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djvapid

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Posts posted by djvapid

  1. they want players to try to win, I realize for some, like OP, it might be too late you are too used to just being able to AFK at a node and collect your rewards without contributing much, but for the general swtor population and the quality of the warzones for all players in it, the step by Bioware to require winning is a step forward

     

    Did you even read my post? That's okay, I already know the answer to that question. You /could/ apologize, but I wouldn't expect that kind of display of maturity.

     

    Anyway, I'll probably get bored of asking, I already am. I'll switch to weekly updates to this question instead of daily. I'll see how long I last. At least six months, I suppose.

  2. Is there a good reason why this TUTORIAL quest requires a victory rather than just a completion to finish?

     

    Imagine being a level 10 new character, and you pick up this quest. You que up and, hopefully, get into a warzone match after less than an hour of waiting. Your level is equalized to end game and your team is down a player or two, making the match a 3v4 or a 2v4. You get completely stomped with no hope of victory - because you're new and only level 10 to 14 - thus wasting an hour or so of your day. Rinse and repeat a couple times before you finally give up.

     

    This frustrating scenario is exactly what is going on presently and for people like myself who are completionists, leaving a quest icon unfinished on the map (that isn't a repeatable quest) kinda sucks. Can someone from the team please explain to me the logic behind the decision on making this quest victory-only rather than just based on completion?

     

    We all know the days of big warzone battles are over, so you're lucky to get thrust into an imbalanced best two out of three arena anyway after nearly an hour of waiting in the que. I just want to complete this quest so I can move on and never look at PvP again, much like most of the community.

  3. Why does the Introduction to Warzones quest require a win and not just a completion? Since there doesn't appear to be any sort of segregation between low level/new players and end game, it seems frustratingly counter-intuitive to require an actual win to complete the initial tutorial quest. As a completionist, having no interest in playing warzone-after-warzone because I'm inexperienced and can't seem to drum up a win to complete this abhorrent quest, just to get rid of the quest marker on my map, am I essentially crap out of luck? At least the Starfighter quest only requires a completion, not a victory...
  4. There is an issue with this because people lock their XP at level 29 or 54 so they can twink in warzones, as seen in several other MMOs.

     

    If you're concerned about being too powerful for the planet you're on, the solution is simple. Don't equip gear above the level of the planet you're on, and don't train new skills or talents.

     

    Strangely, I'm the exact opposite of you even though we are both completionists. I had to level my character to 50 through warzones before starting Chapter 2 because I wanted to be able to wear a certain set of Mandalorian armor.

     

    Ohhh, shoot, yeah, I didn't even think about that. *shakes fist* Damn PvP, ruining things since Ultima Online and Asheron's Call.

     

    But on a serious note, it's true that there are "twinks" out there, WoW comes to mind for example - but doesn't the bolster system sort of make twinking moot? Either way, good point and noted (albeit unhappily, heh).

     

    On a sidenote, I've actually done stuff like that too (related to the Mandalorian Armor) but on 1-player games. :) Anyway, thanks for clearing that up. Kinda disappointing because I'd really love to be able to continue being challenged as I progress. But it was a nice thought while it lasted, heh. Juggling gear and powers...ehhh, just isn't worth the trouble to try and hold my character back.

  5. Because there's such a thing as how the game is meant to be played and things that are outside of that. Just because it wouldn't affect how I play the game (which I would argue as being untrue) does not automatically make it a good idea.

     

    The bottom line is that it's not needed. You can be a completionist as the game stands already. If you want there to be a challenge while playing quests that are 4 points below your character level, that's on you. The best way to keep it a challenge in that way is to not equip new gear or to learn new abilities, as the points you gain from character advance are minute in comparison.

     

    Basically, what would be ideal for me is to be be able to create a "cut off" limit on experience gain so that when I proceed to the next area, I haven't already out-leveled it (while also out-leveling the current area I'm in). For example, let's say the world after Coruscant starts at...level 20. (Again, just throwing a number out there for the sake of debate.) But to complete all the stories and missions in Coruscant, it would take me to, let's say, level 25. So now when I get to the next world, I'm already way over leveled for it. And all I wanted to do was experience every story.

