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Darth_Sidewinder

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Everything posted by Darth_Sidewinder

  1. Bounty Week is a great event, in my opinion, but it has been around for years and years and still features the same few planets. Why not put bosses onto new planets like Rishi, Mek-Sha, Dantooine etc. It would require minimum input from the developers as you could literally again slam there the same under-bosses and just make one kingpin per planet. Even with voice-over that surely would not be a problem? (Especially since one could again lazily slam there some aliens speaking Huttese and be done with it. Of course, the more effort put into it the better.) Or of course one could put a little more effort into it and create a new set of under-bosses etc (perhaps those that would be only on those planets) - I bet that, too, does not take THAT much effort. If one wanted to do a bit more, there could be a whole new "alternative bounty week" that would take place on the new planets and would alternate with the old one, it could have its own reputation track etc. Or simply it could happen at the same time with the classic bounty week (I would personally prefer that, it would give you the freedom to do either the old or new planets however you feel like at the moment), you might just earn reputation from the new planets on a new track.
  2. The idea is: allow all players (perhaps past certain level, or somesuch) to do weeklies and repeatable missions on all the "new" planets - i.e. all the planets that are otherwise gated by story content. Starting from Rishi (the repeatable quests there mostly have nothing to do with story anyway! Like hunting beasts in the jungle, why couldn't any random player who wanders to the planet do it?), and on all the planets that came with the post-KOTET expansions. Point being: it is nice that the game keeps adding new planets, but no point for many players since they cannot really do anything there. Lots of pretty planets, all "empty" until you have played a ton of story content. (I personally like story, but - see below for explanation.) Allowing everyone access to the planet has been done (essentially) with Dantooine, so why not elsewhere? Another great thing to make accessible for everyone (or most) would be the arena on Zakuul. Why? Because it is a nice, unique (!) side-activity and it does not make much sense for it to be "gated". True, lore-wise it assumes some story background, but let's be honest, it is mostly flavour, it changes nothing. If half of your opponents weren't knights of Zakuul, it could have happened pre-KOTFE. Another possibility would be to create a new, different (but effectively the same) arena that would be on, say, Hutta and would only include "generic" (=non-Zakuulite) bosses. And now just for clarification why I am requesting all those: it is for the sake of players who may be altaholics like me. I personally have a lot of characters, and I absolutely cannot be bothered to play KOTFE/KOTET with them billion times over, yet I want to play them occasionally and some light activity on new planets would be fun. Of course the best thing ever would be something akin to the old planetary story arcs on the "new" planets. (I would personally love to play more story, but the KOTFE/KOTET story is really too much. Making every smuggler and bounty hunter The Most Important And Force-Destined Person In The Galaxy is just crossing the line. And yes, I am aware you can skip the story, but that has its own problems. Besides, if I sometime decided to do KOTFE after all, I would still have the option - but it would be nice to spend one's time doing some random, non-committal stuff meanwhile.)
  3. Currently: I really like the idea of having the Shadow Syndicate reputation as connected to the galactic season. It gives it more focus and gives another incentive to do it, while providing a long-term reason to keep repeating it and gaining reputation with something (while most players by now would have reputation with almost every other faction). What I LOVE is the story connection to the Imperial planetary story on Nar Shaddaa. THIS is what SWTOR should look like! The only pity that the dialogue isn't fully voiced but, well, given how small a thing it is, not such a big deal. Sidenote, even though this is more about login rewards than about Seasons per se, let me also say that I also like the idea of giving rakghoul canisters, gree stuff etc. as part of the weekly login rewards. THAT is certainly a worthy reward. What however could be made better would be to somehow mark the location of the Shadow Syndicate representative on the map of Nar Shaddaa (or an option to mark it), or offer somewhere visibly the option to quick travel to her. I found her rather quickly, but still it might be helpful for someone who isn't as lucky. On a similar note, I haven't been able to find where do the Shadow Syndicate reputation items go in my inventory. It would be nice if we could somehow check how many of them we have, just for clarity's sake. THE OBJECTIVES: Otherwise, as for the objectives. I am primarily a person who plays only PvE, and only with one or two friends or solo, so I have no use for majority of the objectives. However, I appreciate the existence of all the others. March Across The Galaxy = Great idea, an absolute necessity for altaholics like me AND for those who only play solo or in small groups. Same goes for Influencing the Galaxy. Ace of the Armada = Also a great idea, 6 space missions weekly would be just the right count. Similarly great is the objective that has you kill 100 enemies and complete 10 missions on a planet. Certainly better than something that is daily and resets. Actually this way it is amazing. Sidenote: it would be however nice to mark somehow in more striking manner which objectives are daily and which ones are weekly (say, colour difference, or some different icon maybe?). Something that makes it clear for a person who sees it the first time on first sight. I spent my first day worrying which stuff is going to reset before I manage to complete it. And last but not least - even though I presume others have remarked on this already a lot - I hope that the current UI will change so that the button to switch between conquest and galactic seasons objectives will look like a button. I would have had no idea where to look for it had others not showed screenshots on this forum.
