report, killing bosses while grouped with other players. Through 6.0, Operations gave significant amounts of social points, a few hundred per run. This was important because it gave players a decent way to earn social points without it feeling like too much of a grind. The only other way to get social points was repeatedly farming the Esseles or Black Talon flashpoints, which is repetitive and boring. Unfortunately, sometime after 6.0, boss kills stopped giving social points (at least for level 75 characters). I have a character at level 75, she's at social rank 4, that I've done a few dozen operations on since 6.1, and her social points have not gone up at all. A similar amount of operations runs, if they granted social points properly, should have brought her all the way up to social rank 10.
  6. I would like to request one more class change, please. This one is a bug fix. Force Clarity stacks are currently consumed by Sundering Strike on Guardian characters, but not by the equivalent Zealous Strike on Sentinels or by the mirror ability Sundering Assault on Juggernauts.
  7. I second this! These are things I'd love to have, especially the collections and trophies! As a note, the power generation (Kaon drops a typical Republic generator and several other styles generators exist) and the vehicles (mounts, flashpoint drops, Dantooine rep, and Explosive Conflict drops along with a few cartel ones) also exist.
  8. A few suggestions I have for new decorations... Gonk Droid vendor decorations. These are already all over the place ingame so they would be fairly simple to add and look very cute! And we desperately need more vendor options...Felusia Stato is good, but we can only have limited numbers of her. And the other decorations are either very hard to get (the Ambassadors) or not suitable for all types of strongholds (the Jawas). More normal-looking vendors in general. Currently Felusia Stato and Ambassador Kylee are the only normal-looking vendors and the latter is very hard and time consuming to get. My preferred solution would be to make a cartel personnel pack containing all the Cartel reputation vendors on fleet, and the other vendors in the stronghold and crew skills area of fleet. (The rest of the Stato family, the GSF/PvP decoration vendors, and the Utility decoration vendors.) This would give players a wide variety of vendor decorations to choose from and also make buying vendor decorations more convenient. Wookiee personnel decorations. There currently are no Wookiee decorations at all, and they would be amazing for Life Day themes and for Republic themes in strongholds. More Jawa decorations. More non-planter tree options, particularly conifers, with the Alderaan stronghold coming out soon. The Tython, Odessen and Alderaan models would all be good options, since the Alderaan ones fit better in Alderaan, but the snow-less ones from Tython and Odessen also work for Rishi, Tatooine, and Yavin.
  9. Initial thoughts: This stronghold is absolutely amazing, looks, size, everything. I really love decorating strongholds so I can't wait to get it on live! I love almost everything about it, particularly the way you used windows and the general Jedi-ish feel of the place. Suggestions: I do a lot of decorating so I will have a lot of suggestions for this place. Sorry if the post is a bit long but some of these issues have really bugged me in other strongholds and others will make it far better for roleplaying. General suggestions that aren't for specific hooks: I saw one person suggest giving players an option to choose from multiple cave styles which I highly agree with. It would be amazing if we could have an option to remove the exterior killik nests and have a crystal cave (like Dantooine Imperial base or the Consular story area on Tython) or a cave of ruins (Alderaan had at least one near the Elysium). While I love the idea of a cave, killiks won't be very useful for my roleplay purposes. A crystal cave in the stronghold would be wonderful for Force user RP. I'm not sure if you can make it work, but it would be wonderful and very useful if you can. Another possible cave skin idea is the Odessen Alliance base or the House Rist base. Perhaps without the hangar on the former, if that would be too much trouble to render. (I'm trying to stick with caves that are already modelled in-game since maybe you could straight copy them over? I'm not sure how that works.) Please let us use mounts everywhere in the stronghold. The place is huge. And not having mounts is often a major annoyance even in the much smaller train stronghold. While I won't be using mounts when roleplaying, it's a pain to have to