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Pseudoname

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Everything posted by Pseudoname

  1. Where WoW went wrong with the Dungeon Finder was it became cross-server meaning players were being grouped across servers. Now, players probably aren't asking for a Dungeon Finder feature that works like the WoW implementation, but for those of us who played before and after it tend to have a bitter aftertaste of what ease of dungeon groups meant for server sense of community. I think people should rephrase what it is they want exactly. I would be for an improved Looking For Group feature as it is already a feature in the game, but it is so stunted that it is almost worthless. If it included the essentials of what you want to run and what role, but without the auto-grouping; I am sure that there would be less resistance to that and wouldn't have the kind of effect that WoW's dungeon finder had to server communities.
  2. A lot of the anger is just frustration being vented. I'm sure they'll fix things...it's just a matter of how long will it take? What I find kind of disappointing is that they had a fairly long beta testing phase and the beta testers just weren't given the tools to sort out some of the Operations and Flashpoint tunings. As much as people may hate or love damage/healing meters, they actually serve a purpose when used properly. In terms of the current state of the game, people can't specifically pinpoint problems with the Hard Mode FPs and Operations except in broad terms like it's either too easy or too hard. There are glaring issues as people have pointed out with the last fight in the Foundry where you just get damaged for something like 3x the health that an average tank might have. Overall, the end game experience doesn't seem very consistent. If frustration starts to set in and you're at end game, I would highly recommend playing a different base class or trying out the other faction's story line. It's probably going to be a bumpy ride for awhile.
  3. They already said no to this. While there's pros and cons to having a Flashpoint finder, I believe the ability to identify and ostracize trolls outweighs individual convenience. If you can't get along with people to the point where you have difficulty getting a FP group together, MMOs might not be your cup of tea.
  4. I'm probably going to write a nice letter to the customer service department in about 2-3 weeks. I figure it's the holiday season and their development teams have probably been working around the clock to get this game released in time for their launch date with as few bugs as possible. The only issue is there are so many bugs in this game that I don't know whether I can justify a subscription to this game. The Original Poster listed quite a few end game bugs that will probably give people a few things to rage about once they get to that point. As for myself, I'm finding myself disconnected from my guild and parties due to the guild/party chat bug. I spent over 2 hours trying to figure out how to deal with Flashpoint Herpes, which is the party not being able to enter an instance due to an error message saying it has to be reset, but the party leader can't reset it. One solution is here: Solution. Not only that, but the inconsistency of loot dropping off of Hard Mode bosses (even when your party does not wipe) with the frequency of types of loot just makes me understand the League of Legend ragers. I'm trying to do my part by reporting bugs as I find them (lately, I've been sending in at least one report a day). I'm not going to say I don't enjoy this game, because I do. I enjoy this for the story, but it's kind of a two shot deal in terms of the over-arching story line in that I'll take Light on one character and then Dark Side choices on another. Outside of that there's 6 other base class storylines to follow, but the big time sink of this being an enjoyable multi-player experience is just not there for me. I paid a single player RPG price for the game and I'm getting that experience, but the deal breaker for me is if the party/guild chat bug isn't fixed by the time subscriptions kick in, I'm going to have peace out. TL;DR - Fix your chat bugs. Fix your end game content. Without these fixes, you've merely given us Knights of the Old Republic 3 with the ensuing 7 DLC storylines packaged into one.
  5. In my guild, we're noticing the drops is favoring classes that use Aim. We've gotten to the point where we're gearing up our Aim using companions due to the frequency of Aim gear across the board. This is concerning Hard Mode Flashpoints.
  6. Enrage timers wouldn't be so bad if they would correct the loot bug in Hard Modes. Not being rewarded with gear on bosses (even ones you haven't wiped on) just makes the enrage timers make you want to rage with the boss. I thought ragers were ridiculous in League of Legends, but the beta quality of this game is slowly bringing me to the rage point each day I play.
  7. We could use some clarification on how loot drops are supposed to work. I think it is the assumption of most of the people here that if a Champion level mob drops Tionese Crystals in a Hard Mode Flashpoint, there should be loot to accompany the slain body/chest drop afterwards. For my guild's 4 man group, we assumed that no loot was just a form of punishment for wiping on a boss or a way to slow down gear progression. However, on our second day of running Hard Mode Flashpoints we executed the same fights without wiping and on 25%-33% of the bosses there was either no loot dropped/only Tionese Crystals to be had. The drop rates on types of gear are brutal to our group as at least 50% of the purple level drops have been Aim gear. I think Inquisitors, Bounty Hunters, and Agents can work around some of the Enhancements/Mods on the gear by changing them out. Sith Warrior Marauders, on the other hand, just get shafted really hard in that non-Aim gear is hard to come by and if they don't get that Strength + Medium Armor drop...GG. Our Marauder is leveling a Juggernaut due to the current state of loot drops as he thinks it might be quicker to get a second character to 50 than for Bioware to fix bugs that have been in the Beta for months. My 4 man group runs a Sith Warrior Marauder, Bounty Hunter Powertech Tank, a Sith Inquisitor Sorcerer DPS, and myself as an Imperial Agent Operative healer. It's pretty damn noticeable when our tank is getting all the gear (not a bad thing), but it becomes irksome when the same loot drops repeatedly which results in our companions being on par with ourselves in terms of quality of gear.
