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silverprovidence

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Everything posted by silverprovidence

  1. On solo star fortress if you kill the mobs that spawn too fast the boss won't have time to divert his essence into them preventing the shields from being disrupted. After a few doors open the mobs stop spawning and you get stuck in a room perma combat unable to do anything aside from /stuck suiciding.
  2. There is a second item lootable form the droids I believe that he activates at the back of the room. Slightly confusing as its the second yellow story item that drops in the area but is only in the 2nd two rooms I believe. You basically target the boss and if you have looted it from a mob in that room you should see a second yellow option that lets you sap the shield charges
  3. Anyone know if a friend of mine, a subscriber without early access, will be able to join me, someone with early access, on my story missions? He obviously won't be able to access his own story mode just a question of if I could have him join me in mind tomorrow?
  4. Hey I have been playing with a friend recently unfortunately he only recently subscribed and won't have early access while I will. I saw in the recent game update 4.0 patch notes post that you can definitely play with friends during the story content, even if the typical class story rules of 'they can't make choices' is in play. I was just wondering if any of the devs can confirm whether he could join me in the chapters during the early access? He subscribes as do I, and he obviously won't be able to start his own story chapters, but is he blocked from joining mine? Cheers
  5. Support. Even if you couldnt choose different choices. Would be nice to have something to do with companions rather than what it is now where class story dries up and companions shut up. Could easily justify it by 'retelling it' for companions who weren't there or reflecting on the past.
  6. I kind of like the idea but only because I really really wish I could go back to some class story events while taking out the 95% of everything else thats filler. Same stuff every single new character makes the idea of 'replaying' a class story just for that story unpalatable. And the legacy perks arent going to grant xp bonuses enough to let you just do class story to level. Even if it locked the story choices based on what you chose so you couldn't see the other choices I'd still do it every now and again because the uniqueness of it make it great but very difficult to experience again. Could easily make it a mechanic like telling a new companion who wasn't there what went on or reminiscing with a companion who was what happened. Couldn't do it on a quest by quest basis. But could easily split it by planets like 'what happened on Taris?' Mechanically I imagine wouldn't see something like that in any form for a long long time. But It'd be cool if it was some new system almost like dailies with its own reward system purely for companion specific gear. Tuned for max level that rewards commendations for companion gear thats quality I suppose is debatable depending on how you view crafting (currently think the items on display are too limited to make it a great option, easier almost to just buy columi gear).
  7. I think the bonus should be applied to the armor but there should be some kind of npc or maybe at the augments table that lets you transfer it to other armor. Ie for instance I loot the campaign chest and the mods in that as are normal, transferable. But the set bonus itself would still be there on the item. You take the item to the fleet and use the npc/augment table to transfer that set bonus for a creidt cost right from the campaign chest to the chest you want to use. Admittedly I'm a bit biased in this because I want to be able to put the black hole armorings into an orange belt and I find the current system unwieldy for armorings. But I think this would work better and let the armorings be a bit more flexible than they are at the moment while still requiring you to have certain items if you want to transfer set bonuses.
  8. Personally Id prefer that every legacy level reduced cost by 1% or something... maybe hard to have as a hardset rule depending on if they raise the legacy level above 50 in future. But considering how long it takes to 50 and how you can always patch change the scaling in the future (0,5% a level or reset the scaling for certain perks eg any perk that required level 51 or above legacy level start the number over for those perks eg 1% reduction at 51 for a 51 perk). Be nice to have something for the legacy levels since very very very few legacy unlocks actually are just given to you when you hit a level. At the moment they feel kind of pointless.
  9. I think I'd take a 5 minute wait queue over an empty server. Hardly the hour and a half wait times on the more populated ones at launch.
  10. Look at the PR for it. Its all about 'player choice' about what server to play on. But you have a bunch of origin servers being funneled to a single destination server. No choice there. Mark my words when its all said and done they'll merge the practically dead servers to 'streamline' things. Its basically spin so they dont have to say they're doing servers merges publically.
  11. See now... THAT would be an awesome and proper legacy ship upgarde. Basically an extra cargo bay but across your legacy.
  12. I'd rather they just made tionese gear especially and columi somewhat easier to get at least from commendations. If you pvp battlemaster gear which you can leap to pretty quickly is basically columi gear. By contrast tionese gear accumlates at a very slow pace. They should adjust the tionese commendation gear costs lightly slower with each hard mode boss dropping a commendation and the sub bosses dropping crystals. Also lower the columi commendation costs from like 50+ to about 20. And allow you to buy any of the columi gear pieces with tokens or commendations. And have Rakata gear cost columi commendations as well but with with costs similar to how much the current columi gear is. Or rakata commendations though with the current hard/nightmare lockout being shared that might be a bit hard to justify.