walk everywhere when decorating or travelling across it. I also saw another person request more Drawing Room/Study/Guest Chambers style rooms in the main castle which I second. I know the stronghold is large as-is, but a lack of spare small rooms is an issue with several other strongholds. These rooms are very versatile and tend to be the most useful for a wide variety of roleplay purposes. As for placement...at least one could be put in between the throne room and balcony walkways where they loop around a space, and another could fit between the throne room walkway and the Drawing Room. Possibly in the bricked up archway along the throne room hallway. I think two more of those rooms would be sufficient, but it definitely does need more. A PvP zone would be nice, even if it's just a simple arena. Perhaps the farthest south point in the front yard could be given a proper path up and surrounded by red energy shields like some of the forts on Alderaan? I do have a lot of suggestions for hook placements as well. Front outside: The general hook placements are mostly good here. I would suggest changing the medium hook clusters on the south side to large hooks (which players could always swap back to medium clusters later if they desire). I'd like a few more scattered individual large and medium hooks like Yavin has, especially the area leading up to the killik nests and maybe in the water. The place near the Killik unlock ledge could be a centerpiece hook. Front exterior and entrance: The front exterior of the castle should have a few wall large hooks for displaying flags. Specifically, I think one or two on the central spire and a few on the wall on each side over the half-circle decorative areas. I would also like a few wall hooks inside the front porch, so to speak. The space over the doorway should have a ceiling large hook for a chandelier. The floor in that area should have a few medium, medium narrow, and small hooks for personnel, decorative plants, and banners. Inside the entrance, there should be large or medium (not sure which fits better) hooks on the wall in the center. Main castle: The main hall is very well done. The only recommendations I have there are ceiling hooks on the sides under the overhangs, and turning the dual small hooks into medium narrow hooks to allow for statue placement. Drawing Room, Guest Chambers, and Study: Again very well done. The only change I'd like to see here is turning the small clusters beside the door into medium hooks. (Does not apply to Study which has different hooks) Throne room: Turn the small hooks on the throne platform into medium hooks please. And remove the lamp in the middle of the ceiling. Those lamps look good in the halls, but that one is beside two actual hooks for lamps, and none of the lamp decorations in the game perfectly match it. Maybe change out the rug in that room for a rug hook. I'm personally fine with that one as-is, but I imagine some players would rather use a different rug, and that rug is available as a decoration already. Balcony and its walkway: Looks great! The only suggestion I have here, and it's not that big a deal, is to maybe remove the rocky outcropping in the pond below and replace it with a starship hook for grand Jedi statues or large machines, like the Ossus rewards and the Iokath pump station. Elevator room: Looks great! Exterior of Mountain Retreat: Overall, it looks good. Definitely needs more hooks in the snow, maybe a starship one since several of the Ossus starship hook decorations would look perfect there. And the ruined room has no floor hooks at all? It should at least have medium. I'd also like two medium hooks, one above each door, on the walls of the lodging building. Western Lodging: Looks great and I love the hook placements here, especially how the exterior has hooks. Only suggestions are fixing that odd hallway where the walkway turns into a brick wall, and making the false door into a small closet with wall medium and floor medium narrow hooks to hide a GTN, bank access, and mailbox in. Northern Lodging: One place that is obviously meant to have a large hook in the hallway exiting the building does not. And the main room has no ceiling hooks. I would also like a few small/medium hooks outside the window here for placing pets and animal decorations. Bugs: The sunlight beams don't extend far enough in the front yard, and you can clearly see their tops sharply cut off. The front doorway has a pale greenish glow in a large rectangular shape around it on some graphics settings, and some of the icicles on the sides around it look rather disconnected from the snow. The walkway patterns in the main hall