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Trietxan

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Everything posted by Trietxan

  1. I think there should be some form of objective points applied when interrupting a planter. As a ranged class, I prefer to stand in the middle between the doors and shoot people off either door they are planting on. Consequently, I end up with the least amount of objectives, bc I'm not so much killing players as I am keeping them from planting. I just ran a game on my Powertech with 201k dmg done, 32k protection, but only 1900 objectives bc I wasn't killing players or standing on the doors, merely shooting people off the doors which helped us win, bc they didn't get through the first set of doors until 45 seconds were left in the game.
  2. Is there a reason certain PvP modifications are only available to one faction? For example, the Advanced Battle Enhancement 25 with +25 expertise on it is only found in the Trooper's Battlemaster Combat Medic Assault Cannon and therefore is unobtainable for Imperial classes who could use an expertise enhancement with crit/surge?
  3. Is there a plan to make social armor adjustable to armor rating? For example, I would really like to dress my Powertech in the Imperial Trooper armor without losing the heavy armor rating. I have heard rumors, but never found an official response to this topic.
  4. Yea, I was writing in response to Katahn. I know the Finder will help move people across to other planets, but his claim was that a Finder would make people to sit in a capital city, i.e. Imperial Fleet, and never go elsewhere. I was merely pointing out the fact that the Fleet is already a location where everyone has to sit if they hope to find an FP group. The Finder would allow people to roam the planets and still find groups for FPs. I personally hate the fact that I have to choose between going to a planet to continue my story and standing on Fleet to do the next FP. Also, I am a supporter of server wide, because I like the idea of community on a server.
  5. I don't see how adding content is a negative thing? You are claiming that you will be unsatisfied with the product before even seeing it or testing it. Also, you're jumping to the conclusion that everyone will hate the ships. I'm sure there will be plenty of customization options if they go through with it. The vehicle designs in this game aren't terrible to begin with. I personally love the agent's ship.
  6. Most of the FPs are on the Fleet already as it is. So I don't see how the Finder will move people off of Fleet that aren't already there spamming for FP groups. I don't see how a Finder will stop you from making friends or finding quality players. If they did put in the option to only search server wide, then you could choose that option. Also, you can do test runs with new guildies to find out if they are quality or quantity and then make a decision from there. You don't have to make a decision before inviting them to the guild. There is a kick option. The one issue I do see with cross server is that problem of people doing whatever they want because they won't see you again on server. Also, they said the group finder will have an option for Heroic missions, so you won't have to worry about been blasted through them by 50s unless you so desire.
  7. I do miss being able to trade up with comms, but I don't think we need them to be tradeable and take up more inventory space. I would like to see them shareable with your legacy though. This would be a nice feature to go along with the legacy bank that allows you to store mats, etc. across all your characters instead of character hopping to craft.
  8. Yea, personally, I feel glowing guns would look a bit ridiculous and overly flashy. I don't believe Bioware would go this direction since they are already looking at making future armor sets less flashy and more in-line with Star Wars style outfits. I think your best bet is still going to be running around telling other players to inspect you. Although, in the long run, most players only care about what they have and just believe that everyone else in the game is always watching them to see what cool new gear they have. Apparently, it's not enough to just be satisfied with your own accomplishments, you need others to praise you as well.
  9. Armor coloring would be a nice implement. The system showed in 1.2 was only for matching the chestpiece so that you are unified. It would add further customization to allow the player to color their own armor and allow for guilds to look more intimidating with matching colors, etc.
  10. Not being completely familiar with the Mercenary class, the one issue I do see with this post is comparing the defense abilities of a melee class in medium armor, to a ranged class in heavy armor. They should not be equal, because as long as the ranged is away from the melee, they can continue to damage where the melee needs to pop a defensive to buy them time to get back to the ranged. I do believe the idea of the nerf to Tracer Missle though was stated to give Mercs a rotation instead of a one button spam, because I know it was possible for my friend to go up in arsenal just to get tracer missle, then go up into bodyguard for the heals, and could burn people down with tracer missle spam while maintaining his health with the uninterruptable shield from bodyguard and big heals pre-1.2.
  11. It would also be a useful perk to the system, if the deleveled 50 still gained legacy points based on the xp that would be gained from the mobs, etc. This would be further incentive to help others.
