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DimmuJanKaarl

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Everything posted by DimmuJanKaarl

  1. So, prior to the updated, I had a pile of old rakghoul dna samples. the only option was to trade them for DNA Tokens. These were supposed to be exchangeable for Cannisters (the Rakghoul event currency thats used now), but Jeelvic would only trade samples for tokens, not cannisters. So of course I was happy to see in the patch notes that Jeelvic would now "correctly trade for Rakghoul DNA Canisters", and sometime last week i traded all of my samples for tokens so that i'd be ready to trade those in for Cannisters *since dna samples were already a defunct currency*. Imagine my horror when I go to Jeelvic today and what changed? *He now trades from samples to Cannisters, NOT from tokens to cannisters!!* Seriously, what gives? So because of the (now that we see what the implementation actually is) extremely vague patch notes, I wasted all those samples I had been holding onto for years while away from the game? The tokens *still* say "can be moved across your legacy and TRADED FOR A RAKGHOUL DNA CANISTER at 'the' (there's more than one so, huh?) thorn reputation vendor".
  2. Nice necro there buddy. That said, I guess it's an indication of the snail's pace that substantive content has always come out at given we're at nearly a year since this thread was started. Everything the OP asked for is laughably naive. EAware operates under one singular mantra: "never ever fix or change anything in such a way that it makes it look like we made a mistake with how it was done in the first place." It's why we still have the abominable space on rails and no real, worthwhile pve open space content (they couldn't do it but the extremely technologically inferior Star Wars Galaxies did??). Likewise with crafting: the devs clearly hate crafters. The one new thing they give us of late is a virtually uncraftable item (300 Augs) except by the most elite of the elite raiders and PvPers. Crafting is a mile wide and an inch deep in this game, and no one "needs" anything to be crafted anymore (looking at the huge slap in the face to crafters that was giving BiS gear away as drops, with the only exception *maybe* being the Grit Teeth tactical, which isn't even needed for 99.999999% of the game's content). Look also at what they did with reverse bolstering. I used to be able to solo world bosses because I *earned* the ability by levelling to endgame, gearing up myself (and my companion which they also threw away), and now -- in the most immersion breaking and ridiculously underwhelming system that could exist -- I'm fighting mobs and doing missions as a fully min-maxed max level character alongside players who are level 10 in green gear. The simple, barely cynical and mostly experience-based answer is that update 7.0 will be very very underwhelming, with only minor game changes of any substance. All that aside, we already know there's a new star wars MMO coming out, so why in the world would EAware invest in this game -- one which still things that have been broken since launch *NINE YEARS AGO* -- beyond the bare minimum when this game has *maybe* a couple of years left.
  3. It seems we were lied to. There are no new "intro movies", just a new advertisement blip for EAware. That's it. Nothing else. Telling us that there were new movies and everything was reset so that we didn't miss anything was, to me, a clear bait and switch. I was disappointed to say the least.
  4. I've never seen this before: I had my inventory, legacy cargo, and achievements windows open, looking through SoW gear sets i had been holding to verify whether i was given credit for each of them with the new (supposed, but still broken) achievement fix. So I'd hover over the item, click on the associated set in the legacy achievement window, see that it was ticked, and if so, move it to my inventory to be later disassembled for TFs. I *know* I wasn't actually inactive just sitting there reading things. I was actively clicking things. Regardless, while I was in the middle of doing that -- in fact I had just moved an item into my inventory seconds before -- I was kicked to the character selection screen. This was obviously not a disconnect; the game kicked me for being AFK, clearly.
  5. Only took them ~8 years to do it. Space on rails should never have existed in lieu of open space like we already had (content- and technology-wise with SWG) and to me they're terrible because they're made to be hard by virtue of deliberately bad/limited controls (you can't steer away from an asteroid?? what is that crap??) and so we get the insult added to injury of ONLY the hardest of them giving reputation. I absolutely despise space missions but also get to have the additional daily face slap of having to see fleet reputation sitting incomplete. I want to be grateful for being able to rank up rep via the easier missions, but it's hard to be grateful for something that should have been allowed all along, let alone patently terrible content that i wanted to never do again after experiencing it the first time. I want the devs to develop real and actual single player, open space pve but i know that will never happen because replacing space on rails or giving new pve space content (GSF doesn't count because it was a clear and obvious side step) would mean admitting to one of the biggest design flubs in all of gaming and MMO history (I mean, come on, star wars without space??). Also, INB4 trolls with their "hur durrr space missions are easy i do them 50 times every 5 minutes, L2P!!!!!111211!!!" please shut up.
