I think the PvP starter set is blue while I remember the stuff you buy off the vendors are epic quality.Can someone remind me if PVP gear is purple or not? The ristrictions on gear make no sense if it is. Even if I buy the weekly unlock, I can't gear up enough to be on an even playing field?
I think the PvP starter set is blue while I remember the stuff you buy off the vendors are epic quality.
To me it really looks less and less like f2p and more like an extended "trial" that makes it so annoying you either stop taking up space on their servers or sub. Basically the same thing that AoC did with their f2p conversion.
Actually removing pieces of core functionality from a game unless you open your wallet...especially if you bought the game already....is just amazing to me.
What are the chances they change so things around before F2P hits?
I doubt they change anything. Things like the action bar limit are listed in multiple places. I feels very intentional.
That said, when it fails miserably (which it will), I bet there's a lot of backtracking.
I doubt they change anything. Things like the action bar limit are listed in multiple places. I feels very intentional.
That said, when it fails miserably (which it will), I bet there's a lot of backtracking.
As long as you buy one thing from the Cartel shop, you can equip Purple level gear. I really don't know why the ability to equip artifact tier gear costs 1200 CC if you get it with any purchase though.
[]dulfy
dulfy.net8 points 17 hours ago (8|0)
3 loot rolls is indeed 3 loot rolls per week, not 3 flashpoint rewards like they said on the features page for FTP.. [1] http://www.swtor.com/free/features
We (both players) reached the 3 loot rolls before we even completed normal Black Talon with 2 players..
As long as you buy one thing from the Cartel shop, you can equip Purple level gear. I really don't know why the ability to equip artifact tier gear costs 1200 CC if you get it with any purchase though.
Sadly they are for sure going to see an influx of money come in when it goes f2p and see things as going well. The weak willed will toss cash at it at first. Any major issues wont appear for a while so changes for the better might take time in the coming. They are likely going to see a big cash flow coming from just folks such as subscribers with disposable income who will buy tons of booster packs.
At this point, BW has to be sabotaging their own game, right? I mean, just by dumb luck you can't screw up this many times...
and so what about action bars? some say it's a bug others that you only get 1 as f2p...
? That's not on the feature lists for those who have upgraded accounts.
LOL.
What the fuck Bioware.
I don't believe anyone who actually is involved with this game is happy about what they are doing.
Apparently one of the unlocks lets you equip Artifact gear, but it's 1,200 coins.
Quickbars are 250 each. Unify colors is 300. Show title/legacy name is 100 each.
Assuming these prices don't change, my guess is it will be about $1 = 150 CC with discounts for buying more of course. Some things seem to just be optional if you don't want to pay credits. For example, I still had all my inventory slots unlocked even as F2P because I had previously purchased them with credits. THAT is how you do F2P. Except they are capping credits and comms. So that means you can't unlock most of this stuff without subbing first. What a complete fucking disaster. Wouldn't it be better to just limit the amount of money/comms earned rather than a hard cap? You know, like every other F2P game out there. "You get 25% of the credits earned, subs get 100%".
The 250 CC coin for Weekly WZ unlocks means about $6.50 a month for just PVP if my prediction is correct. Of course you'll need to spend 1,200 CC just to equip the gear and then you still won't be able to get the Elite WH weapon due to the cap.
The packs are a joke. I'm already getting dups after 3. Nothing I have gotten has been particularly interesting.
Becoming a "premium" user gives you access to sprint, the ability to equip purple gear, access to your cargo bay, secure trading among players, and increased access to chat
I think they are doing credits the same as AoC, ie there is no cap to how much you can earn but a cap on how much you can have at any one time. So if you have 1 million credits you'll see you have 200,000 and 800,000 in escrow. It basically means you can't buy anything worth more than 200k.
So I'm reading on the forums that there is also a "preferred" level with previous subscribers getting more than people who are straight up f2p. Can't find any solid information but it seems like banks and the like are not restricted if you subbed to the game previously. Wonder if this also applies to the UI.
Anyone have anymore info on that?
It only takes away limits on some chat functions and lets you use your cargo hold on the ship.
Limiting chat and action bar use better not make it through to live, or this game deserves to fail.
I will unsub.
I am not going to support something so fucking blatantly unintelligent and aggravating.
Limiting chat and action bar use better not make it through to live, or this game deserves to fail.
I will unsub.
I am not going to support something so fucking blatantly unintelligent and aggravating.
Free-to-Play players will now get a second quickslot bar.
Free-to-Play players will now be able to do 5 Warzones per week instead of 3.
The Cartel Coin item lock (i.e. temporary bind) will be reduced to 3 days for Free-to-Play players, and 2 days for subscribers.
Once our Free-to-Play option launches, Free-to-Play Players will gain Preferred Player Status by making a single purchase through our website. This purchase can simply be a quantity of Cartel Coins, or a Game Time Card, or even a month of a Subscription. Additionally, former Subscribers who are returning as Free-to-Play Players, will find they have Preferred Status!
