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KlintusFang

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  • Interests
    games of all types. computer and board.
  • Occupation
    Processor Architect
  1. It doesn't scale "per player". With 2 players it is the same difficulty as 1 player. It scales up when you add the 3rd player, and it appears to scale up by increasing the adds that spawn when you activate the terminals on the ledges from normal mobs to strong mobs. There is also one AoE fired per player, which can sometimes make it impossible to get out of the AoE blast if the only path out of the AoE that targeted you is to run into the AoE that targeted one of your team mates. But that is manageable once you get used to it, and once you realize the AoE's are doing most of the damage. Important thing in a group is to 1) don't fight the adds up on the ledges. with more than one player it'll be almost impossible to avoid the AoEs if you stay up there once multiple AoEs are firing. lure the adds to the ground floor where there is more maneuverability. 2) activate the terminals on the ground floor when the adds come down to soften them up.
  2. we worked out a plan for doing it in a group of 3 when we came back to it that worked. healer and DPS stayed on the ground floor near the turret terminals while the tank ran up, activated the terminals on the ledges and lured the adds down to the ground floor. then activated the terminals on the ground floor so those turrets would soften up the adds as they came down. rinse/repeat on that sequence was able to counter the fact that all the adds appear to be strongs. it was still some work, but we finished it with a group of 3 on the first try once we worked out that plan. that and making sure everyone understood: do not get caught in those AoEs!!! They do most of the damage.
  3. does anyone have any suggestions about how to handle those adds up on the ledges in a group of three. All those who have made any suggestions so far are talking about doing it solo, and solo....the adds are so weak you can ignore them.
  4. I did it solo with my first toon on the first try without much difficulty. It was hard, but easy to take out the adds. The adds are the issue though in a group. I did it a second time today (or tried to) with a group of three, and the adds were so strong that they were decimating us. When they are strong, the explosions from the AoEs don't really impact them, and with a group of three there are more AoEs to avoid. We have so far not been able to manage the adds and avoid the multiple AoEs simultaneously when doing it in a group of three. It does scale with group size but not linearly.... it is an order of magnitude more difficult with a group of three.
  5. ^^^ this. i was annoyed at first, but then I realized after playing for a while that the only real loading screen is the one from ship to planet. Even when you are in the hanger or (on the planets that have them) in the orbital station, you are effectively already in the main planet zones and all the other screens you see along the way load almost instantly and don't really count as a full load screens.
  6. Yeah I know what rhetoric is, in your case, it is exagerating the facts to make your argument appear stronger than it is. All i ever said was this: the cost of the speeder for a given level is about equal to the amount of money you earn naturally from a couple levels of regular play at around that level, if you just spend money on nothing but your skill training. You've insulted me twice in response making unrelated points about ecomonics and rhetorics. Since that has zero relevance to this discussion, I will ignore it now. My original statement is still correct.
  7. I'm not assuming any such thing. Based on your reply it sounds like the truth is you were engaging in hyperbole in the statement i quoted and didn't actually mean what you said. You specifically said it took ALL the money that the player earned prior to level 25 to buy the level 25 speeder training. I was replying specifically to that statement. which I still maintain is obviously false. Apparently you didn't mean what you said, in which case all I can say is I was replying to what you said. Not to anything else.
  8. No it isn't. Its a false statement. If you don't spend money on anything, for a level or two and just do quests and sell, you will earn enough money to buy the speeder training that is appropriate for that level range. That is far, far less than your claim that it takes ALL. It simply doesn't.
  9. That is why. The cost of going out on missions scales with level. If you let your mission skills go above your level, and keep dumping money into them, you will be spending money faster than you are making it. As far as I can tell though, if you keep your crew skills balanced with your level and stop sending them out on missions once the mats they are collecting is for crafting things that are too high level for you to use, you will have more than enough money for everything. As you discovered yourself, as soon as you stopped spending on mission skills.
  10. I think it does depend. Leveling solo as a BH healer is a little rough in the mid levels because Mako, as awesome as she is, is also a healer. She's not all that useful if you go with a healing spec yourself. Get's easier once you start unlocking the other companions. Though the BH doesn't get a proper tank healer till level ~40. More generally, how is this any different than other MMOs? In every MMO, on average, it is always the healers, and then the tanks that are harder to find. (note that I said on average).
  11. Other MMOs have dynamically cropped models when one model over laps with another one? No they haven't.
  12. But the graphics for when it shoots are very slow. When does it really shoot? When it draws the graphic, or half a second before, or half a second after? When I was manning the turret i was definitely seeing that things dying didn't always seem to correlate to when the bullets were being drawn on the screen. I would also at some angles of rotation the cannon didn't seem to be firing at all (no graphics drawn for the shots) even though I think things in front of the line of fire were still dying. I was fine with it, but I'm sure it drives some players nuts.
  13. I thought about that in the first PUG I did this with, but I was the healer, and the non-healers were the ones that weren't able to hit anything with the cannons. Me getting off the cannon was like having 2 people manning the cannons even though there were 4 in the group. Have no idea if it was lag or something else that was preventing the other player from hitting anything. The interface for those cannons, as I mentioned earlier, is not lag tolerant.
  14. Of course. Profit is dollars_per_sale*number_of_sales - cost_of_doing_business. And number_of_sales is a function of dollars_per_sale. If you plot the final profit as a function of the amount you charge for it, it will always be some form of bell shaped curve (maybe not a bell, curve, but something you can convert to a bell curve with an appropriate transformation of the x-axis ), and whether profit is increasing as you drop the price is going to depend on which side of hump you are on. This doesn't really weigh directly into my argument. Validation is expensive. It is very expensive because it requires a huge amount of man hours to get done. For complex software, more man hours are spent on validation and debug than on development. This is likely true across the entire software industry. That is my main point. The factor I neglected to mention that I probably should have is time-to-market. In the gaming industry this is very important. In an industry where expectations on the level of content are increasing rapidly, sales will directly translate to when the game is released as well. Sure, I can spend more man hours debugging and validating for another year, and my game will be better a year from now than it is today in terms of the number of bugs. But in terms of the quality of the graphics and the depth of content? It will be a year behind. And that will reduce my sales by a huge amount. that point, which I forgot to mention before, is the one where the gas station analogy breaks down. Gas is a basic commodity. Gas today is no different than Gas that is a year old. Not so with software.
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