  4. Absolutely agreed. Currently I have no idea which abilities are pickable, which are picked, and so on. It would also be nice to somehow distinguish active and passive abilities (some different shading, background, what-have-you).
  5. I think it would be great to make some watered-down version for, say, smaller groups (4 people with companions or somesuch). That way, most people would be able to somehow play it with a couple of friends. Other option is to make them soloable, but in some really watered down version, if it is technically possible, but just for the sake of the STORY. Like the OP correctly said there's been a lot of effort put into it and it seems stupid that such great content is gated for many - or I daresay majority of the players. However I absolutely DON'T think there should be adequate rewards for that. Let hardcore raiders, or even "soft-core" raiders have their rewards for doing the hard stuff. But I'd like to be able to, for instance, just know how the Dread Masters storyline ends. That by itself would be a reward enough for me. I don't need to get anything for it.
  6. Just like others, at the moment I am unable to switch to my second style (after I selected it in the mission) on any of my characters. How is one supposed to do that?
  7. I played so far up to level 10 with a Mercenary (in Trooper storyline) and it is... decent, except for being somewhat disappointed with the abilities I got. 1. NO DUAL-BLASTER ATTACK My biggest disappointment is not having a single ability that would showcase the class's trademark thing: the fact that I have two blasters. There is not a single ability that would have my character fancily showing off two blasters in some epic volley where you can clearly see that I am shooting two different blasters at the same time. The charged shot ability seems awfully lackluster because you could just as well do the same thing with one blaster. 2. EXPECTATION / DISAPPOINTMENT / CONFUSION: UNEVEN DISTRIBUTION OF ABILITIES ON LEVELING UP & 3. ONLY THREE ACTIVE ATTACK ABILITIES BY LEVEL 10 Otherwise I am generally confused about the amount of abilities I get on these low levels. Specifically, my expectation clashes with what happens. I basically start with two starting abilities on level 1, then nothing for a few levels, then I learned two more on level 5 or somesuch - both at once - and that's all I have now when I am already on level 10. I would have expected to gain an active attack ability on levels for example 3, 5, 7/8 and 10. Plus around level 2/3 get some utility (like vent heat) and the healing also somewhere in between. Around level 7 or 8, one could get something that already feels a bit "epic" (in the old game, one used to get various massive barrage-knock-out-aoe-attacks around this time). For instance, it could be an abovementioned "dual-wield-showcase ability". Or it could also happen on level 10 to mark the "special occasion", I'd be fine with it. The fact that I got nothing on level 10 (besides the general abilities, ie speeder and heroic moment) was somewhat disappointing. But I could live with that had I had one more stronger ability from before already. The main problem, like I said, was not having anything that would showcase the dual pistols: the reason why many people would pick the class in the first place. At the same time I think it is actually good not to have seven or so abilities by level 10 like it used to be. But right now as a level 10 Mercenary I have effectively only 3 abilities: the rest are either utility (vent heat) or healing (so I assume if I was some purely DPS class I would have 4 attacks). The healing I appreciate a LOT already on this low level, it is amazing to have something that makes you "special" (not everyone gets to be a healer), it is useful and I am 200% for keeping it on these low levels. However, I think a level 10 character should have perhaps four, perhaps five different attacks (maybe four would be optimal). At least one of which should be "cool" - either be aoe (could be weak, "sweeping blasters" - style), or do considerably more damage or have some added value, like stun enemies even if briefly, etc. 4. SUBCLASSES SKILL TREES? Another thing I was annoyed about was the inability to inspect other skill trees - at least so far (I am level 10, I don't know when there will come an option to pick my advanced subspecialization). And right now if I open my combat styles window, for example as a Mercenary I can see only, I believe, Arsenal subclass skill tree, but not the others. Firstly, I would like to be able to look at all of those already then so that I could already start thinking about and plan what do I want to pick as my skill tree. Secondly and more importantly, I think this may confuse new players and make them think that the skill tree they see is what they are going to get and not realise that there are two other options. *I* have played SWTOR for 10 years and *I* was thinking for a moment that these were the abilities for all Mercenaries; if I did not know that there are supposed to be three sub-classes, I would not have probably thought about it. 5. NO OVERVIEW WHERE MY LEVELING UP IS GOING Anyway it would be nice to be able to see somewhere which abilities I am going to get in the future so that I can mentally prepare for that, or have something to look forward to. It also would save me from neurotically checking the trainers all the time. Because now, when I haven't got a new skill for several levels, I keep wondering whether I SHOULD have and whether I haven't missed something. 6. MISC I like the fact that the default class-based boosts are on by default - one would have them on all the time anyway! On the other hand, if there ever comes something similar to the cylinders that used to exist in the old days, I'd very much prefer those to be optionally switchable on and off (or the possibility to switch between them). My overall verdict of the experience is that it is not terrible, but not amazing either. And let me reiterate - the charged burst attack is awfully lackluster, we really need something to show that "I am the dual-wielding Mercenary".