  6. I realize it wasn't explicitly stated in the patch notes, but it seems strange (maybe even a bit ridiculous) that the devs bothered with "fixing" the spoils of war gear achievements but they didn't correct either the infinitely increasing count on some items (wrists showing 65/1 e.g.) and, more importantly, sets be visually marked as complete even though they aren't (the white bar that's empty normally when an achievement hasn't yet been earned) in cases where one or more pieces have been picked up. I'm guessing this was meant to serve as a progress bar like with other achievements that have multiple objectives or a count, except for some reason these achievements go from 0 to 100% with even 1/7 items. Also, I was saving various tactical and set items in my legacy storage and I'm looking right now at Kolto Bombardment, e.g., shown as not earned, but i move it into my inventory and i'm still not given credit. So they didn't fix this stuff at all apparently. EDIT: the issue with the progress bar is due to the over-count of certain items. The progress bar is based on number of items (e.g., 7 unique items in the set) but if wrists shows "65/1" then that's well over 7 items. Not sure how they screwed that up but there it is.
  7. Thanks. I had no idea. WinAuth is cool too, and I see google authenticator works too. Since winauth is open source, I wonder if theres a way to adapt the code to something linux based?
  8. I have a security key app setup on my cell phone. However, I was thinking it would be nice to have something permanent that is always running that I can just glance over at when needed, it's also annoying when I get a new phone and have to go through the whole process of replacing the authorized security key app for a new device. I notice on the security key page for my account, it just say I have one setup and that's it. I seem to recall that EAware sold a hard key, like people use for VPN access sometimes for work. It's just an always-on digital LCD display and runs on a coin cell battery. However, I don't see an option to buy one in the store, and as I said there's nothing else showing on the security key page for my account, presumably because I already have something setup. That's kind of annoying in and of itself because it would be nice to have multiple options. These kind of things operate simply by calculating a number that's valid for the current date and time within a few seconds window, so it seems to me if it's, say a CRC type calculation based on some secret key value, there should be no reason multiple key generators can't be linked. I'm wondering why SWTOR doesn't just get with the 2010's and use Google's universal key generator app, which I use for something like 15 different websites and apps. Aside from that, it would be really nice if there was an SDK for this thing. I'm an engineer and could easily build my own low-power device like the key fob they sell, just need to be able to run it on uLinux or freeRTOS or just give me the code for (assuming it's something like PGP, AES, etc) generating a valid public key. Options would be nice because, as I said, it's a pain dealing with getting a new phone, and going the hard key fob route means I have to carry it with me all the time (I typically only have my phone on me but not always; no set of keys at the ready, except usually in a drawer somewhere). I know people will knee-jerk with argumentative responses like accusing me of being lazy or something, or minimizing the (highly subjective) effort level by citing their own experience and apathy, but this is more about simplifying something that should be way simpler. I'm not at all arguing against 2FA, but this is the one website/service that's really behind the times IMO, and it seems to me it would be very easy to provide multiple (simultaneous) options for the security key. I'm not asking for some mind-blowing miracle from the devs like, say, fixing the codex
  9. Also, you can enter codes even if you're already subscribed by going to https://account.swtor.com/user/codes
  10. I think you're using a term that maybe was used in some other game, but in all the years I've played this game I've never heard the phrase "ghost global cooldown". People might be able to corroborate whatever the issue is if you don't use esoteric terminology. Seriously, my head is swimming thinking of all the possible things you might be referring to.
  11. It's simply staggering how many people want to argue "it's just RNG" and continually ignore or don't understand what you and I and others have been saying all along. My guess is that the issue doesn't apply to them and they simply want to be argumentative, or they truly just can't grasp the underlying concepts. It's also stunning to me because the game itself is far more complex than this issue, but somehow they manage to play the game (level of proficiency notwithstanding) but refuse or are incapable of understanding the issue I've raised with this post. I guess some are trolling as well. I'm just astounded that so many people feel the need to respond to a thread about an issue that clearly either doesn't affect them or they don't actually care about.
