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I love Galactic Command (don't role it back)


Allca

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I know it is not flawless but it is also a new system, young in its age with room for improvements.

Can it be long and tedious getting the gear you want, I guess so. However at least you are not forced to go one way be it pvp, pve or gsf when trying to gear up. I am not sure it should be reason for playing either, let it be a carrot but play pvp because that is what you like.

You are forced to sub to earn ranks what is the alternative; this way you can go preferred when you think you have reasonable good gear. Don't let them nerf that.

 

What happens with new expansions, old content gets dried out pre 5.0 and level cap. New players have difficulties finding players to do old raids with. Saw it in wow, new levels cap are so big that gear picked up from questing is much better than old raid gear.

If this new system improves on that, I'm not sure it does, but it gives players a reason to play old content as it add to the overall cxp and rank.

Few thoughts on the subject.

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Galactic Command is cool but drop rates and CXP difference between PvP -> PvE is horrible. And CC market Boost... :mad:

 

Aside from this, the unfriendliness to alts & RNG are also huge negatives. But I do agree with OP, the ability to progress towards end game gear through a variety of activities is a bright spot in an otherwise horrible system.

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Galactic command has some solid components...It also has some outdated and honestly openly hated components as well.

 

I don't think they need to remove it completely...it has a great interface and I like the DvL system which should have been around since day one honestly.....

 

As many have said the RnG component must go in relation to gearing and they need to increase CXP gains substantially in all PvE activities and undo the Gold mob CXP nerf......

 

Gear vendors with a token system in the Command crates would suffice, tokens would need to be included per crate and flush out to a full tier set at approximately the time you reach the next tier....which once again should have been the goal to begin with.

 

and of course make GC legacy wide for ranks.

Edited by Soljin
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Well what is the time frame then once you hit level 70.

Subbing 5 years or 2 days to get the drops and ranks you want. We all know there is a reason to sub, however I quit when there is no reason to go preferred.

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Uhh yes, I've forgot about Legacy... Every character got own Command Rank which is really... terrible. I got few Guild-mates that playing OPS with many Alts - what class is needed, he choose it. but they don't mind to get 300 Rank on every toon, and they waiting for BW decision or left game.

 

I like that many people playing PvP now. Its easier to get match on my server. But OPS are waste of time, becouse You can do few PvP match just afking or playing instead of long ops.

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However at least you are not forced to go one way be it pvp, pve or gsf when trying to gear up.

Unfortunately, that's not true for the level I and my guild is playing at. We need to get BiS gear within a few weeks, and that is only possible with doing PvP. Flashpoints and operations just don't reward comparable CXP, and there is still the problem of how to get gear for your alts.

 

If the developers are convinced that we need a long gear grind so they have more time to work on new content, I can accept that we are stuck with this system. But I ask that at least all activities give comparable CXP.

They can never truly fix it; PvP and PvE should not share gear. PvP rewards gear to players with no effort (and many PvP players will say PvP is perfect when everyone has the same stats anyway, so no need for gear), yet for PvE, if you find a bad group you can spend an entire evening not getting any CXP at all. And with a guild group, you can clear all bosses in 1-2 days, and then you cannot earn any more CXP until the lockouts reset. PvP players can continue earning gear all week long.

Galactic Command was based on some good ideas but the devil is in the details, and they need to put in a lot of work to get it into a state I would deem acceptable.

Edited by Jerba
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I agree that it definitely should not be scrapped or rolled back to the 4.0 model - and realistically given the time and resources that would have gone into designing and implementing it, I can't imagine removing it entirely is even an option being seriously considered. There's a lot about GC that I like.

 

That being said, while there is a lot I like about it, there's clearly plenty of room for improvement, especially given how ardently disliked it is by a number of players. I'd love to see the RNG aspect supplemented (perhaps with guaranteed drops at certain tiers or tokens or vendors accessible at certain tiers) to address some of their concerns. I'd also definitely like to see it made more alt-friendly in some way.

 

Beyond that I think it just needs the normal tinkering and fine tuning that you'll see in any new system with respect to the CXP rates (both overall and with respect to how it is balanced between different content types).

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Unfortunately, that's not true for the level I and my guild is playing at. We need to get BiS gear within a few weeks, and that is only possible with doing PvP. Flashpoints and operations just don't reward comparable CXP, and there is still the problem of how to get gear for your alts.

 

If the developers are convinced that we need a long gear grind so they have more time to work on new content, I can accept that we are stuck with this system. But I ask that at least all activities give comparable CXP.

They can never truly fix it; PvP and PvE should not share gear. PvP rewards gear to players with no skill (and many PvP players will say PvP is perfect when everyone has the same stats anyway, so no need for gear), yet for PvE, if you find a bad group you can spend an entire evening not getting any CXP at all. And even with a good group, you can clear all bosses in 1-2 days, and then you cannot earn any more CXP until the lockouts reset. PvP players can continue earning gear all week long.

Galactic Command was based on some good ideas but the devil is in the details, and they need to put in a lot of work to get it into a state I would deem acceptable.

 

PvE does need CXP gain buffs, they do need to undo the CXP gold mob Nerf....