don't line up properly. I'm not sure if this can be fixed, but it's a little distracting as is. The stained glass lighting looks amazing, but when I placed tall solid decorations like the large stone statues in front of it, it looked a bit weird like it was slicing the statue into pieces. This was an issue with practically all the centerpiece statues I have. With shorter decorations and the Krayt Dragon skeleton it was fine. Several bright blue 'seams' are visible in the walkway to the balcony when walking down the stairs, and the snow on the balcony itself is bright and garish on most graphics settings and makes it nearly impossible to see the hooks there. The exterior castle wall at the base of the elevator has a few strange lines on it, on the left side looking at the door. The snow along the path in the Mountain Retreat zone has numerous clipping issues. Most of it, where it touches the path, clips in sharp lines. The stone pavilions have the same issue. Said stone pavilions also have a lot of those visible seams though this time black. The broken log is meant to be two halves of the same tree, yet the top and bottom have obviously different bark and color. The Western Lodging hallway right outside the main room, the path branches off into an obvious wall. Not even a fake door. Just a wall. When entering from the Western Lodging hallways, the Northern Lodging wall directly opposite the entrance frequently glitches out and briefly appears to be an open doorway leading into the snow. Some of the hallway hooks are invisible from certain angles in the Northern Lodging. And the doorway to the main room there has seams showing. Some of the doors around the place are inconsistent in opening, but I haven't noticed a pattern with specific doors. Just all of them sometimes do it. To specifically answer your questions... General feeling: It's amazing! Really looking forward to it! There are a few areas that could be improved but I'm sure it'll be good once it's ready for launch and it's already very nice. Specific rooms I like: The castle main hall and the lodging buildings' window rooms are gorgeous! Specific room I dislike: The killik cave. I'm sure some people will like it, but personally I won't have any real use for it. I don't like killiks visually and most likely won't have any use for them in roleplay. I'd prefer to have as a crystal cave or cave base a la Odessen, either of which I would use a lot. Does the stronghold feel too big/small? It's about right overall. I'd like a few smaller more 'average person' type homes going forward (Zakuul or Corellia apartment maybe?) but for an Alderaan estate it feels like a perfect size. I do think the castle itself is a bit small and could use a few more side rooms for storage, classroom space for a Jedi academy, or bedrooms. If you could change one thing about the stronghold, what would it be? The biggest thing for me would be an option to use a crystal cave or cave base instead of the killik hives. I'd also really like those hook changes I suggested above. Does the increased hook density feel too cluttered? No, not at all! I love it. I won't necessarily use all the hooks but it's great to have a lot of choices for once. Lack of, especially poorly placed with a lack of, hooks has been my biggest gripe with several other strongholds (Manaan and Umbara in particular). I'd much rather have an overabundance of hooks that I won't use than too few hooks. Does the number and placement of the hooks feel too restrictive? Not severely so, but I do think there are a number of areas that should have hooks and don't. I feel like the decoration cap may be a bit low since it's a similar size to Rishi, but a much lower cap. Judging by decorating Rishi, the 1500 decoration limit felt about right for that size. Anyway, that's all I've noticed so far. I'm definitely excited for this stronghold and plan to use it a lot!
  10. Assassin tanks should be allowed to keep Force Speed with 60% DR. I understand nerfing it for the DPS since their cooldowns were stronger than some other classes. But it's currently one of the most important cooldowns for an Assassin tank, and I don't think it's currently causing any major imbalance, especially since Assassins have much lower passive defense. (if anything, Force Shroud is the most OP ability that Assassin tanks have)
  11. Appearance options from the cartel market are on sale but options from the appearance modification station are not on sale.
  12. The leaderboards work for me on Star Forge. Have you tried restarting the game? Also guild heraldry only reset on the guild tab as far as I see, they display correctly on the leaderboards.