  8. I quite like the new character creator except for two things. The major one being the impossibility to zoom reasonably. In the old creator, you were able to zoom either to your character's face (ideal for picking facial details) or to the entire figure (ideal for picking the body type plus the overall feel of it). Now I basically can either see my character's face or perhaps half of my character's body. And no matter what I do, whether by using the little +/- button on the right, or zooming with mouse wheel, what it does at most is to awkwardly zoom out a bit, then somehow bounce back to the sort of "we are showing you the upper half of your character's body". I would like to be able to see my character's ENTIRE body. Secondly, more a minor detail, some of the animations in the character creator (especially if you have double-bladed lightsaber) go over the text and makes it impossible to read what's going on. A perhaps very minor remark - but that pertains to taste - is that I preferred the old "blue" interface as opposed to this black one. It looks neat, but I think it was nice that the previous one vaguely referrenced the original KOTOR with its colour. But that's cosmetic. (But if it exists, would it be possible to pick interface type and have both?)
  9. Similar situation here, I have only just now hit the 300 mark on some of my characters. And I feel very accomplished and epic because of that: getting gold gear feels like "wow, I am cool". Just like it felt epic to suddenly start getting purple gear a while back. But a question - is it really supposed to mean that we aren't going to get any of these anymore and just get green gear if we play only solo? I occasionally play other stuff too, but still not often enough that it would supply me with gear under the new system if I understand it correctly. And I for example want to be able to do basic flashpoints without getting my butt kicked all the time. And what was this thing that the mods are going to become invalid anyway? Like, that it won't be a thing at all? In that case all my tier 300 gear won't be useful anyway. And worse - just wondering: so are we going to get the highest-tier gear available for solo players only for completing the latest story mission? Because I have a lot of characters who haven't even played through all the expansions. Does it mean that now they will be stuck with some level 180 gear because the last thing they did was some Rishi where you get that level gear and not higher? I hope not! Could somebody make an understandable, clear summary of how this will be? There are many players who only want to know this one thing because nothing else concerns them.
  10. I thought that what it meant was that before DvL, the numbers for different alignment levels were different. So like, if now you need (throwing up imaginary numbers here because I don't remember how it goes) let's say 2000 LS points to be LS I, and pre-DvL it was 200, and your character is currently LS I, it will switch them to the 200 points after the update, so your character will remain LS I, only the numbers will change appropriately. At least that's how I read it. It would be nice to get an official confirmation of it though.
  11. Just bumping this thread because I believe it is still relevant. I hope that, for instance, having now the Combat Styles isn't going to remove the mission on the starting planet where your respective class handler tells you to visit the trainer! (I guess that one could easily be implemented to give you the quest to visit ANY trainer - meaning, the one your specialization needs.) Some - maybe all - of these interactions are just so much fun. You can also apply this to the pruning of abilities. I don't mind making the system more concise or accessible for newer players or more balanced. I don't mind losing a few abilities, especially those that have no visual effects. But many of us play SWTOR for the "looks" and feel, we want to be able to swish the lightsaber up and down, to somersault, to Force Scream, to throw sticky grenades, to jetpack out of combat in a fancy puff of smoke. All of these are ESSENTIAL for the experience, I daresay more so than anything else. They are the number one reason I am playing the combat styles I am playing. Some of them define my characters (I have a Jedi Guardian who sets her enemies on fire with her fancy blue flame, I have a Bounty Hunter who always jetpacks out of combat, I have a Vanguard who screams often because her criticals activate. If they stopped doing these, it would no longer be them). So please - devs - whatever you do, it is all good, just make sure you do not remove any more content!
