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DDaMAGEr

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Everything posted by DDaMAGEr

  1. l don't think so. The main point here - is that players making ALTS. No one can forever cycle one leveled up to max toon - over and over. They will switch to alt, and discover that it might take months to gain enough XP and CXP, and earn decent gear for it. Also speaking about Left/Right etc sides - l'm sure it's NOT INTENDED to be able to transfer mods from Galactic Command from one character to another using Legacy gear. There's currently fixed Cartel tunings from being transferrable through Legacy gear - and l would make sure that any piece of gear cannot be transferred same way. It's not a deal, to be able pass NiM on overleveled alt, buy 248 piece of gear (in addition regarding to Class, that is not yours, like buying Commando gear with Jedi Guardian; which's even easier to fix - use same requirement for purchasing as Adaptive Gear Vendor has) to scratch out those mods and legacy into an alt. l'm sure it's supposed to be earned namely onto an alt, that meant to use that weapon/gear. Maybe make it that way - that any bound to character mod prevents Legacy gear from being transferred between chars - but anyway l would fix this exploit not earlier, than F2P/Prefs got acceptable conditions for playing and enjoyment.
  2. Or permanent content piece (e.g. some Operation) unlock via per-character or per-account unlock consumable as alternative for sub requirement. l believe true game should be made without paywalls at all, such as true unification theory should manage w/out zeros and infinities.
  3. People, who sub don't need any encouragement. People, who don't sub - won't do it no matter how much you would struggle to encourage them. Progress speed, however, is the thing l would be ask players to pay real money for, and anything that's connected to this term, but impenetrable for F2P barriers need to go! Quickly penetrable = sub. Moderately penetrable = Pref. Slowly penetrable = F2P. Impenetrable = none. That'd mah policy.
  4. Devs cannot force player to SUB! Devs can force to drive player out of game!
  5. Paywalling Operations - THAT is what was a suicide! Can you understand, not anything close to Dev policy determines will a player sub, or be not. It's rather depends on player himself, will he believe the game is worthy to pour real money to it, or isn't? And do they have physical possibility to do so, or no? Oppositely, will a player stay in game or leaves it - it is what is determined by Dev policy. Additionally keeping the game running costs insignificant amount of income from subs. Keeping new content or items coming - that costs a little more, but these things don't meant to be given away for free. l repeat one more time - this game ran on a system it meant to be prior to 5.0, then someone thought, that if you take away rails from under a tram - it becomes trolley, but instead (shock!) population began to decrease at epidemical rate; and thus something to need to be dealt with it. If it was me who run this game l would remove entirely all caps, restrictions, and other God-forbidden blah from F2P and Prefs, and made it this way, so only thing for SUBs would be beneficial is the SPEED. For lnstance - Cartel items for subs have cost discount, they earn more XP/credits, Cartel Coins each month, etc.
  6. What's up with the amount? It's not big at all, l'm making >2M in a day. EDIT: Yeah, also update function of Escrow Withdrawals - make them return 50K, 1.5M and 6M respectively. They return such trifle, that don't worth CC at all. You may raise their prices, not 10x of course, but pretty a bit 1.5x-2x or so, for them to be affordable for 1.5-3M at least.
  7. It would be true, if there was something tangible. Yet there's only bunch of units and zeros. l also would understand if devs made e.g. some kind of shiny vehicle, costume set, pet, weapon model etc, and ask e.g. 10K Cartel Coins for that (and respectively come for dozens of M on GTN). It's completely voluntary stuff, not necessary part of the system; thus OK with it. TS now proposes pretty mild measures, and but l would add (because of mentioned by him inflation as well) significant Cash Cap increase, e.g. 2M for F2P and 3.5M for Prefs. Locking content, OTOH, should go away foreva. Not sure who made this idiotical decision about locking OPs for non-subs, obviously he was drunken or under some other influence. Generally it was like slight instant profit - HUEG loss in future. Truth it crushed the game population with very heavy blow, turning good part of servers into the ghost towns. l think the sooner this foolishness will be unmade - then less consequences for the game will be in the long run. P.S.: generally l'm a subber, but suffer from that unspeakably bright serendipious overdecision - you can't even imagible how much! NiM's are not puggable anymore, HM - only KP and EV are run! The only way to get 248 gear is Command Crates by now. It's a such nonsensical nonsense, that it needs to be being stopped right at the time l'm writing this post! The first letter in "MMORPG" will mean "Minimal", if not "Mono" (regarding to dev as the only person remained in this game) if these steps won't be made sooner than ASAP.
  8. The biggest reason for subscribing is and was and must be because of all right minds - it's SPEED. If you're way too busy to farm and grind various stuff - you sub and by that - plop all necessary stuff instantly. If you not - then enjoy progress at snail's pace. This way l would made if it was me personally. There's a difference between paywall and snail's pace. Paywall makes players draw out of game, while snails - stay for longer. It's up to devs, what they want to do more, but few players would sub for game, that they barely had chance to see, because of paywalls.