  12. It was stated that the future group finder will also help you find groups for heroic missions. This should make it easier. I think the other system that could be implemented to help with this issue though is the Apprentice system. Allowing 50s to be deleveled to help a player with a mission and still gain legacy xp as a reward for assisting the player. Unfortunately, in this day and age, most players won't do something if they don't receive a reward, so it is hard to find a player who is kind-hearted enough to take some of their time and assist a lower level player. I personally strive to have my guild work together, but there are so many things to do at this point in time in the game that it is hard to find time to help others and keep up with the new changes to the game.
  13. If anyone participated in the poll last week, the devs asked about what players wanted most. Options were 3D space combat, vehicle combat, capital ship combat, or podracing/speeder bike racing? The votes were heavy on 3D Space Combat, and being that these were all listed in a dev poll, they are probably already underway and they went to the community to figure out which one took priority. So, I think we will eventually see Space Combat, if you just give the team some time. Most ideas for this game are planned 13 months in advance due to voice recording, etc. So, I think we will get what we want, because so far Bioware has delivered, imo.
  14. Yea, I know my Jaesa is bugged, because her lightsaber remains out even in conversations.
  15. How about we just put an option on the Group Finder so that the player can choose to search Server-wide or Cross-server? Then, those that feel Cross-server kills the community (myself included) can queue for Server-wide and those that could care less and just want to get into a Flashpoint can queue Cross-server and find people on larger populated servers that share their opinion. No need to argue with more options given to the player.
  16. I noticed that there are full purchasable sets of BoL gear that include orange bracers and belts which have previously been extremely rare. In 1.2 will we expect more orange bracers and belts that will also be craftable for a chance at creating an augment slot on them?
  17. I find all these options to be intriguing. I went with vehicle combat first, though, because I love the AT-AT. I also think it would be one of the easier ones to implement. A podracing mini-game would not be too difficult either, I would expect and also a lot of fun. Capital Ship battles would be awesome if they were between guild capital ships and you could fight for control of unique items. Space combat would be a great feature as well, but would require a total overhaul of the current space combat system, I would think. So, that would seem to be something further down the line. Keep up the great ideas though! I hope these can all come to fruition eventually.
  18. Alright players, let's face it. We created this monster. What does a gamer expect from a game? Progression. We want to feel that we are doing more with our lives than sitting at a computer all day. This is great for PvE. You level up, you get more stats, you do Operations, you get even better stats and hopefully better looking gear, etc. Now this becomes a problem in PvP. PvP, as many people will scream, should be about skill. The only way to have a purely skill based game is to have equivalency. This would essentially mean we all play the same class with all the same abilities and all the same stats, but let's face it, that's boring. Bioware is headed in a good direction, I feel, by implementing PvP gear right at 50 to help with the advantage that geared players have. But, honestly, as long as there are "geared" players the PvP will never be truly even. Honestly, I feel PvP should have its own stat that eliminates PvE gear from being an advantage. To go even further, the starter PvP gear should have the exact same stats as the top PvP gear. Now, people get upset by this, because they feel they have no progression, nothing to work towards. Thus, the monster we are creating. The PvP gear for the ranked players should just be extremely cool looking. Have the initial gear be like a dunce cap with hot pink shorts and a trash bag for a shirt or something. In other words, make the initial PvP gear look horrid so that there is still that incentive to get out of your gear. But, then, the only things affecting your play is your skill at the game and your knowledge of your class vs. other classes. Obviously, players who have been playing longer will still have an advantage. That being said, I feel this is even more justification on even stats. A player that has been playing several months vs. a new player will already have the advantage of knowledge and possibly skill from practice. This advantage is only magnified by a 25% stat difference. If anything, the higher ranked gear should have lower stats for a handicap to allow new players to even stand a chance. Again, this will be hated upon because we want to feel powerful as a gamer. We want the sensation of steam rolling a player and one shotting someone with no gear. If you want those feelings, then go roll over a few PvE mobs, you feel like a God enough in the story modes. You don't need a 25% stat advantage in a PvP situation to further your God complex. If you want to prove your prowess as a player, then do it through knowledge and skill and not by a collection of stats. This is just a thought, and hopefully a little insight for people. I hope I don't hurt too many feelings.
  19. So, if legacy is planned to unlock a training droid for our ship, will there be a combat log or dps tracker implemented to make use of the droid or will it simply be for smacking around for fun?
  20. Thanks for the support, hopefully this will help fuel more ideas to come.
  21. Lol, my only issue with that set up is that there are already raid bosses in the Operations, so why would a PvP'er want to fight to unlock another raid fight. I feel the battles to defend the harvesters would be more engaging for those seeking to continue PvP'ing.
