Jump to content

DrewTheGeek

Members
  • Posts

    21
  • Joined

Everything posted by DrewTheGeek

  1. <Crafting: Inventor> conquest item not progressing even after crafting enough items to complete a <Crafting: Invasion Force>. It's still sitting at 0/100
  2. Some of the gear names make the sets close together but other gear names spread them out in the list and you have to hunt for em. Remove the basic non-class specific gear sets from all the class vendors. These are the gear sets that any class can use like the Amplified Champions set etc. Instead put them on a "general" vendor. Maybe on the same one that sells the mods etc. I feel this would clean up the gear lists on the other vendors and make it easier to find the set pieces your looking for. If you wanted to go further, group the gear sets together.
  3. As per the title. I just pretty much got there today. I'm tired of the lack of real customer service. You have dev's changing things before really paying any attention to the community. I can't tell you how many times over the years people complain about "quality of life" changes that just make things more difficult. Now, I'm in the Spirit of Vengeance and I'm not having any issues with killing things off on my healer. But then the tether controls seem to be gone about halfway through this stupidly long "story" and there doesn't seem to be a way to complete it. Quite frankly my frustration just hit it's limit. Then there are the games that never get fixed in the bug. I mean, the bugs that never get fixed in the game. Not just visual glitches, but things that cause flashpoints and operations to have bugs so long standing that people have actually worked out mechanics to deal with them. Flashpoint guides are now even including bugs and how to deal with them. That's just sad and poor programming. I've often heard it said that people would rather bugs get fixed than new content. What's a test server for anyway? If these bugs aren't showing up on the test server then what use is it? It all comes down to a company wanted to spend less to make more. I can promise you that if they actually put some real money into the game, they could most likely triple the revenue just by fixing all the broken crap. But still, after years, nothing really changes. Sure, put some dev's into the forums which feels like the equivalent to a fresh coat of paint on rust. (bad idea) I'm sure the people that work for the company are doing their best but probably have hands tied by lack of funding and support from the parent company. Either way, I've already cancelled my subscription and I probably won't be coming back when it ends. Voting with the wallet. Might as well spend the money on something that gives me more satisfaction.
  4. I see that some people are voting against the new UI change by voting with their wallet. I would like to suggest that we start by pointing all our friends and people we know to this particular post. If we get replies with something as simple as "I agree". It might illustrate exactly how big a part of their user base might actually "vote with the wallet". I feel they may not see a few people in a single post as anything to be concerned about. If they feel they make more money by putting things in front of our faces, then maybe by a simple show of numbers, we can illustrate exactly how big an impact this could make on their bottom line. I don't think EA truly understands how dedicated some of us players can be. I've seen other similar posts starting to show up with varied issues with the new character sheet. I'm essentially asking for a peaceful demonstration, in the simple form of getting more attention to this particular post.
  5. Going to keep it simple. Thank you for attempting to make the amplifiers easier. Unfortunately I can't say I'm happy with the new design. I can't even begin to imagine what people with smaller screen sizes are going through. I got the impression that it didn't go over well on the test server and I would have thought it was something that needed to be re thought. Bring the old one back till you come up with a better design. You could have just replaced one of the drop down combat stat areas with the amplifier one and left the rest alone. I understand that people may have worked hard to bring about the new design and I thank you for your efforts but I feel that it's time you take a bit of humble pie, admit you made a mistake, and put it back till you have a better idea.