  12. Don't take this as a personal attack when I say it, but you're 100% wrong. I'm guessing you simply never took a stats class and learned various probability types, distributions, etc.; or maybe you did and just didn't read my comment. Regardless, if you don't understand intuitively that the more times you roll a die the greater the chances of landing on a particular number, something to me that is very much common sense, then I don't know how to help you understand the problem. To attempt to clarify, again: yes, you are correct, RE'ing one item one time has the singular probability, of, say, 5% of generating a schematic. That only applies to ONE item, ONE time. *If you reverse engineer multiple copies at once or reverse engineer one item many times serially, your chances of learning the schematic increases with the number of attempts*. That is not rocket science. It is both simple logic and a simple probability system. I don't understand what you don't understand. At no point am I saying that a single RE operation has any different chances that what's stated. What I have been saying over and over, however, is that over a high number of RE attempts it becomes such an extreme statistical anomaly to NOT learn the schematic that there MUST be a bug. What about that don't you understand? This isn't about RNG issues with single attempts; this is about there being a distinct statistical difference in the operation of one method of RE'ing over another. As I've said before, however, if you haven't experienced the bug, then there's no value in you simply posting to add zero substance to the discussion. Fine; you haven't experienced it so you are unable to relate and unable to contribute. *Then there's no reason for you to even be responding to thread*. State whatever it is you don't understand as best you can; or state whatever evidence you have to disprove the existence of said bug; or just don't comment. I feel like none of that is difficult.
  13. See, a few people replying here are *assuming* everything works as normal. That's why a dev/rep response would be nice to confirm it. I'm not sure if you read the original post closely, but I'm fully aware of how the statistics work, and what the chances of learning a schematic are. This is not a L2P issues. The claim I make and what others have made is that RE'ing a single stack in the disintegration window is being treated by the game as one item, one roll. You're telling me the chances stated on the item when you hover over it in your inventory. That's clear to everyone. I can read what it says. None of that belies the existence of a bug causing a single stack of any number of stims in a single RE slot being rolled one time as one stack of 4. I'm telling you that if I put 1000 stims in one stack in one slot in the RE window, it will be roll it one time. Period. That's the bug. I've compared this to countless rolls of individual stacks across multiple characters at max Bio. Many others have done this as well and have had the same results: you *almost never* get a schem from a 5% chance stim when you put them in one stack, and you *almost always* get them when you put them in individual stacks. I'm gonna give you some stat math so maybe you and others will understand how this goes beyond simply RNG: What we're talking about here is what's called Binomial Probability. If you toss a coin, you have a 50% chance of getting the side you want. If you roll a six-sided die one time, you have a 1/6 (~17%) chance of getting the number you want. But what's important is, if you can freely flip a coin or roll a die many times or have many coins/dice that you can roll once, what is the probability of success then? That's what this is all about. It's a complex calculation, but essentially, the more times you flip a coin or roll a die, the greater the chances of success. Simple to understand. For a 5% probability of success, that's a 20-sided die. Let's say "success" is rolling a 1. Here's an online calculator to make things easy: https://stattrek.com/online-calculator/binomial.aspx Since schematics only need to be learned once, the number of successed needed is exactly ONE. With a probability of a single success on a single roll at 0.05, and the number of trials at 20, or 20 rolls of a 20-sided dice looking for the number 1 (and that's qty 80 5%-chance stims for example), you can see that the "cumulative probability" is *SIXTY FOUR PERCENT*. Not 5%. So IF the process was working correctly, whether you fill the RE window with 20-stacks-of-4 or 1-stack-of-80, or do the RE on 1-stack-of-4, 20 times, you have a 64% chance of success. On 160 stims? Thats 40 rolls of the die. That's 84% chance of success. 80 stacks-of-4? 98% chance of success. When I RE stacks of 4 individually, I get a schematic ALWAYS ALWAYS ALWAYS within less than 40 stacks. Yes, there's a <16% chance I won't get it. The bug? I have NEVER gotten a schematic, and others have reported, rarely, that they've gotten a schematic NO MATTER how many stims they put in a single RE slot. There is no question at all that, since we know schematics do come from a single RE, the bug clearly is that the game is simply rolling once, not the factor of 4 stims in the stack.