  13. With the servers transfers clearly funnelling players into one large server, and the future 'mega servers' (assuming this effective server merge as it is at the moment isn't actually the mega servers themselves), can we get an increased number of character slots? I'd like to be able to have more possibilities for replaying class stories within a single legacy whereas at the moment I have to choose between that and having a character of every class for the legacy in them. Also limited to having only four characters per faction with it which limits the AC choices. While I can of course create a new legacy on another server my preference naturally would be to expand my current one.
  14. Perhaps we need to redefine the term 'casual' as is thrown around willy nilly as if it magically means something a bit too much on these forums? 'This game is designed for casuals! You know... the 99% of us that play for one hour at a time' Average play times says go get stuffed
  15. I miss it when content was just content to. Made it fee like part of the world. Now with difficulties just kind of feels like they're designed to make you regrind on several different levels rather than (as per the design) letting people play on the skillset threshold they want. Especially agree on the gear thing, noone says it has to be huge gear differences (that would exacerbate gear inflation stupidly so) but just so that the reward basis is scaled with what your doing. Exactly the same principle as levelling quests at the appropriate level vs grey quests. As for one difficulty, as I stated I would prefer that to, but the only real argument against it I found myself somewhat agreeing with is if you want an accessible endgame on that front you have to have huge gear gaps to make it workable. More skilled players do it in lesser gear, other players gear up to eventually overcome it. Over tiers that would become pretty huge and contributes to the mechanisms such as in WOW where content is purposely made irrelevent. If TOR could do difficulties with minor gear differences (where T1 nightmare gear is no worse than T2 hard) I think it could be kept more cohesive and less grindy by letting people catch up viably on other difficulties while keeping it all relevent. I think its sad that just because the topic is 'raiding' you have all these people coming out of the woodwork with useless stereotypes to demean any legitimate criticism. Apparently if you raid your a 15 year old in their parents basement who plays 20 hours a day. It'd be a laughable argument if it wasnt used so widely. Kind of offensive considering the argument that for any decently challenging content the implicit view is that for these 'casual 99%' are too moronic to attempt it. Thats the truly offensive thing in my view, the view that most of the playerbase is idiots and alien to engaging gameplay.
  16. Yes it is a game. But in case you hadnt noticed there are myriad examples of games that have things behind a hard difficulty and they arent all MMOs. Games are activities that are pursued. The 'this game woudl be a job' argument doesnt hold water.
  17. Hah. The ol' 'they must be teenagers... and they play like.... 20 hours a day man! I SPEAK FOR CASUALZ!' non-argument. Sad that people dont really have anything to say in response to legitimate criticisms aside from this tired fallacy.
  18. He's right. You shouldnt be level 50 until august this year at least.
  19. Aye just on that note I remember TBC. It was silly how good a driving force attunements were. Even unlocking one boss felt like something and with more or less all the content in a couple months in the drive to actually go for content rather than dips of cleared content-farm-clear-contet-farm was the best time i ever had. Even if there was a big eight month gap between content there was satisfaction because the pursuit was there. Definitely a restrictive model fro a modern MMO, if they did stuff like attunements in TOR the legacy system would be a good way to share them across characters (while keeping them in to do for story reasons if the player wanted). Everything is shifting to an 'equal access' thing in MMOs now. On paper a good thing... but its stripping away the plateus and the uphill travel that drives RPG gameplay. When RPGs becomes flat is the day they cease to be RPGs.
  20. It reduces levels of engagement. If you do harder content with the same reward basis that you could get from doing it at a much easier level with less time investment there is definitely a decrease in satisfaction. Like levelling, the drive to hit the next level makes doing the bonus quests killing dozens of enemies add something with the weighty xp reward. At max level with the reduced incentive (only a small amount of legacy xp) that satisfaction goes down. They all contribute to layers of engagement. If you strip them away then damn right as a retention mechanism its effectiveness decreases. P eople do weigh things. Most people while levelling will not go back and do grey bonus series they may have missed even if it was group stuff and would still present a challenge. Because their level of satisfaction would go down with not getting any worthwhile xp or potential gear rewards that contribute to their progression. Its the same thing.