  6. First, I love having a companion. It's great to have a little extra help when you just feel like grinding something out, or don't really have much time for a group. If I get really bored, I can click on em and they can say something to me. So, I just wanted to note how cool I already think they are. I agree, that the companions seem pretty stupid when it comes to tactics and positioning. My guess is that some of this comes from the days when companions only had one spec and you had to gear them up for them to be effective. I'm not sure how smart the game engine can make those companions but I thought this might work as well.... Target Lock: The character will be set permanently at "range" for dps and healing and companions set to "tank" will always be in melee range. This would include the classes that currently try and tank at range. This should keep them out of most of the dumb stuff. All characters could be set to stay within 30m of you, but won't adjust just because you move unless you end up more than 30m away or need to move to be in range of their target. (they might do this now, I don't really pay that much attention) Have a "follow" where they will stay within 5m behind you and basically go exactly where you do but continue to do their job. DPS characters should be set to stay on your target unless you told them to hit one specifically. If the target of a companion dies, it automatically goes back to your target. It's not smart enough to decide who to hit so let's make sure we do more of that for them. Healing setting should just focus on you and shouldn't have any other target unless you are in a group. I would suggest a similar heal target option. It heals until that target is at 100% then goes back to it's normal targeting. The tank would attack whatever target you set it to, or whatever your current target is. Same basic target lock ability for the tank. It sticks with whatever target you set it on till that target is dead then moves to whatever your hitting. When your character is set to healing, it should only be healing. Remove the extra dps abilities and replace them with cleanses, CC, and damage mitigation of some kind. If it's set to DPS, have it with some threat drops maybe. The tank should have extra damage mitigation. If you introduced tactical's for companions, you might be able to use them as modifiers for some of this behavior. The companion sheet would have it's own tactical slot. This way, for those that are happy with the way they behave now, can keep it that way too. It might not make the companion any smarter, but it might give you a little more control over how it behaves and make it do things that are less likely to get you killed. Someday I might hear this phrase in my house.. "Alexa, make my companion smarter." and I'll get something other than.. "Sorry, I'm not sure about that."
  7. (please bear with my ADD as I try and get this all down in some kind of organized chaos) This discussion echos the many voices I've heard over the years with other systems in this game. I think the real problem is that the rewards themselves feel a bit outdated and mostly useless to me. Sure, there are some you get that might be useful if you craft, but generally I haven't found much value in pretty much any reward these days. I've been playing long enough that I have multiple max level characters, gear, deco's etc. When the good rewards are few and far between, the good rewards are always going to be fought over and everyone is always going to want a fair shot at them. You can either limit the way those rewards are achieved, or you can change how you get the rewards. After reading through the previous posts here are some ideas that come to mind. If you wanted to grade a guild's success on the number of active players, conquest would cap at 50k per character. That character isn't going to get any more conquest rewards for the extra points. Of course with guilds that are maxed out on people, if every single "person" in the guild got the 50k, there would be quite a few guilds that would end up in a tie. (share rewards?) What if you wanted to grade their success on the quality of people? Instead of conquest points going to the guild, you instead get conquest tokens. (50k conquest tokens instead of points) You can donate those tokens to the guild to help with the guild invasion, or you can save it up to buy high quality crafting materials or gear you can't get off vendors. Let's be honest, creating something with tokens is right up SWTOR alley. Not that the conquest rewards are all that great now anyway, so we could use tokens to get stuff we actually want. You can also take a look at this from the guild side of things. In this case I'm just going to list a few things. - Limit the number of conquest points a guild can make based on guild level. - Limit the total number of conquest points a guild can get from a single legacy. - Limit the size of a planet a guild can invade based on guild level. - Change the rate at which conquest points are given to the overall guild total. The higher an individual character gets in conquest points, the fewer of those points apply to the guild total. (point curve of some kind?) Those are just a few things that popped into my head but..... I feel the real problem isn't just with conquest but some fundamental principles of how a guild is created and run. What is a "large" guild. Do we grade by guild level or number of active players? Can a guild with just a small group of 5 to 10 people get 30 to 40 million conquest every week? What was the original intent of guilds and is that actually being fulfilled? How do we protect against guilds that are built to farm gold and then sell it back to the population. (seriously, who sells something you can buy from a vendor for 1k for 100mil on the GTN?) What is the real problem here? Is it the way conquest is designed or is it the way Guilds are monitored and handled? Do we have a group of guilds that are using cheats and exploits and claiming it's just hard work? Or do we really have some big dedicated guilds that really have that many people that are just having fun with conquest every week. I feel that when you join a guild, you should be joining so that you can have a consistent and reliable group of people to help you with content that is designed to be a group challenge. When you have guilds that do nothing more than farm conquest and gold, that feels like it defeats the intent. While I can't say I know a specific guild that does this, it seems to me that the hints are all over these forums. So is the real problem with conquest and how it's designed or is it how guilds are formed and run? If there is a way for less than honorable people to take advantage of a system, they most likely will. If groups of people are left to continue to take advantage of that system, those who choose to play within the rules will lose hope and eventually leave to play other games just to find that fair playing field. We all want the same opportunity that others have and are willing to hand victory to those that have truly earned it. The concern is that those who are winning, are not winning by fair or just means. That a small group of people are using questionable tactics to win. That even if this were not the case, that a system that keeps a single group of guilds in the same position consistently, isn't providing enough opportunity for other guilds to obtain the same goal and eventually ends up being equivalent to not having those goals available at all. That's my fractional bitcoin. (or "my two cents worth" for us older generation )
  8. First, I don't PvP. I'm noticing this because I'm keeping an eye on the status of the new crafting materiel's because they are split between PvP and PvE. I want to point out that when you added two different types of crafting materiel's, one in pvp and one in pve, and required both to make the next augment, that started a problem as well. Here are the reasons I see. 1. People who don't normally PvP now will PvP just to get that one crafting materiel. This reduces the quality of players to begin with. 2. Why has no one mentioned straight up gold farming. The next items are so expensive on the GTN, It would not surprise me to see a ton of them using this just to make money. So if you have a polluted pool of players who's interest has nothing to do with PvP, then your level of toxicity will go up as people are focused too much on greed. I would like to also note that threads like this that show nobody is listening, causes paying subscribers like myself to see this as a reason to not only stop playing, but to stop paying.