     

    So, with that example in mind, now I suggest putting in a way to stop your experience gain so players who want to can halt their gains until they progress to the new area. So they can still experience every story that they want and continue to be challenged by the game.

     

    Now, this improves my "quality of life" in the game and other like-minded players. It does not directly effect anyone else negatively or positively. You argue that this is untrue. So I ask you, how does this directly effect your game play, quality of life, and/or gaming experience? Because from my point of view, it doesn't. So if you could please elaborate, perhaps there is something I just haven't thought of that could directly tamper with someone other than the person choosing to turn his experience on/off. In which case, well, it was good idea to me, but just an idea. :)

     

    Even that aside, I fail to see how this could be a bad idea. But that's why I posted my idea here, so that people can tell me why it's a good or bad idea. So far, you've disagreed, but you haven't told me why. Unless you were intentionally not going to explain yourself. I'd imagine that'd just be counter intuitive to the point of posting in this thread to begin with though. :)

  6. Speeders - That is very, very cool. Quite happy with that change. :) I always said (when the game first came out) that they ought to cut the requirements down a bit on the speeders. All anyone wants to do is ride those hover bikes anyway, lol. Myself included!

     

    Legacy Gear - Ohhhhhhhhhhhhhhhhhhhhhhh (continue this for awhile as it just hits me) hhhhhhhhhhhhh...So it's gear that isn't bind on pickup, but bind to your account. I get it. Sort of like uh, oh I forget what it's called, but I get it now. :) Very cool! It sort of saves you the trouble of having to hunt for equipment as you go the second+ time around.

  7. It's Actually the "Classic comm" venders. You can get to them on a low level toon. But you will not be able to earn the commendations.

     

    These venders are found in any of the daily mission areas. When you hit level 50 a few automatic missions will show up either on your mission list - or in the endgame PvE mission terminals that will point you to those areas.

     

    So if it's not something I should be concerned about till 50, why are there vendors in places (I.E. Coruscant - sorry if I murder the spelling of that world!) for lower level players with items for sale marketed to said lower levels?

     

    Sorry, this is a bit confusing for me. When looking at the items in the store, it shows tiny little icons in the lower right signifying how much it costs - the problem is, hovering your mouse over these little icons doesn't tell you what they are. So you're left guessing (if you aren't already familiar with them) what in the world you need to buy the gear.

  8. Being at a higher level does not bar you from doing "everything", so adding in any manner of stops to xp gain is not needed.

     

    Did you even read what I wrote? (Rhetorical question, the answer is glaringly obvious.)

     

    It's not about being barred from accessing content. It's about the freedom to choose when you gain experience and when you don't so that you can access all the content on an even platform rather than "roflstomping" through the content because you out-level it so quickly.

     

    It's not hurting/harming/effecting -anyone's- gameplay to add an option to switch your experience gain on and off. So why not? If this were to get implemented and you didn't like it, you have the freedom to NOT utilize it. And at the same time, your gaming experience doesn't change at all. At the same time, the gaming experience of the players who'd appreciate something like this improve at no cost to anyone else.

     

    So I'm mystified as to why anyone would have a problem with it at all.

  9. I am a true RPG player. I love stories, I love immersing myself in the worlds that I am allowed to explore. Because of these loves, I don't like missing -anything-. I'm what is commonly called "The Completionist".

     

    "Someone who, when playing a video game, has to collect all of a certain item, or complete something in the game 100%."

     

    In most games, this works out very well but in MMOs, it tends to punish you, in a way (bare with me, I'll elaborate). You'll notice that the more you do, the more experience you gain. Therefore, the quicker you gain levels. The inherent problem, in my eyes, is that you out-level content.

     

    So, you may ask, "Well, why is that a problem?". Good question! Allow me to go into detail.

     

    When you out level content, everything becomes easier.

     

    *You may or may not want things to be easier. If you're like me, you enjoy a challenge or at least a danger of consequences for poor choices. When you do everything and you begin to out-level content, that fear of danger goes away and things become redundant and just not fun.

     

    *When things stop being fun, the immersion corrodes and you stop paying attention.