  9. SUBSCRIBERS WON'T buy any of those CM stuff (like unlocks), if they cannot sell them for F2P/PREFS, because devs draw F2P/PREFS out of game. That means vast majority of that vast majority of that CM is lost! Isn't too hard to see 2 steps forward!
  10. And to mention WHOM it's gonna benefit in the long run - it's SUBSCRIBERS! Why? Because currently items, those purchased by Cartel Coins and meant to be sold to non-SUBbers (subbers just don't need them) - like Customization Control, Various unlocks, escrow transfer - these might be sold no bigger than for 350K because of stupid cap, and 350K is a TRIFLE by current measurement, and doesn't worth more than 100 Cartel Coins. Escrow Transfers even are sold for more than 350K, and that is NONSENCE, how are you supposed to buy them for transfer, if you going to buy exactly for transferring funds from escrow, and can't afford it until you transferred? You need to have time machine for that, to take Transfer from future yourself, draw credits out, then buy Transfer from GTN & then send it to past. Aforementioned inability to plop easy credits (by trading with F2P/prefs) for whale-subscribers also draws them towards GOLDsellers, which l'm not sure BioWare seeks to do. So raising cap to match up-to-date prices means a blow to their business as well.
  11. There was a day, when Cartel Market items, such as Artifact Equipment Auth were valued for about 200K-350K, but at that time credits were way harder to earn. Now they cost dozens of millions, while Cash Cap remained same. Thus l propose to increase Cash Cap - say 10x - for about 2M for F2P and 3.5M for Preferred. This way Cash Cap would still limit them from purchasing way too expensive items, but at same time game will be way more manageable, in terms of including - buying said unlocks.
  12. Recently upped on an alt this skill up to 565 - after this mark nodes don't inflate skill anymore.
  13. Anything, that would allow non-SUBs participate in operations in the Roadmap? There became SO harder to pug OP group, after these weekly passes removal; in addition to heavy population drop (that happened instant after it); that's almost out of question it should be returned. Not only paywalling team content is an epic blah to begin with, but also majority of profit the game makes from Cartel Market items, not the subs, so it looks like burning a house in order to get out a coin, stuck in its basement's floor slit.
  14. Eh, that' a bit salty... OTOH Pylon Guardians don't supposed to be soloed l guess.
  15. Can l adjust it somehow? Also there're green squares, with which it's possible to disable some abilities of companion, but basic attack, for some reason, doesn't have that square. Can basic attack be disabled entirely at all?
  16. When soloing Gree event Pylon Guardian Droids - sometimes immediately after my character gets stasissed, PG booms companion, applying significant knockback, and after that companions, those l set up in healrole, stop healing and just make basic attack on the boss. They are out of range of healing, but FS/SR don't bother to edge closer. It's annoying because even with normal heals from them it's possible to be defeated by Pylon Guardian, if you're in DPS role and don't use DCD or healing powers. So, maybe companions at Colicoid Queen mission just wind up being out of heal range, and therefore spam basic attack (it should work this way if companion's ranged - aforementioned one is)? Using melee companions at Gree event isn't option, however, at least for melee or midrange characters, because Boom is AoE, so companions slowly burn at this boss.
  17. So, now it got fixed. Or weakened . And thus l wanna remind 3-rd time in a row - check values of Oil Gas & Riot Slick, oops l mean opposite, because l tested & checked Riot Gas still gives -30% accuracy reduction, while it noted as 15%, and Oil Slick does likely correct thing. But if RG gets weakened - it should receive something for exchange lMO, as it's pretty weak for DCD, which's it supposed to be.
  18. Generally, l find this stupid laugh is annoying, and must be removed regardless of gender or at least made optional somehow, that's why l would never choose Tactics for my main over Plasmatech, no matter of their damage output. There should be like option in appearance designer (disable speech from abilities), that would include Ion Cell shouts too.
  19. How so? l thought there are working a whole lot of extremely highly qualified mathematicians, paid by millions; those just couldn't leave something out of sight and unnoticed.
  20. Also Vanguards seem to have (1-(1-0.15)^7)=68% chance to inflict Ion Cell with Hammer Shot, while Powertechs only have (1-(1-0.15)^5)=55.6% according to same database.