 

The single gear type for all game aspects component needs to stay...many players play multiple aspects of the game...don't penalize someone because you don't care for their preference and as a result lock players out of all game aspects but what they primarily choose...potentially hurting your own preferred play styles population...

 

All PvP adjustments can be managed through bolster...it is working well. We don't need to try and separate PvP from PvE again it only hurts both sides.

Edited by Soljin
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If they'd "fix" the RNG of the crates I wouldn't have any issues with it. Almost everything I've seen in the crates is trash. Like a new lightsaber.. I've gotten 4 so far. Great.. I already have 15 lightsabers. I don't need more.

 

Do something about the RNG and you'll see most of the negative comments vanish. Oh and of course, make the GC legacy wide. Not the gear but the points, I am not grinding alts.

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I know it is not flawless but it is also a new system, young in its age with room for improvements.

 

There is nothing new about RNG in game much less an MMO. If you game at all you know how this goes and how RNG works. This RNG crate system doesn't need to "age" to know just how screwed up it is for the gamers.

 

Can it be long and tedious getting the gear you want, I guess so. However at least you are not forced to go one way be it pvp, pve or gsf when trying to gear up. I am not sure it should be reason for playing either, let it be a carrot but play pvp because that is what you like.

 

Well PVP is hte most efficiecnt way to get CXP. The rest do not really compare to the time invested so if you want CXP in a timely manner to at least try and keep up, you are forced to PVP. Nothing gives as much. Will they chance those numbers? Your guess is as good as any.

 

GC has potential allowing anyone to do any content but the CXP gains are screwed up and much too long for only a chance at "something" and since we know RNG is desgied to make sure you lose more than you win. The massive grind for just a chance is a terrible idea. Add to that the grind is on extremely old content with only 5 watered down FPs called uprisings. The whole things stinks ATM because of it's implementation no matter how good the GC part might could have been.

 

 

You are forced to sub to earn ranks what is the alternative; this way you can go preferred when you think you have reasonable good gear. Don't let them nerf that.[/guote]

Thats right you non subbers. Pay or get out. bw said the game was saved through F2P but now it's time to alienate them all because there no good for the game. :eek:

 

What happens with new expansions, old content gets dried out pre 5.0 and level cap.

 

This content was dried up years ago. What you talking about willis?

 

New players have difficulties finding players to do old raids with. Saw it in wow, new levels cap are so big that gear picked up from questing is much better than old raid gear.

If this new system improves on that, I'm not sure it does, but it gives players a reason to play old content as it add to the overall cxp and rank.

Few thoughts on the subject.

 

What do you think will happen to new / returning players now when they see that massive grind just at a chance at gear? That massive grind isn't something that even looks entertaining much less when you get into and lose out so much in the swtor casino. Combine that with being behind anyone else playing the game and no player can help them catch up. No matter how much you help a guild member or friend or returning gamer. You cannot help them get gear to jump into your group any faster and the chances they do get at gear has a rather high chance at giving them garbage gear so they can disintegrated all that crap watching their play time turn into nothing but a few CXP.

 

This new system is not an improvement in anyway other than the possibility of doing any content for gear. They should have adapatd teh 4.0 gear system into GC. Put in a few adjustments to control gear distribution times a little better as 4.0 was pretty fast gearing but over all a much better system than this RNG fiasco.

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The single gear type for all game aspects component needs to stay...many players play multiple aspects of the game...don't penalize someone because you don't care for their preference and as a result lock players out of all game aspects but what they primarily choose...potentially hurting your own preferred play styles population...

Well, it's been this way for five years and I haven't seen many complaints about it. Technically, PvP gear is still different from PvE gear because of accuracy but I see your point.

I definitely enjoy no longer having to carry around two gear sets but I don't like being forced to PvP just so I have enough gear for my raid group.

 

If we have to balance PvE against PvP, I'd err on giving PvE more CXP. Only a small percentage of the players can clear HM/NiM ops, so it's not like PvP players will get stomped by operations players, but then at least there would be a reason to still run ops. The easier PvE content (EV/KP and flashpoints) should not give that much CXP, obviously, so we are not in 4.0 again with everyone running those ops during priority week.

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Well, it's been this way for five years and I haven't seen many complaints about it. Technically, PvP gear is still different from PvE gear because of accuracy but I see your point.

I definitely enjoy no longer having to carry around two gear sets but I don't like being forced to PvP just so I have enough gear for my raid group.

 

If we have to balance PvE against PvP, I'd err on giving PvE more CXP. Only a small percentage of the players can clear HM/NiM ops, so it's not like PvP players will get stomped by operations players, but then at least there would be a reason to still run ops. The easier PvE content (EV/KP and flashpoints) should not give that much CXP, obviously, so we are not in 4.0 again with everyone running those ops during priority week.

 

If anything I'd err on the side of giving more CXP to PvPers since they are the only ones where a gear advantage really matters. The ops bosses aren't going to get mad if you have better gear than them.

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#RemoveRNG

 

I'd happily give up galactic command for removal of the random gear crates. At this point its useless because anything you do it worthless. Its all luck based and frankly that sucks. Remove whatever they have to in order to get rid of rng.....