  12. Mail it to a different character of yours, it will register.
  13. I have been an active subscriber basically without break since the release. I mostly play with a small group of friends and fairly casually (ie, not competitively, no operations, no hard modes). My main concern is having enough of PvE stuff to do without having to repeat the same thing for fiftieth time. As far as itemization goes, I am okay as long as I am able to gear up enough to be able to do an occasional flashpoint without getting slaughtered. The greatest gift would be making sure that we can play all Flashpoints and ideally even Operations in some story mode - meaning playable even without some über top level gear, just for the story. (I am looking at you, Dread Fortress finale of actual planetary storyline, never finished because, well, it's an Operation). That would be "play your way": no content locked out if you somehow don't want to or can't click yourself to death in some hyper fray. (Remark however, having the extra healing support droid in solo flashpoints was almost an overkill bc they are fairly easy to begin with, but at the same time it would be super handy to have an option to summon that in ANY activity if you are eg in a group of two very casual players doing a normal veteran flashpoint. Introduce also "solo" version for those and leave it up to you whether you want to make it easy for yourself by summoning the droid or keep it as a challenge. Maybe exactly do something like you do it alone or with the droid - only basic reward, versus you do it without the droid - bonus reward that can get you some more competitive gear.) But I digress. Anyway: I think it is important for the devs to sort things out "on the upper end", balance everything top-tier players care about. But also keep in mind that there is probably a fairly large chunk of players who play not big scale ops, but also not just "single player", but who play for the lore and world and who want to experience as much of the game content as possible. And to be able to access ideally all the content with just the humble gear they have. If they then want a challenge, they can play some hard modes. But if I got my gear by doing the planetary quest on Nar Shaddaa, I want to be able to do my Hammer Station. That's the bottom line. As for Light vs Dark, I am personally okay with the alignment being "faithful" to my characters' behaviour, it worked like that before, HOWEVER, I am saying this as a person who managed to get their characters to Light V and Dark V already and I am fully aware that it may be difficult for some to achieve this without the alignment toggle. For that reason, I'd think it may be the best solution to have the toggle switchable either on or off. That would be play your way, again.
  14. The change to focus on weeklies is all fine and dandy, but only as long as they offer more opportunities for non-PvPers who also don't play Operations and such. It would be great if it included something for people who play PvE mostly alone or in small groups, as that group currently has very few options. Heroics don't cut it (also who wants to do the same heroic for millionth time). Something like "complete X story missions" or "complete X normal planetary missions", or even "kill 5000 PvE enemies" would do fine. The best thing would be to have something like a "combined objective" that would say something like "Complete two normal planetary missions, one story mission, one heroic, and one flashpoint." Or somesuch.
  15. I absolutely agree. I wrote just the same kind of request only a while ago here: https://www.swtor.com/community/showthread.php?p=9959456 I think the game should have more content to do together with a friend or two (or three). I bet there are quite a lot of people who actually play like that. And there are not that many games that pay attention to that possibility in general! It's either all-singleplayer or all-massive random grouping, but SWTOR was great exactly because it allowed for this! I'd say that it is also a great way of recruiting new players, as many would like to try to bring a "+1" or a couple of friends more.
  16. Exactly. There are two parts of SWTOR that make it different from most games that are around: 1. The option to have eight different classes with different stories and different voices (which was for the large part eliminated in KOTFE and KOTET and not very well continued afterwards, which is in my opinion the biggest problem), 2. stemming partly from that fact, the possibility to have a group of completely different people with different voices and different approaches to things and there is the content you can do together, like the planetary quests, where your different approaches can "shine" and you can share that experience with your friend or two or three. All of this sorta went down the drain with KOTFE onwards, which crammed everything into just one story (not to start about those companions who were also crammed together into an indiscriminate mass).
  17. I never said that I wanted to be mandatory. And yes, I actually even think that the Shroud multiplayer requirement was bad. At least not for 4 people, that is too much. 2 might have been a thing. Like I said, there are many people who play with one close friend or a significant other or family member etc. But anyway, what I meant was to have the OPTION to do things in small groups *while* progressing the story (or rather "a" story). Nowadays you have either something that has a story, and that is only single-player, or something that doesn't have a story (essentially), and that is multiplayer (like taking a random veteran flashpoint). Or something that is too big like an operation. I want content that has story and that you *can* do in a group. Just like the original planetary quest series or exploration quests. Or like the original Revan or Ilum flashpoints (with the surrounding storyline). Simple as that.