  9. There are a couple of things to try that might help. I've tried all of these myself at one time or another throughout the years that I've been playing and they have all worked to some degree or another. While not all methods were used to address this specific problem, I see no reason not to give em a shot. I'm sure everyone knows the patching process is outdated and buggy so I thought maybe some of these "odd" methods would work. 1. Make sure you have plenty of space on your primary drive (usually C) even if you have multiple drives. Should have a minimum of a gig. 2. Try turning off the windows firewall. 3. Check your antivirus programs. Sometimes they will block ports. 4. When the launcher gets stuck, end task on the launcher, reboot, retry. * 5. The next one is sorta a shot in the dark but it's worked on my machine when I had issues with it not even launching correctly. ** A. Find the folder that the SWTOR game folder is in. I think the default is in C:\Games B. In the C:\Games folder, create a folder and name it SWTOR2 (or anything other than whatever the current SWTOR folder is named.) C. Go into the current SWTOR folder. Copy all the files inside, to the Folder you just created in B. D. Execute the launcher from the new folder. *Number 4 has been working for me when my patch get's stuck at like 65% or so. When I try again, it just act's like it's already patched and I'm back to playing just fine. **Number 5 worked for me several times when the launcher gave me some odd security warnings and wouldn't work. I am, of course, assuming you've checked to make sure you actually have access to the internet. *grin* 6. If your a subscriber, call support. I have. Hope that helps.
  10. To: Bask Sunn From: Ugokasenai Kabe Spatium-vacua Subject: Re: Quick Question It was a pleasure to receive your message. A craft such as yours shouldn't be turned over to just anyone. We are holding it for you here at my main base of operations. I would be happy to return it to you but you will need to come here and pick it up in person. We already have a room ready for you. See you soon. - Ugokasenai Kabe, Killer of "Immortal" Emperors.
  11. Since day 1 of playing SWTOR, I eliminated BitRaider. (disabled it) I wait for patches to fully download and install before executing the game and I never start playing the game while it's still downloading. The first time quick play issues were reported, I also started having actual patching problems. The last file will get stuck at about 65% (give or take 10%). I can see that hard-drive and network activity has dropped to nominal values and the patching process has halted. (moo system monitor on secondary display) This usually only happens with the larger patches. I contacted customer service the first time it happened and we went through a few things but ultimately, ending task on the launcher and rebooting was the "fix". After that the game would launch the same as a fully patched game. I ran a repair but saw no indications of errors. Since that day, every large patch, I have to go through the same process. Smaller patches, like the one on 12/15/2020, go through just fine. I always have plenty of system resources available for processing so I'm fairly certain the stalling of the patching process isn't from lack of system resources. Compatibility mode, in this case, does nothing. I haven't seen or heard of anyone else having this issue either but I thought that MAYBE, there might be a clue here. Or, at least a better fix for me.. *grin* System Stats: Well, there it is. *shrug*
  12. While I'm not a professional programmer, I read way more about computing technologies than I should and I believe a 64bit client has to be specifically designed to take care of the extra memory space. Even if you converted a 32bit client into a 64bit client, the end result from this conversion, I suspect, would have little to no performance gain as it would still be designed to function in a 32bit environment. I suppose it's possible the conversion process itself could re-write some lines of code but It seems to me it's the same as taking 16ounces of liquid and pouring it into a 32ounce container. You might have a bigger container but you still only have 16ounces of liquid. So if we are talking about some kind of automated conversion process, I'm not sure it's that straight forward. Almost every single gaming computer out there (if not all of em.. don't know any single core gaming systems in use) is multi-core/multi-processor. So having more than one process shouldn't cause that much of a performance hit as long as those processes are spread across cores. Each CPU core should have access to it's own memory space. Even when I eliminate my swap file, I've never used more than 16gigs of total RAM on my system. Windows, however, isn't the best at handling memory. There are programs out there like process lasso that can help with better processor scheduling and ram management. I think the real truth here is that gaming has progressed far beyond what the current SWTOR engine can provide. If there was to be a renewed interest, I think an overhaul would be a better path. Do things like optimize for 64bit computing along with RTX and physics improvements. Newer technologies carry better graphics and processor scheduling along with better methods for network communication. These newer technologies are designed to be better optimized but many of those optimizations are only supported by newer hardware. This also means a re-write of base code and if they are gonna go that far, might as well bug fix. This then also introduces the idea that these enhanced technologies also can require better gaming systems and many that play now may find a new client such as this, now, unplayable. I think I read once that it's best to think of the SWTOR engine as a group of mismatched parts held together by duct-tape and labeled with incoherent messages that only the original author truly understands. The developers can't seem to introduce anything new without breaking something. A 64bit client is likely to tear a hole in the SWTOR universe. At that point, if we are lucky, the answer and the question will exist at the same time and the entire universe will be obliterated and replaced with something completely different and even more bizarre. Or I could be wrong and all it takes is for some dev to press a button and "boom" 64bit client. *grin*
  13. The story is nice.. the first 10 times or so and then I just wanna beat the crap out of things and ignore it. I would take this a step further. Story Mode for all FP's that can be solo'd with the focus on whatever story is in there. Veteran Mode has all the story removed. Just have each person click, then skip the rest and move on. Mater Mode.. same as Veteran but make them all 75.
  14. <Outer Reaches Company> We are a small but growing guild of friends. We help anyone regardless of guild. It's about a community of people that share in adventures as we do Operations, Flashpoints, or that quest line you need help with. We have Discord, a website, and people. (or beings, of semi-intelligent disposition) The goal is to have fun and to do it with friends. (or at least people you don't hate *grin*) We are new and returning player friendly. You can see our website here: http://galaticreachesholdings.tk (still under construction) (under new guild leadership for 2020) -- Silayam --
  15. Just make it a per character legacy perk that you buy.
  16. I get this, and your right. In your case this WOULD hurt you, IF you wanted to help your guild more. Yes, I see some members in my guild getting well over 50k; going up into 200k sometimes. It would hurt my guild for those that only want to play a single character. But, If you want to succeed as a guild, then grow, expand. Don't depend on a few people to just farm for a day or two. (not saying that's easy either) While it might hurt you, I feel it may give other guilds a better chance at actually winning a planet. (to be fair, I know my guild isn't anywhere close to this even if there WAS a 50k cap. So this isn't about my guild, just to be clear.) I get that this would hurt those guilds that are just 5 people who are just trying to have fun and play the game like you are. The reality is that this won't effect individual conquest achievement but it does effect Guild progression. I also think that eventually someone will look at the high conquest numbers and want to figure out a way to bring that down. Most likely that would mean them dropping conquest point rewards, removing some conquest quests, or making some non-repeatable. I felt that a conquest point cap would be the easiest and best way to level that out, as eventually, someone will make it just as hard but most likely make it worse at the same time.