As a Preferred Status Player, you will gain the following benefits compared to Free-to-Play Players:
• The Sprint ability at Level 1
• Access to your Cargo Hold (an 80 item Player Bank)
• Access to Secure Trade
• The ability to send Mail, including one (1) attachment
• Increased allowance for chat message frequencies in Public chat channels (such as /general)
• An increased Credits Cap
• Access to the Who List
• Three (3) additional Sale Slots on the Galactic Trade Network (for a total of 5)
• One (1) additional active Crew Skill Slot (for a total of 2)
• Reduced skill point respecialization costs
• Increased Server queue priority
In addition to the above benefits, Subscribers who return as Preferred Status Players will find that they retain any Cargo Hold and Inventory expansions they had unlocked, any Legacy Unlock or Perk they have gained (including Species) and can continue to use any Artifact equipment that was bound to them previously.
If they give Prefered Players a 3rd slot, it will be a good step.
They also posted new list of stuff preferred status: http://www.swtor.com/community/showthread.php?p=5324114#edit5324114
So if you buy anything at all or subbed you are getting some more benefits and lifted restrictions than originally announced.
Huge update about the current state of the F2P model and incoming tweaks.
Choice bit:
Obviously they are listening to feedback, and are willing to adjust some things. Continue to provide feedback, and maybe we can get this thing a little more user friendly.
Oh and the chat limitations are nice. You can still /say, party chat, op chat, and the like, you are just limited to one message a minute in the general, trade, or pvp channels. Which will help all our sanities come F2P time I imagine.
Edit: Post about the "Preferred Player" status.
It looks like this addresses the majority of concerns players have had, what do you guys think now having this increased detail?
As a Preferred Status Player, you will gain the following benefits compared to Free-to-Play Players:
• The Sprint ability at Level 1
• Access to your Cargo Hold (an 80 item Player Bank)
• Access to Secure Trade
• The ability to send Mail, including one (1) attachment
• Increased allowance for chat message frequencies in Public chat channels (such as /general)
• An increased Credits Cap
• Access to the Who List
• Three (3) additional Sale Slots on the Galactic Trade Network (for a total of 5)
• One (1) additional active Crew Skill Slot (for a total of 2)
• Reduced skill point respecialization costs
• Increased Server queue priority
They are listening. Good. Now, fuck. Four action bars by default. Stop being so dumb about this.
I kinda honestly thought they were using this as a test to see how much they can get away with/people's feedback as it is a test server. I doubted they were going to with such severe restrictions (it's easy to create those placeholder graphics).
Possibly, but it's dumb to do as it builds bad press. Already here on GAF and all over the net their is bad word of mouth going on about the TOR F2P model. Once the damage is done, it's hard to reverse.
I'm glad they decided to go with two. Now give them all the quickslots and stop trying to monetize such a basic UI feature. I can't believe we're even talking about this shit.
And let me use purple gear as a Preferred account.
Oh and get rid of that stupid flashpoint loot limit. I makes no sense to have one in there if they already have a limit of how many they can do per week.
But I don't have any purple gear. Now I can't get any at all.They let you use purple gear that is bound to you if you go to preferred.
DamionSchubert said:So the other bit of discussion to have is about the color crystals. I thought in this case that I would start the discussion with all of you, so that you could understand our logic and guide our thinking.
Currently, these crystals appear in cartel packs with a level 10 requirement, and on the store with a level 35 requirement, in order to access stats roughly equal to a standard level 50 color crystal. It's worth noting that color crystals are something that the itemization team stopped improving the itemization of shortly after launch, because people really hated losing their signature lightsaber color because it was no longer Best in Slot. We have, incidentally, seriously entertained removing all itemization from color crystals entirely (it makes many problems go away for us), but we didn't have the time to make such a large change on itemization before this patch went live.
The reason why we put these in with low level requirement is pretty simple: getting an item you can't use in the Cartel Packs really sucks. It's the same reason we pursued the tech that allowed us to make mounts adaptive - we expect a very large influx of new players when we launch free to play, and those guys opening cartel packs to get items they can't use for months (literally, for casual players!) is a negative experience, not a positive one.
So after discussing with the balance team, we decided to put these in with lower level requirements, with the following reasoning:
The balance math shows the bump to be pretty good at level 10 (not something the balance team was uncomfortable with, though), but pretty unremarkable by the time you hit, say, level 30 or so. Since pretty much open world PvP doesn't happen at those low levels, the impact on open world PvP is pretty much negligable.
The way the math works out, the benefit pretty much washed away by the bolster system in warzones, which means there is no significant advantage there.
The crystals are exactly as good as end-game color crystals, which means they have ZERO impact on endgame activities (level 50 ranked warzones, operations, heroic flashpoints, etc). We're still philosophically avoiding putting any stat advantage at this level that subscribers cannot earn through reasonable normal play.
The fact that these items are fully tradeable means that players who do think there's a balance advantage here can acquire them on the GTN for pure credits without spending a single cartel coin.
The net result of all of this is that slapping one of these color crystals in your saber at level 10 effectively makes levelling from levels 10 up somewhat easier, with the benefits tapering off quickly as the player levels up, and eventually zeroing out altogether. We felt, in general, that that was okay. The focus groups that we ran also seemed to think it was okay, as long as we avoided endgame power.
We are more than open to having a discussion about this and other options here (with the proviso that we have very limited time to make changes before this goes live!) if this continues to be perceived as an issue