  8. This is a trick that my guild had to find out on our own. Basically what is happening is someone in your group is bugged as having a current/locked Flashpoint. When they are being invited to your group, they get a pop-up saying that all Flashpoints that they are currently running/locked to are being transferred to the party leader. So, your bugged party member has now transferred a Flashpoint herpes to your party leader and now your entire party cannot enter whatever Flashpoint you're wanting to go to because your party leader cannot reset instances he's not locked to. Do what Darth says: 1. Have someone other than your current party leader log off create an alternate character. 2. Have the alternate character be party leader and invite everyone that you're wanting to party with. 3. Have the alternate character leave the group or have all the party members leave one by one. 4. Alternate character logs back onto the toon they want to play with and then enjoy your Flashpoint. Remember to hold a vigil for the sacrificial character that you gave Flashpoint herpes to and that will be deleted.
  9. It is annoying if you're playing Light Side, but you can wipe out the Dark Side points later on down the line.
  10. I tried this again after hitting 50 and the Dec 27th patch. I chose the Dark Side options for the first two encounters and the Light Side options for the last 2 parts of the quest. From what I've read in this thread the possible problems with my earlier attempts were taking the Light Side options for the first two encounters. Maybe someone else can check this out. Taking the Dark Side conversation options for the first two parts of the quest let me finish this quest though.
  11. Thanks for the patch that made Scavenging easier to identify. I don't think it was ever mentioned in any patch notes, but this is a very nice touch.
  12. I am having an issue with this quest as well. I tried using the Captain's Chair and the Galaxy Map from different planets to travel to Nar Shaddaa. Unfortunately, I am still getting the same result of a location marker on my map, but the NPC I am supposed to talk to is missing.
  13. Your idea is what I think would be nice. After long stretches of play, I get tired of playing where's Waldo with nodes.
  14. I'm thinking those unobtainable nodes are clipping the environment or something. Like the hit box to interact with the item is under the terrain or something. It's pretty annoying when you see a resource that you can't gather.
  15. Gathering nodes show up quite well on the mini-map, but it may be a different case when actually looking for them in the world. It might be just me, but Scavenging nodes can become frustrating as the nodes often blend in with the surroundings. I am hoping that the developers figure out a way to make gathering nodes more apparent to players who have the appropriate crew skills to farm said nodes. This is a quality of life issue, but it may have disability access ramifications as well for our colorblind gamers out there.
  16. For the Empire, you should go to the outside area of the Dark Temple. There will be a bunch of crazed Sith Troopers hanging all around the ruins outside. Just follow the path to do a loop for those Aluminium nodes. I really dislike having to do loops to farm, but when it comes to Aluminium, this seems to be the only real option as the Underworld missions always seem to bring in everything but Aluminium.
  17. So I'm following the game's pathfinding to try to complete this mission with another player and we end up going up a ramp to find a level 50 droid blocking a doorway to where we need to go. I'm wondering whether this is intentional, because this is the first time I've seen a level 50 mob anywhere in the game. The placement of a level 50 mob seems quite odd for a level 20 zone.
  18. Thanks for the clarification on Orange Item modding...I had been playing on and off for like an extended period and just wasn't thinking clearly. You can definitely get Orange Schematics from Underworld trading. I've gotten a total of 2 now from it.
  19. We might want to get some clarification on that developer post in regards to the orange, moddable items. Taking a closer look at that post, it seems the direction they want to take with the orange items is that we can use them through a character's leveling cycle up to the point of raiding. I've gotten very little sleep today, so I might have misread the intention that was stated. If the case is that a level 10 orange item can be used for as a slightly less effective alternative to end content raiding drops, the one big problem I see is that the armor value on the moddable items does not seem to scale. I was hoping that maybe there was some sort of hidden armor value on the mods/enhancements that would up an item's armor rating, but this is not the case. I suppose one could argue that a dps/healer probably has little need for armor in a raid setting, but this would completely bone all the tanks out there. Second, the ability to take mods/enhancements out of orange items doesn't seem to be any different than the moddable blue drops/quest rewards. Again, I've had very little sleep so my memory is not the most reliable at the moment. I could swear that some of my blue Black Talon items turned orange after I removed/changed the mods/enhancements that originally came with the pieces. This is something I'll be testing out the next time I play. In any case, wouldn't the orange items be more special than the blue items if replacing mods didn't have a cost to them as opposed to leaving blue items having a cost? In any case, I'm sleep deprived and tired which is just leading to even more confusion on my part as to what exactly the purpose of the orange, moddable items really are if they are really no different than the blue items in terms of replacing modifications and stack a huge armor penalty due to the armor not scaling with the level of mods being placed in them. It's a really perplexing system that is either not fleshed out completely or certain aspects of the orange items were overlooked and need to be readdressed in the future.
  20. I did get an Orange Synthweaving schematic from Underworld Missions. Over the course of sending my two companions out, I got the Orange Synthweaving and a Blue Armortech schematic from Underworld Metal missions.
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