  18. The original game has a lot of content that is, let's call it "2-4-player-friendly". Many of us play with one or two friends, sibling or a significant other etc., and many of us have a "team" of several characters with whom we have been going through the pre-KOTFE content. We often did it the way that we played our class stories that took us to, say, Taris, we met there, did the Tarisian planetary quests and other random quests together. It offers an amazing amount of space for roleplay and group dynamics with everyone participating in the quest-giver dialogues. Then we also could do the quests together, making it considerably more fun to do and speeding up some tedious grindy tasks. Then came KOTFE and this is no longer possible. As far as the main story progression goes - fair enough. Even though I think the focus on one character is a problem (you really have to replay the same story for umpteenth time with every single character if you want to catch up with the latest expansion). But I would be okay with it as long as there was some content you could do in groups at the same time. For example: yes, you need to be in your personal instance when you face some Arcann or whatever, but if you are doing something generic - just killing mobs or activating five communication relays somewhere, why couldn't you do it in a group? There is, from the top of my head, no "small group"-focused story content post-KOTFE. There are two main problems: 1. There are things you can do in a group, but they are so haphazard that you cannot do it systematically. What I mean: at one point you are inside your personal instance, the next you are out and just fighting fifty mobs and having a friend in a group would actually help. But you would have to anticipate it, and also next thing you know, you may again have to go to a personal instance in the next five minutes, and it just creates mess. 2. The whole system is awfully user-unfriendly. It doesn't help that the personal instances act differently every time. It happened to us several times that we were in a group and clicked something that opened a cutscene. Sometimes it placed us each in our separate instances. But sometimes it without warning put one person as a spectator which we realised only halfway through the scene and the person had to replay it - while sometimes the game had already teleported us to the next planet and the person had to go back manually to the previous place. We tried juggling with allowing or not allowing the access to each other's story phases, but it works differently in every instance. Sometimes you are a spectator even with the access disallowed, sometime if you allow it and can fight through mobs until you get to the final clickable objective and then it progresses it for you separately no problem. The worst example of what could have been a group content but isn't are the Star Fortresses, because THAT, if anything else, is not so one hero-centric and it looks like it could be a small-group content but it is not. I don't mean the flashpoint itself, but the Alliance Alerts to the flashpoints. Why can't you just come to the resistance leader on the planet, do the Heroic missions needed to get the influence with them (!group content if I have ever seen one) as a group and then enter the bunker and do it together. Yet the bunkers behave absolutely erratically if you enter with a group, sometimes you fight your way all the way to the end only to realise one of you has to replay the whole thing. And I thought this would get more sensible later but from what I have seen, not. On Iokath you can do a little, but the switching phases during story remained. Ossus was a little better. But they are still just "another Secton X/Black Hole" that have quests but no dialogue or story progression in them. Why couldn't you have a couple of planetary quests just like on the original planets? Why did for example Ossus have to be one-person-centric? You could have a group of people arriving to help the Jedi (or attack). *** TL;DR: We haven't had a content aimed at small groups for perhaps eight years. Yet that was, in my opinion, SWTOR's MAIN device upon its release. That was why I enjoy playing it so much. You can go in a group of 2-4 people, have a dialogue that helps you define your character's personality and show it to your friends and you can laugh together at how sassy your trooper is or how grumpy your inquisitor is. Then you can go and kill the enemies together and do it faster and with more fun than if you spent five hours running around killing a hundred rakghouls alone. Bring more planetary quests, or random exploration quests with dialogue that can be done in small groups. With the story progression, include elements that do not need to focus just on the One Main Hero. If something can be done by a group of heroes, allow it. In other words, do it the same way the intial planets worked. You come in, there is an instance of the Main Story, like Your Character faces Evil Malgus The Fifteenth, but at the same time, there are six quest-givers standing outside who ask you (or your group) to help against different elements of the invasion staged by the Evil Malgus The Fifteenth. And just make sure that if you are grouped and enter your personal phase, it doesn't mess something up.