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Now that bosses don't drop gear, is there even any reason to have lockouts anymore?

Not really. The devs commented on this saying that they won't remove lockouts because bosses still drop cosmetic items. But I disagree with that; the items from NiM are all BoP and can't be farmed anyway, and the items from SM/VM are already listed plentily on the GTN.

 

The main issue would be schematics. Without lockouts, players would farm Nefra MM 24/7 to get 240 schematics. But that issue will evaporate in the next 2-4 weeks because by then, players will have schematics for all 240 gear anyway. Completely removing lockouts may be wrong but e.g. turning the weekly lockouts into daily lockouts would be a good idea.

 

Lockouts are still useful if you have multiple raid nights and are progressing on a boss. Like if you're on Revan, you'd get a 1-4 ToS lockout on Tuesday, and then each following day, you can immediately continue on Revan and don't need to spend an hour to get there. But that could be solved with a simple "extend lockout" button in the interface.

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If anything I'd err on the side of giving more CXP to PvPers since they are the only ones where a gear advantage really matters. The ops bosses aren't going to get mad if you have better gear than them.

I disagree. MMOs always give incentives to grouping up because there is a natural inhibition against it. PvE takes more effort in forming a group, joining voice chat and kiling the boss. For PvP, you can just queue up solo whenever you want and get CXP no matter what you do.

And from what I have seen in PvP the last week, skill is still more important than gear. Sure, there'll be complaints on the forums when ops give more CXP than PvP because PvP players are more vocal than operation players, but it's not the end of the world.

Edited by Jerba
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I disagree. MMOs always give incentives to grouping up because there is a natural inhibition against it. PvE takes more effort in forming a group, joining voice chat and kiling the boss. For PvP, you can just queue up solo whenever you want and get CXP no matter what you do.

And from what I have seen in PvP the last week, skill is still more important than gear. Sure, there'll be complaints on the forums when ops give more CXP than PvP because PvP players are more vocal than operation players, but it's not the end of the world.

dunno, i prefer to pvp with guildies =) on voice =) :D:D:D but yes skill is certainly more important in pvp. and at this point it's kinda also more interesting than the ops that have been out for 2years+ with no changes =) :D:D

CXP that was nerfed for gold mobs is what made pve CXP much worse, that needs to be fixed somehow. or maybe some quests could give more than 20 points at least >.>

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Honestly.. if it wasn't for the extremely alt-hostile grind it includes, I would've loved it.

 

 

 

The story seems well received too, even the bugs are welcomed. It's a shame that this one element had to ruin what would've otherwise have been a (to me) unexpected hit of an expansion.

 

That's one of my big issues with 5.0 since I love playing with alts, but also my biggest issue with 5.0 is the fact that unassembled operations armor tokens no longer drop from Ops bosses (and what does drop is trash) making gearing for operations progression almost impossible on one toon let alone many toons. If I could gear again by raiding I'd be mostly happy and I would be very happy if CXP was legacy based because I'm not grinding 25 toons to 300 Galactic Command level or I'd never get to do what I sub to do in SWTOR, namely raid, do events, and flashpoints.

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I agree that it definitely should not be scrapped or rolled back to the 4.0 model - and realistically given the time and resources that would have gone into designing and implementing it, I can't imagine removing it entirely is even an option being seriously considered. There's a lot about GC that I like.

.

 

My preference would be for 5.0 to be entirely scrapped and rolled back to 4.0, but I'm a realist and know that won't ever happen. The best I can hope for is doing away with RNG gearing for Operations by reinstating unassembled Ops tokens dropping from Operations bosses. They can keep the RNG gearing for the Galactic command players who like it and need to gear, but the current gearing system is killing raiding very quickly. If Bioware did that and made CXP legacy wide I think it would be an excellent compromise between the majority of the player base who hate the 5.0 system and those who like it.

 

We also need a way to disable to horrible DvL bar that flashes in the middle of your screen in cut scenes and during Ops boss fights and I'd kill for a way to be able to turn the menu bar into the non-expanding menu bar from 4.0.

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Now that bosses don't drop gear, is there even any reason to have lockouts anymore?

 

I had that exact questions, but inevitably since Musco said (who knows if it's correct) that Operations were one of the best ways to get CXP they won't want people running Ops over and over again to farm CXP.

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I... honestly really like Galactic Command, at least the POTENTIAL of it. It just needs:

 

1: Higher Disintigration Values for stat'd gear (...because they're the whole point of the system, they should give more than 200 CXP, a lot more).

 

2: Some way for it to be useful for players with a lot of alts.

 

3: Better rewards for more difficult and harder to coordinate content. Like, doing a Nightmare Mode Operation should net something like 20-30 times the CXP/hour than story mode Flashpoints, just due to the difficulty of the content itself, and the difficulty of assembling a capable group. It needs to be heavily tilted towards the high end to encourage people to go after the hardest content.

 

...and probably some other stuff. But a lot of the problems with Galactic Command are simly tuning problems, ones that can be fixed by adjusting numbers, not redesigning it. That's what gives me hope.

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