  14. They're working from home, so it's really odd to me that we're not hearing anything at all. I hate to say this but I don't have a lot of trust in EAware devs and reps. Even in something that's approaching a local crisis I do not put it past them at all to use current events as a way of backing off deliveries of content and communications. I hate to say that, but I'm sure they've always had an underlying agenda or at least pressure from higher up due to some agenda where they want to keep people subscribing and spending money, while delivering as little as possible. It's just impossible for me to ignore things like a broken codex that has barely been touched since launch, the abysmal space-on-rails minigame in lieu of open space, QoL issues ad infinitum, but instead new content that strings us along like the conquest rotation system and repeating events, etc. Aside from all of that, they're just way way too mum on responses to requests for information and feedback. They've never stuck their necks out even a little by at least giving us a firm status on things that have been lacking or broken in the game since launch; things like "sorry but you're right, it is actually a waste trying to complete the codex because we have no intention of ever fixing it" or "yeah we really flubbed space but we just will never give you what you want with open space or something close to it for PvE content so don't hold out hope". I've always gotten the impression that this dev/rep team have always worked to say and do as little as possible in order to take as safe a path forward as possible while balancing that with maximizing revenue however they can. The result is a snail's pace cadence of new content, an ocean of unaddressed QoL issues, bugs ad infinitum; and whatever new content is given, it nearly always gives the impression of simply tiding players over with repetition while minimizing substance. I realize I digressed a lot there, and I do hope everyone is ok and they and their families are safe and warm, but it's impossible for me not to think they aren't using the situation to their advantage. They're working from home, it's 2021, and unless it's just another symptom of corporate greed, I don't see how the patch rollout and server resets aren't being done from home as well. There's almost certainly more to all of this than "we got a bad storm that's preventing us from doing literally anything".
  15. It sounds to me like you just want more versatility in range vs melee. I can't remember which but Poison Sniper (virulence i think, and not sure about the smuggler equivalent) does both and well. All of your abilities can be used up close, you've even got a knife to get real personal, there are great AoE options, but like a true sniper you can do a lot of damage from far away. That build also doesn't require cover mode, something a lot of people find annoying (though for me, it's just part of my rotation and I don't mind). I think that certain classes and specs were designed to be more role-playing- and story-friendly. It just doesn't make sense for a Jedi or Sith to be able to use anything but a Lightsaber. Likewise, the Jedi, for example, has lightsaber dueling forms, and those (in the early game) went hand-in-hand with your fighting style. Also along those lines, a Shield Specialist Vanguard necessarily will be up close in near melee range. They take a beating with shielding tactics and survive being in the middle of a fray; it wouldn't make sense for them to be taking pot shots at a distance, but they certainly have a couple of medium damage abilities that are usable at range. I get where you're coming from though. You want variety and you want to be able to change things up. This game simply was design around classes and stories for those classes, and the devs' and writers' vision was for players to have a reason to change things up specifically by playing different characters. Keep in mind, however, that you can respec (at any time with the legacy unlock, or at fleet) and specs are different enough to really feel like you're playing a different way completely, and gear is handed out like candy in this game via drops or by purchasing with tech frags, so it's no big deal to keep one or more additional sets of gear on hand or in your cargo hold. This is especially useful when you want to queue as Tank or Heals and DPS simultaneously. Just food for thought.
  16. I've only played a few times for a few months at a time since conquest came out. I never understood there to be a set cycle or order. To me it would make sense for it to be a bit randomized, with the caveat that an event only happen once per month at most. That said, I'm not sure which but there is one achievement for one conquest type that's been sitting incomplete for me since conquest came out. I can't remember which, but I guess I've just been unlucky with when I've come back relative to the cycle.
  17. UPDATE: So basically Customer Service is telling me they're standing by the game robbing me of earned rewards, stating: "We are unable to modify the THORN reputation points from our end". And then suggesting I submit a bug report. I mean, first, I can't edit or select text, so I have to re-type everything i just submitted. But I digress. They have the power to reward lost items, so it stands to reason they can drop a trophy in my inventory. I'm really frustrated. Yes I realized how I *could* have done the weekly. I could have skipped the H4, done it over 2 days, etc etc. but it would still feel like a huge waste of time and i would still feel robbed. I did the content, I met the requirements, I should get the reward, period. Basically EAware is saying "yeah we could fix this thing and give you the proper reward for doing exactly what the requirements called for since that is our fault since it's a bug; we're just not going to help you just because".