  17. This may not prevent YOU from enjoying the game. I'm also trying to be a bit more general here. It's not just about farming but about how a small group of people can just leave some macro's running and win a planet with no effort. That anyone who want's to play the game as intended and win that planet by actually doing various conquest items, can't. A group of people who have formed a guild to actually play end-game content, participate in the challenge of conquest and grow as a guild, don't have a chance against a small group farming endlessly. Yes, it may help solo players in some fashion or another but I feel it's hurting guilds, generally. But what happens after a single character has already gotten the individual 50k. Anything over that has no value other than adding to guild points. Why not just swap to another character. You can still have farming groups to help you gain your individual conquest. There is no reason this would stop PUG groups from forming. It would just stop endless farming. First, I think you mis-understood what I was saying. If you have a guild that has 50 million conquest points, IF there was a 50k cap, then that guild would need over 1k players to get that number. However, at only 2million conquest on the high yield, that would mean you only need 100 people to make conquest. You DO however bring up the point of a "tie". First, conquest points for the guild isn't capped. So if you have, in the case of a high yield planet, more than 100 characters (as opposed to individual accounts), you would continue to gain more than the planet cap. If you have a guy who is "farming" a specific kill you need and prevening you from finishing a quest, most of us would end up reporting him. If a guild wants to gain a planet and they work hard at completing conquest tasks, most of them won't even try because they can't compete with these "large" guilds invading small planets. Then these "large" guilds turn out to be only 10 or so people just either farming KP or farming the crafting inventor conquest. It wasn't just about KP farming but about "gaming" the conquest system. Also, this is a Game with rules, you DON'T get to always do what you want if it breaks the rules or cheats the system. I get that there are some guilds out there that are just a literal group of friends from work or school and they don't have the numbers to make conquest. Unfortunately, in this case, you would have to either play more characters or grow the guild. I want to also note that I think all the "once per conquest" items should be changed to be "once per character/per conquest" and I would also make most of that conquest stuff that is "once per day" be once per day per character. I would also suggest that crafting items be removed from conquest and instead be a drop in Renown crates. Not sure what kind of rewards would be a good replacement tho.
  18. After reading this post: http://www.swtor.com/community/showthread.php?t=976374 and seeing the crazy conquest numbers larger guilds put up, I wanted to make this suggestion. (top guild as of this writing on small yield already had over 41 million conquest points) Cap conquest points at 50k per character. To add a little balance I would also remove the "once per conquest" and replace them with "once per character". 1. You get your personal conquest goal 2. Promotes more active players per guild 3. Helps prevents conquest point farming 4. There is no additional personal gain for conquest points over 50k I know there would be a large number of people complaining about how X guild can make conquest if a character can't keep gaining conquest. Here is what I have to say. I've always believed that everyone playing a game should all start on a balanced playing field. When people find ways around rules or find ways to play the game other than intended, it can make it hard for others playing to enjoy the game in this type of unbalanced environment. We all see this in complaints about how one class isn't balanced against another. This is true of guilds trying to actually work at not only gaining conquest, but trying to legitimately win a planet. I feel that a guild's role in the game is to provide the framework for like minded individuals to come together to complete more difficult and team oriented content. To that extent, guilds are about groups working to overcome obstacles instead of just another cargo hold or farming guild built of individuals. Farming conquest isn't what I feel, the spirit of what a guild is meant to be. (in the context of SWTOR) Guild conquest should be a goal that is to be achieved by the greater whole instead of a small group of players pretending to be a big guild. I have more time than the average player and I can get 6 characters to personal conquest in a week. At only 50k each, that's 300k conquest right there. Small yield planet is only 500k. That means that a guild only needs 10 people/characters to get conquest to make small yield. I even made personal conquest on a character while I was just leveling it. Think of it this way. If there is a guild that makes 50million conquest, then at 50k per character, they would be required to have about 1 thousand active members. To Make Large Yield (5 million) at 50k per character, you would need 100 active characters in the guild. Just looking at those numbers shows an imbalance. I will admit that 100 active people per guild seems big to me but if that's the case then you would just lower the conquest numbers per planet to re-balance. To conclude (before I write a book): Making a conquest point cap per character, I feel, can improve game play experience for everyone and help keep conquest on a more even playing field. I have no doubt the larger guilds would still be able to make conquest and I feel that smaller guilds might have more trouble with the higher yield planets but those are designed for larger guilds anyway. I know that there are some people in my own guild that only have a single character and not getting those extra points over 50k can hurt but I feel that long term benefits out weigh some of that loss. Ok...I'll stop now.. *grin*
  19. I think the simplest way to fix all this might be to set a cap at 50k conquest per character. Once you hit 50k, you stop gaining points. This would mean that the most any single character could contribute would be 50k. I would then re-balance some of the "once per conquest" items to "once per character". While this might make it more difficult for smaller guilds to easily gain conquest, it will balance it out to make sure that it's not just one or two people.
  20. I would take it a step further and suggest a section where you can have saved equipped gear along with utility points preassigned. This would make it, essentially, a one click process to switch from one spec to another. Maybe something in the character sheet.
  21. I had the same exact issue and I fixed it. I had the Gravestone Chapter still sitting in my quest log from the previous weeks conquest. The only way to clear it out of the quest log was to complete it. Once I did that, I reset The Relative Harm quest and started over. This time, I had my companion before I walked out.
×
×
  • Create New...