  13. After playing awhile and experimenting with the new gear system on the PTS, I've noticed a few things. Stat curves are much higher. While I understand that this is needed to some extent with the better gear and higher level cap coming, I think it's a bit too extreme currently. To get a 1.3 second global cooldown requires around 3200 alacrity, which considering the amount of accuracy and critical required for a good build, just isn't viable. While I'm sure damage can be properly balanced without a 1.3 second GCD, I really like to have the option, since a 1.4 second GCD often feels a bit too slow paced. 1.3 seconds is faster paced and feels more fun in my opinion. So I would like to see a 1.3 second GCD being a viable build if possible. The new amplifiers don't seem to display properly. They display a trail of numbers with no text at all in the gear mod windows, and the interface to re-calibrate them is strangely colored and appears to be non-functional. Either I'm missing something, or this new feature isn't working properly. The bonuses do show up when hovering over the gear piece though. Many of the amplifier bonuses (while they don't show up right as I said above, I can see whatever is already on my gear by hovering over the gear) also are unclear on what effect they have currently. IE, it's clear that 'Armor Penetration' increases armor penetration chance, but what does 'Featherweight' do? And what is the difference between 'Armormech Expert' and 'Armormech Potency'? Having the different mod and enhancement types as options again is good, will they drop that way in gear in live? Or will they be only crafted? DPS specs need a bit more damage reduction. This could be due to the lack of proper re-balancing, but I was taking a lot more damage, proportional to my health, in 306 vs 248 on live in ops. (In flashpoints, everything pretty much died when attacked, even the bosses, so I couldn't test it there) Renown system isn't working at all on the PTS, it is saying Renown XP but giving tier 1 command crates.
  14. Juggernaut (Vengeance) feedback after playing it in ops: Cooldowns are buggy, sometimes the cooldown goes away at the right time but the ability is still unusable for a few more seconds, if I try to use it, it says it isn't ready yet. Guardians seem to be taking far more damage, either mitigation was reduced by a lot or the bosses are unbalanced. Either way, I feel like it is currently takes far too much damage in PvE. The new Warrior ability isn't very useful for DOT specs. Yes, for burst specs a 25% boost is nice, but on the DOT specs it doesn't buff some of the hard-hitting abilities and if used at full stacks, at least one is wasted on Sundering Assault. The extra utility point should be used anywhere rather than just the first tier. As is, it really doesn't help at all and might as well not be there, at least for Juggernaut. I'll probably do more testing later but that's my opinions so far.
  15. Aggro range is around 25m now, even for characters at the same level or higher than mobs. I don't know if this was intended, but it is probably game breaking if it gets into the live servers. Flashpoint, operation, and heroic mobs will swamp groups and most teams probably will have trouble clearing any content.
  16. I can't say whether or not they are available during the event, but before the event started I had found 4/6. The mushroom is pretty hard to spot, it's small and I found it in a dark area along a cliff near Hugo. The alcohol was pretty easy and it seems to always spawn in the area just north of the dam.
  17. I would love Zeltrons, or even a pink skin option for humans. Since humans have blue and purple hair options already I assume pink skin is all that's needed.
  18. I liked the 5.8-9 gearing system from a PvP standpoint. You could upgrade all your gear whenever you had the currency, rather than having to get just 1-2 pieces a week. It was nice because some weeks I have more time to play, some less, but if I missed a week I could always catch up the next week if I played more. The Ossus gearing system doesn't allow that...if I miss a week, I'm now behind everyone else and can't catch up until they are all geared fully. It also (and this was the biggest reason I liked it) let me bypass the RNG on implant, ear, and relic drops. Most relics in the game, that I'd get as drops, are basically useless, but I could trade them up with UCs to a new relic that was actually useful. Same goes for accuracy ear or implant parts. So, to sum it up, I'd like less weekly limits on gear, and either no RNG or a way to bypass it with UCs like the old system had.
  19. I would prefer new planets with side quests, lore, datacrons, world bosses, and so on...like the original set of planets was. Ossus was good, the best planet since Makeb in my opinion. As for which planets, it might be nice to see more of planets that have appeared but largely been skipped over...such as Nathema, Vandin, Copero, Umbara and so on. I'm not sure if it would work, it's just what I'd find cool.
  20. This is still a valid point. Yes, I know this is super old. But still!
  21. I don't care how old you are or what country you're from, you are acting entitled. And even if you're paying a bit more than US$15/mo, it's still, like, under US$1 worth of time. Not a huge deal. And to be expected given the game's history on major updates.
  22. Story was never on the PTS, and the issue is that the story is broken. So PTS wouldn't have helped.
  23. It happened once and we were fine. Server merges.
  24. Dude, just chill, it's like 25 cents of playing time at most. Even the server merges was only about 50 cents worth of playing time. Also maintenances practically never go over. The last few maintenances have been done several hours early. Only major patches run long.
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