  22. My primary thoughts in this process are geared towards community building. I feel guilds are a great way to promote collaberation. I would think that the guild cities would be open to be visited by all though. So, when a guild holds an event for RP'ing anyone can participate. Also, the world battles for the bases would be open for participation, but it would be pretty hard for a solo player to defend a base if he were the one to claim it, so I'd keep the claiming to guilds. The Operations for non-guild players would still be open for PUG'ing as they are in their current state. What ideas did you have in mind?
  23. I would like to start off by saying that this is simply to help stir some creativity. If a dev can read this and come up with some ideas for the game or if community members have responses that can help this game grow, then my mission is accomplished. To begin with, there would need to be a new planet discovered that is uninhabited and uncontrolled. This planet would have multiple bases spread across it. The bases would be fought over for control. The bases would only be vulnerable for certain periods of time and staggered. One base would be available for attack every 3 hours and once or twice a day to allow players who play at various times to participate in the combat. The combat would be a siege warfare similar to the Warhammer castle sieges. The control of the base would go to the guild that reached the control point first. Control of the base would allow access to rare resources. Each base will allow access to a different type of resource and each guild could only control one base at a time. This will encourage trade and help fuel the economy. Also, it will encourage guilds to work together in the fights to keep access to certain resources. These resources will be used for a few different things. First, they would be able to be used to reinforce the base to help defend it (reinforced walls, turrets, etc.). The faction that controls the minority of the bases will have access to a separate resource field that will be used to create stronger siege weapons to help turnover bases (rocket launchers, player operated walkers/speeders, etc.). The resources will also have to be gathered using a harvesting machine. This machine will have to be defended while gathering resources to keep the combat going in between sieges. If the harvester is damaged it will gather slower or even not at all until repaired. The rare resources will also be able to be used to upgrade the harvester (faster gathering, reinforced equipment, etc.). Now, what else will these resources be used for? The community builder. Additionally, there would need to be two more planets discovered; one controlled by each faction. These planets would have zones available for building guild cities, possibly instanced for a large number of guilds. A guild leveling system would also need to be implemented similar to how the legacy experience works, but across a guild. The rare resources from the other planet will also be used to build the buildings in the city. The higher a guild's level the better buildings they will be able to build and the more space they will have to build. Also, with these buildings would be unique crafting stations that would be used to craft unique Custom armor sets. New sets will be accessed by higher level guilds. These Custom armor sets will also require a player to be a member of a guild of a specific level to wear them. This will keep them unique and prevent selling to other players. If a member leaves a guild, then they will no longer be able to equip the gear until they are in another guild of the same level. Also, coloring on the armor that is modifiable will help define and separate guilds of similar levels. These cities would also open up large areas for RP'ers. Large guild events could be hosted in these cities. To take it even further, there could be player housing added onto the outskirts of the cities. Perhaps also in instanced neighborhoods to allow for large guilds. The houses will also be able to be upgraded for further customization. These will be solely on a player basis (built through credits, unique resources from Operations, maybe even an additional companion skill: Architect). Now for the PvE'ers. The crafting stations in the cities will also allow access to higher and higher level stims as they are upgraded. These stims will help the players to clear Operations even faster. Additionally, the resources needed to craft the unique Custom sets will drop in Operations. This will encourage clearing content and hopefully will be backed by a strong story and unique combat. Overall, I feel this will help encourage communities to work together. The PvP'ers will have access to unlimited world PvP and will be helping to build large zones for the RP'ers to role play in. Also, they will be helping the PvE'ers to gain stronger buffs for Operations and the PvE'ers will be helping to create the unique armors for the guild to wear. I know a lot of this may not be possible, but as I stated at the beginning this is simply to help stir some creativity in the devs and hopefully get some forward thinking responses from the community.
  24. I would like to see a journal that keeps all the results of my quests and the responses I receive from the quest givers in the mail, instead of having all the messages backed up in my mail box.
  25. A potentially easier solution is simply to ask that the next WZ implemented be a same faction WZ. Huttball was put in place to allow them not to have to make cross server WZs since same faction can fight each other on imbalanced servers. It's also allowed for much lower queue times, because you don't have to wait on the other faction to queue for WZs. I personally love Huttball, but instead of forcing people to reroll Republic or trying to make cross server WZs, I believe adding an additional same faction WZ will help with the complaints about seeing too much Huttball. I enjoy same server WZs because it helps build the community on your server imo, since you see the same people regularly and can get to know other players. Also, I believe they are working on 50s in their own bracket, just waiting on enough people to be 50, but it's only been 11 days since official launch, so just give it some time.
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