     

    *Sometimes you may want to take a break from questing and try out PvP - or Flashpoints. The problem here, is that you still gain experience from these. (The problem as it pertains to the Completionist, not the game in general.) After a Warzone or Flashpoint, you're even closer to that next level than prior to "taking a break" to change things up from questing. In a way, you're being punished for wanting to try everything.

     

    Now, before everyone throws up their arms and cries "He wants to get rid of the many avenues for leveling this game has!"

     

    That's not the case at all! Here is what I am suggesting:

     

    Allow an option to turn off experience gain. That way, you can, in a way, set the difficulty to your gaming experience by choosing what level you want to be at to confront content. You can still do everything in the game, thus satisfying a niche group of players (like myself) without directly effecting the gameplay of others.

     

    I am not very good at "debating" on the forums, I'm not a frequent flyer, as it were, so I hope I've stated my case for this pretty well. I'm already a paying customer, I bought the game when it first came out and I love Star Wars (as any true nerd should).

     

    From the standpoint of someone who has never worked in game development or code or any of that, it seems like an easy decision to include something like this. I truly hope someone who represents Bioware will read this and take it into consideration.

     

    Thank you if you took the time to read this.

     

    TLDR version: Add an option to turn off experience gain so we don't out-level content as we do Flashpoints, Warzones or just simply want to experience the entire area of a planet and all the missions/quests/events that it offers.

  10. Basic Comms Vendors in the old daily hubs (Ilum, Belsavis and Corellia) should sell them, as well as the Basic Comms Vendor on Makeb. You can also get a Mainhand Weapon from your class story and they can proc from different Crew Skill missions, IIRC.

     

    I'm not familiar with the old daily hubs. Are these places I can get to at level 15?

  11. The joke is on the OP. Bioware still squeezed 60 more days of paid game time out of him. Sorry dude. I'm not a PvP fan, but you've pretty much hit the mark. Damn shame too, but I doubt they'll even give you the time of day with an official response.
  12. Answers in pink.

     

    1) That's a shame because I'd totally drop money for a way to train up without backpedaling a looooong way just to locate a trainer.

     

    2) Eh, I'm not a forum gladiator so I'll probably refrain from attempting to suggest anything.

     

    3) Excellent to hear, it was so tiring and expensive to try and figure out which gift did what for whom.

     

    Thanks again, as usual you are always spot on with answering my questions. It's greatly appreciated! :)

  13. Another question here. I've seen some people summon what looks to be a hologram of a Hutt who you can use as a class trainer. Is that something you can pick up from the cash shop or a Collector's Edition goodie?

     

    Edit: Also, another question: is there a way to turn off XP gain temporarily? I hate out-leveling content but at the same time I'm a completionist, so I almost always wind up over leveled for an area. A way to go about keeping with the area without it being too easy would be amazing.

     

    Edit #2: I noticed that companion gifts now tell you whether or not there will be a friendship gain. Is this universal across the board, no matter what gift it is? Or should I still expect to hand them a hundred different things while trying to figure out which ones he/she will actually like?

     

    Edit #3: On a side note, I'd just like to say THANK YOU for fixing the jedi robes so you don't look like you could land a plane on your rear end. ;) I remember when the game released, there was some sort of layering glitch that caused your butt to stick out like a...well, a lot. You get the idea. :)

  14. The Interface Editor allows you to edit your interface.

     

    Go into the interface editor and click on the errant quickbar. It will change from green to yellow - once it's yellow, click and drag it to the place you want it to be. You can also change the scale of the quickbar (how big it is), how transparent it is (Alpha), how many skill slots it has and whether it's a bar or a box.

     

    Here's a pic. (ugh, it auto-scaled down and now looks hideous. Still, I think you can see how it works.)

     

    As to your second question, there may be bundles on the Cartel Market, but I haven't looked myself.

     

    Okay, so I have to manually adjust everything myself to fit it in directly above my original quickbar. That sucks...but it's cool at the same time. For guys like me who aren't particularly savvy, it's a learning lesson but I can see how this new interface editor is awesome. I just wish they had no-brainer setups. :)

     

    And yeah, I was looking for a bundle for it, doesn't look like there is one. No biggie!