  21. Eh... endgame content is shallow Im not quite sure how people could call TOR's endgame content deep. As for the difficulty thing... just basing that on people complaining is a poor way to go about it. So people cant complain about it being too easy for devs to respond to? Seems perfectly legitimate to me. If it was too hard would be not have the right to complain? Besides if devs are going to divide things into difficulties as a design choice... they may as well do it right. And player feedback on that is necessary. If the game isnt tuned to those 'plateus' of pursuit enough players have the right to voice their disapproval. If that they have complaints is enough for you to lable their concerns as irrelevent I can only hope bioware doesnt take your advice to count. They'd be ignoring most of their playerbase if they let players like you arbitrarily decide what is and whats not important. Just because a content 'exists' doesnt mean that it appropriately structures the 'pursuit' nature of RPG's thats necessary for retention. And just because it 'exists' doesnt mean its going to last months. Why are people still not on the origin planets? Thats a LOT of content! Its supposed to last half a year easy!
  22. I dont think thats a lockout issue. Had something similar on trying to do boarding party once game goes to ****. Think we solved it by changing leader but still im not entirely positive theres a fix for it.
  23. If your level 15 you have a decent chance of completing esseles by yourself with your companion. Ironfist might be a bit of a problem need tactical use of T7 to do him, definitely a harder flashpoint to solo than the black talon. You can shuffle the boss off to the side and the adds he spawn wont chase you so long as you dont suffer his knoackback into them. All in all if your patient and skilled you have a chance to solo but if you can find a second person with their companion be a lot easier. Also have access to the bonus boss. Cant activate that without a second person.
  24. Was a part of the forum community for a couple years pre launch and I can pretty much say that I've seen every attitude from self-entitled to nonchalant expressed and frankly the OP has very cogent points. Arguably if things were too hard we'd have outrage exploding on these forums. And points such as not finding enjoyment in 'hard modes' that are just more numbers rather than mechanics ie gear checks are very fair views to express. Also I just shake my head at people who dismiss arguments (generally on content they dont enjoy/partake in) by saying 'oh their hardcore'. How... do you know they're hardcore? What is hardcore? The top 60 players? You can't make the claim that everyone who posts on these forums about raiding are in this 0.25% of players because you dont know that. And to use that to dismiss arguments is frankly something people seem to do brainlessly too much not because they have serious arguments but because they hate this idea of a mythical 'hardcore' that realistically, if they did exist as people argued, wouldnt have any effect on them. Like when people went on about reward basis and argued against loot lockouts (as I personally would prefer) for content lockouts. Because it 'throttles the hardcore so they dont outgear everyone'. The times when I asked 'what effect would that have?' generally got answers like 'their mother-basement guilds of players that play 20 hours a day and it would just unbalance things'. Seriously? THATS the hardcore people are afraid of? How many servers have GUILDS of players that play 20 hours a day? I dont doubt there are examples (when you start having players numbering in the millions statistics allow for a lot of eventualities) but seriously. Entire game systems to throttle them? Thats funny in and as of itself and shows the problem we have of people jealously guarding the 'casual' label as a model of virtue. Also I'd advise against laying claim to the title of 'casual' as if you represent 99% of the playerbase. Because in my experience unless you consider every player to be someone who plays 20 minutes of the day and is a bumbling idiot unable to express coherent thoughts (an offensive thought in itself) people who claim to represent them are guilty of making the same paper thin arguments themselves. The playerbase is FAR more diverse than some simple label of 'casual' that its proponents NEVER define. What proof do you have that the OP, or the many people that have supported him, are this 'hardcore' content devourers other than that we're talking about raiding? I suspect very little.
  25. So... whats the point of having different difficulty scales then? Things that keep these games going is having something, even small things, that are generally just out of reach of most players while still keeping things competive across the board. Either its something that will push people over that last threshold, or something to aim for all the same. Having gear of a small degree better in the higher difficulties lets people push a bit more and have the same reward basis (rather than a system where you just grind the easiest to gear up till you outgear the higher difficulties). Like with pvp gear. I roll my eyes at people that admit its about gear (as your doing) but hypocritically dont say anything more. After all. If everyone should have the 'best gear'. Why not just have it all just bought off vendors for 100 credits each? Answer: Because thats **** for retention. Its also backsliding from what it means to be an RPG. While theres no need for silly systems (ie four hour long boss battles) retention is built by systems that encourage player participation and the view of 'plateus' to aim for rather than a bunch of 'equal' activities with no goal in sight. If you disagree with that why do we even have the levelling process?
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