  19. I have been very slow at getting through the story content, so I have not caught up with everything there is. I have some characters who got only through the basic class content and stopped pre-KOTFE because it felt like it was a strange plot direction for them. But I was wondering if it was feasible to still play some select content (flashpoints) from the later expansions with them if it made sense. For example the Mandalorian-related flashpoints with my Bounty Hunter. My question is: how sensible is it to play the Spirit of Vengeance Flashpoint randomly with characters who aren't up-to-date with the story? How much story does the flashpoint show when you are playing it in a different mode than as part of the story progression? Will you get what is going on without some sort of intro that I assume the story provides? Isn't it too closely bound to the surrounding story so that it would feel weird out-of-context? Does it refer the events of KOTFE, KOTET, Iokath, Onslaught etc? Are there any spoilers ("after we killed twenty Emperors and fifteen Malguses...")? Do people talk to you as if you were the leader of the Alliance, or is it generic? Or also in other words: can I just play it and "headcanon" that this is my pre-KOTET BH helping out the Mandalorians with some dar'mandas? (which is what I gathered the story is about, I know nothing much else) (For the record, I'd be curious to know similar things about any other late-expansion - say, post-Iokath - content that is accessible to characters who aren't up-to-date. But this is the primary thing.) Thanks for every bit of feedback!
  20. Actually just had the same problem. And it was NOT story mode, like others have assumed here - it was the correct one, but the problem was that we were in a group (meaning, doing it at the same time in different instances, but we were grouped). So watch out if you are playing this while being grouped - don't. Unfortunately you will likely find this out only afterwards. It really sucks that you can miss out on a VERY important story moment this way. (We rewatched the cutscene on youtube, but there is an actual dialogue where you can pick options that we missed out on!)
  21. How about faster respawn for the water pipes on Rishi?
  22. This would be super cool if it was re-added! I kept stumbling upon Major Bryson and others for years and I was all the time wondering what is it about... The Maw quest with the Republic spies in the waterfall sinkhole is in super beautiful environment and kinda atmospheric.
  23. This is good to hear. But indeed, as somebody else said, how about level 75 characters? For example assigning utility point falls out of the equation very quickly. Out of the objectives you list, it seems like majority of my characters would be able to gain around 20,000 per day on some steady basis. (Also with the current xp gain speed, one's character is on level 75 after, like, finishing Act 1 if playing from start, so the lower level brackets become irrelevant very quickly. I'm exaggerating a bit, but not by much, hope you know what I mean.) And ad joining PTS - I would very much love to. But I simply don't have the time. (Which is one of the reasons why I am happy to have time to do the conquest to begin with.) That's why I offered my concerns here. There is a non-negligible segment of player population who do not get a voice so easily.
  24. From what it looks like on the PTS, this will punish small guilds again. It will also punish players who have lots of alts. And obviously, it will punish players who play solo, but more importantly, it will punish players who play in groups, but play normal planetary content etc. Which is for example our whole guild. The point is to be social, but do the activities together. Making the planetary continuation quests repeatable and making them conquest objective was for example a great thing for people like us. I agree that the way points were now, it was perhaps not valuing enough stuff like pvp or flashpoints etc. However, you could simply boost it but leave the rest as it is. Or cut it by, say, one third. By half at most. It's OK to ditch, say, credits for junk. Or make it worth 100 points. But why would you cut something like a Heroic is beyond me. Or Defeat enemies. Essentially, I think you should be able to do a conquest by, for example, doing a heroic, completing a planetary mission, and defeat enemies 1&2 three days. Give or take a few random things like bribing a companion etc. That means you should be able to get around 10 000 total for completing a planetary, plus defeat enemies 1&2. A Heroic should be worth at least 5000. Even with that, small guilds will already have a problem. But they should at least have the chance to do a small conquest if they put their mind to it. TL;DR: Cut the existing conquest point reward by one-third at most, if you must, and boost PvP, Flashpoint, operation rewards etc. as you see fit. But that should be it. Don't go over to some other extreme from how it is now.
  25. I just thought to kick this thread back to the top because it seems like the Devs still need reminding of this. Which is a pity. I am referring to the fact of removing the small guild conquest goal from this week. Even if it was supposed to be just for this week, it is the example of the same way of thinking. https://imgflip.com/i/474m9i If something exists and it does not harm anyone by its existence, there is no reason to take it away. I am very happy about many things in this game, about many new additions, and I like the swoop event, but it's awful whenever they are marred by something being taken away at the same time. If A, B and C exists, you can add D, but don't remove B at the same time. There is no reason to. There are still people for whom B fulfils some important function or is important to them.
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