  15. Also, I have another question. (I'm really sorry for all these, I appreciate people taking the time to be patient with me.)

     

    I noticed that you can upgrade your inventory for your character or account wide. Is there a "bundle" or whatever where I can just fully upgrade my inventory for my entire account to it's maximum? Or do I have to do it one at a time account wide (I'm assuming 8 times...)?

     

    Again, sorry for all the questions, I know some of them might seem simple but I have really not played this game or even kept up with it since the first couple months of release.

  16. The "+" is now the Interface Editor (also under the cog-Preferences menu) and will have an option for extended Quickbars. You'll end up with six total if you hit that, and can then de-active and move them as need be.

     

    Okay, this is really confusing. I figured out how to enable a horizontal quickbar. (When I went into the interface editing, I found the bar and clicked on it, then clicked 'enabled'.

     

    Problem is, it's floating in the middle of my screen rather than directly above my first quickbar. (As I recall, when you hit the '+' sign, it would automatically add a new quickbar and adjust everything to make it fit/look nice.)

     

    I'm clearly not doing something correct here...this is horribly confusing.

  17. So I've just started playing the game and what I usually do is setup my preferred keybinds, etc. One thing I noticed, being a returning player, is that I cannot seem to figure out how to add a quickbar.

     

    If I recall correctly, there was a '+' sign near the quickbar where I could just add another with ease. It doesn't seem to be there, or I'm just blind and overlooking something entirely. Help?

  18. Hearing about the PvP that actually sounds really, really awesome. Now I am that much more excited about picking it up again.

     

    Also, I wasn't trying to sound "gimme gimme" when I was asking about game-purchased perks. I hope I didn't come off that way. I'd throw my money at Bioware regardless. I was just curious, it wasn't going to sway my decision one way or another.

     

    As for crafting, I hope that it finds its place. And it looks like I am gonna need to get this security key...but just to clarify, you have to have it on an android app or something to get the extra 100? Or by just owning one, you get the reward?

     

    Other then that last question, thanks again you guys for responding and taking the time. I really do appreciate it and I cannot wait to get into the game.

  19. First couple of months, so you quit in March?

     

    Well, we've had a few Operations drop, but if you've picked up Makeb, the top at the moment are Terror From Beyond (Asation) and Scum & Villainy.

     

    Class, changes, obviously. New UI interface system, you can change the placement of everything on the screen (the little + on your action bar).

     

    There were retroactive CC's, but I believe you had to be subscribed at the time of announcement, so you may have missed out on that. Obviously, subscribers still get monthly CC's credited to their account.

     

    Group Finder implemented for leveling Flashpoints, End-game Flashpoints and some Operations.

     

    Colour matching for armour and adaptive armour, which is Light Armour by default, but if you put your class's mods in it, it becomes Light/Medium or Heavy, where applicable.

     

    Um, social stuff... no RP updates, so no chairs or chat bubbles. Makeb has SGR content, but it's not much and we still don't know where that's going. Future of class stories is still rather undecided at the moment, we certainly haven't been told anything.

     

    PvP is... well, madness at the moment. Crafters aren't too happy with the 2.0 changes and kinks.

     

    I'd certainly say the game is more involved and more fun than it was at launch.

     

    Oh, yes! Events! We should be seeing the Gree returning to Ilum soon and hopefully the Rakghoul outbreak back on Taris, those were fun.

     

     

    I appreciate you taking the time to break that down for me. I'm pretty happy to be back in the swing of things (I can't quite recall when I actually stopped playing).

     

    As for Crafters - well, I think crafting has always taken a backseat to looted gear and PvP equipment (unless things have changed). If they have, that'd be pretty exciting because I've always been a big crafter.

     

    PvP was always pretty dumb with the "pvp stat" that I so despised. (I was one of the guys against it. What is it called...? Expertise or some such.)

     

    Anyway, I never had the chance to finish up any storylines, so for me the biggest thing is the legacy system and the play through of each class' story arcs.

     

    The UI changes sound awesome, 'bout time they caved in on that. :)

     

    Thanks for the update! Waiting and waiting for the install/patch to finish. :)

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