  21. Confirmed on duel 110,37% accuracy before riot gassing, 80,37% immediately after. Also database: https://swtor.jedipedia.net/en/abl/riot-gas (click on "Accuracy Reduced (Tech)"). Oil Slick displays normal value, and likely has only 15% reduction. So if someone says Vanguard is the worst tank - that's a lie, at least Powertech is worse; because VG has 1 MIN/15 s full-scale DCD, that can protect teammates. l wrote that because fix (or next in a row weakening, you may call it this way) hits most likely when l already get unsubbed, and tanking won't be revelant to me anymoa. Also suggest for BW improve Riot Gas/Oil Slick with self-buff - e.g. +10% self Melee/Ranged defense for 15 s, this way it won't be having too much debuffing power, and pretty strong DCD at same time. In addition l want to remind that Tactics Vanguards now have 5s CD on Artillery Blitz because of Grenadiership, not sure if it's intended.
  22. After playing a while, l appreciate what you did here with equalizing Republic & Imperial classes, making them counterparts to eachother, such as Vanguard/Powertech or Sage/Sorcerer. It's really makes PvP more fair, as well as PvE, for sides to don't have unnecessary advantages or disadvantages, comparing to eachother. And besides that equity looks just great and harmonic. Because of that l think l have rights to report inequities, those l possibly discovered; and you have rights to possibly eliminate them, to make things more fair. Let's start with High Impact Bolt/Rail Shot. So, according to this: https://swtor.jedipedia.net/en/fqn/abl database, HIB has its travel time (and animation is projectile), while Rail Shot hits its target instantly (and animation is laserbeam). FYI Mag Shot/Mag Bolts hit targets instantly alike, Hammer Shot does same, despite its projectile animation, not the laserbeam. My main usually shoots out High Impact Bolt only at very close distance, either as Plasmatech or Shield Specialist, so almost doesn't affect, but Commandos potentially can suffer from this effect in PvP. l think HIB should inflict its damage instant an ability is casted, despite its animation. Next power is Dirty Kick/Debilitate. Dirty kick knocks Droids down, and not only down, but also it applies some pulse to them, and more importantly - can move character in that case. l think any movement components of it should be removed, droids may retain knock from it, but only straightly down. Then let's look on Flaming Would - Innovative Ordinance's perk. It causes a user to deal increased Elemental damage to target, affected by any Bleed effect, according to tooltip. That means on imperial side, if team has Sith Juggernaut/Maradeurs, a player could skip Serrated Shot, and if there's poisoning Operaitve - he has no rights to do that; while on Republic side - Assault Specialist could skip Serrated Bolt if there's Ruffian Scoundrel, but not Jedi Knight. If that's really this way - right fix would be increase YOUR Elemental damage on target, affected namely by Serrated Shot/Bolt (not necessarily yours). Now looking at triggerable cells, such as Ion Cell/Ion Gas Cylinder. It has 15% chance to be triggered off of attack, but when there's Hammer Shot/Rapid Shots performed, it seems to have separate chance to be triggered on every single shot from that flurry. While HS deals 7 ticks, and RS deals 5 if non-dual (Powertechs can't dual wield) it appears Vanguards have about (1-(1-0.15)^7)=68% chance to trigger IC at HS, but Powertechs have only (1-(1-0.15)^5)=55.6%. That's a pretty significant difference if it's really handled in a way l fancied, and must be dealt with somehow, but making HS/RS count as one hit would weaken VG/PT a bit, and tech tanks should NOT be weakened anyhow anymore, so l think for better is to equalize number of hits HS/RS deal. And last, but not least is Riot Gas/Oil Slick. If you look at tooltips: https://swtor.jedipedia.net/en/abl/riot-gas https://swtor.jedipedia.net/en/abl/oil-slick-3 you'll see that Riot Gas actually debuffs accuracy by 30%, while oil slick - only by 15%. That's a huge difference, if that really happening. Players, please check values, on whose enemy accuracy is reduced by oil slicking/riot gassing someone in duel, it should be in tooltip of your opponent, to verify if database lies or that really happening. It must be dealt ASAP if not sooner, because this way RG is a full-scale DCD, which can also protect teammates during AoE phases (e.g. starting bot at EV), but while you most likely prefer to remove extra 15% from Vanguard RG, please consider to make it grant e.g. +10% melee/ranged defense to self for 15s; this way it'll be pretty decent DCD (simultaneously not having old -30% debuff, that considered too strong; and logically it's harder to hit someone within a non-transparent cloud, even if you are not in that cloud), which, of course, wouldn't be excess for Tech tanking theme. And players, please seek any inequities you could find between Republic & Imperial classes, using your own experience and aforementioned database to eradicate possible glitches and improve overall quality of the game, l believe devs will deal with them very quick, since this game depends on subscribers.
  23. N all options don't satisfy me yet enough. But l saw Vette in customization 1 (w skyblue-colored skin), & headgear that attached to model (not actual headgear) is look pretty looking like l wanna have on mah Main. Can l somehow obtain it, counting that mah toon isn't Twi'lek.
  24. That's betta. Know whom to fear.
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