  18. Someone in my guild is saying if you're at max rep or zero weekly cap remaining, the trophy shows a zero on it in the mission reward window. However I wasn't at cap, but the trophy would put me 3 points past cap. I guess I can look at patch notes from whenever trophies became auto-consume for non-champion standings. If this is a nerf, it's a very insidious one, because it means running the weekly was a complete waste having lost so many rep points. At the very least I would have waiting to turn in the weekly until the following cycle. This is really aggravating.
  19. I totally missed the soloable nerf in the patch notes, thanks for pointing that out. As someone who runs solo VM/MM Red Reaper and Hammer Station, I guess I have even less reason to run Uprisings. I personally don't have much taste for group content, but flashpoints (and presumably uprisings) can be fun to run so it sucks VM can't be soloed any more.
  20. Good feedback, thanks! I had hoped when I came back to the game last year (before leaving again out of boredom given the devs' disdain for crafters and preferential treatment of the vocal minorities of elitist pvp'ers and MM ops players, among other issues I have) there would be more substantive soloable or other non-ops endgame content. When 300 Augs came out, teasing crafters like myself, I was super dismayed to see that they were actually impossible to craft except by the super rich and/or most elite of the elite master mode ops raiders. I'll try out the uprisings you mention, and I certain will be more encouraged if I don't hate them AND the rewards are better after the patch.
  21. Which is why it would be nice if an EAware dev/rep could respond and let us know whether Deconstruction on 4-stacks is working as intended
  22. I think I may have solo'd a story or veteran uprising once. It was one where you have to do this Tarzan maneuver across the catwalks, and despite being told it was the shortest, it still felt like it took a long time. My understanding is that, despite the game giving the impression that they're something like short flashpoints, they're still pretty long and the rewards are low given the time investment, especially considering a flashpoint like Hammer Station, or the soloable VM/MM Red Reaper. Is the above why no one queues for Uprisings? With the coming patch changes to Uprisings, even if the rewards are a bit better, will people actually want to do them? To me, if the others are anything like the one I remember, they remind me of Kuat Drive Yards (I think that's the one, where it's 3 parts that are randomized) and would just be way more annoying to run than many flashpoints. I'm excited to see content changes (though space-on-rails still exist instead of just giving us open space as they always should have), but I'm wondering whether there's any real substance with Uprisings to make people want to queue.
  23. I submitted a ticket, just curious if anyone else has seen this. I turned in the rakghoul event weekly last night after completing the requisite 6 dailies. What I usually do is complete all dailies, and turn them all in at once so the weekly completes immediately as well. Prior to turning in the missions and completing the weekly, I had 4348 weekly reputation capacity remaining. Turning in the 6 dailies gives you 4 green trophies and 2 blue trophies, and the weekly gives you a purple trophy. I have the 50% reputation bonus, so that's 4x310 + 2x724 + 1x1663 reputation (i'm not totally sure about purple, because I didn't get it, so bear with me) for a total of 4351 reputation. That happens to be 3 points over the weekly. Now, not 2 weeks ago during the speeder race event, I know for a fact that the game still gave you any extra points over the weekly cap from the last trophy turned in, and then locked the rep. So whether you were 1 point from cap or a trophy's rep minus 1, you got ALL the reputation from that trophy, and the weekly cap remaining would be set to zero. You never got screwed out of trophy points. Prior to trophies being auto-converted, it was common practice to turn in trophies in such an order as to maximize your overage so as to maximize weekly efficiency. Looking at the system messages in the chat window, it's very clear and obvious when a trophy is converted to reputation points: it says something like (e.g., for the rak event), "You received 724 reputation with THORN". Scrolling back through the messages, I could see that ONLY the dailies' trophies were received and converted. There was NO message about receiving the purple trophy or receiving reputation points from that weekly trophy. Looking at my reputation, the weekly cap was sitting at 1660. However, the weekly mission was definitely no longer in my mission log and I definitely had the popup showing it had completed. Unfortunately I can't recall seeing any messages at all related to the weekly, including xp, cxp, credits, the reward, nothing. It's as though the mission simply was abandoned rather than being completed I'm guessing because mission bugged when the reward was calculated to go over the weekly cap. I'm curious if anyone else didn't get credit for a trophy reward because it would put them over the weekly cap. I submitted a ticket and explained all of this in it, and asked that my 1663 reputation be awarded. Here's hoping.
  24. I do realize it's fashionable to jump to assumption that it must be luck, RNG woes, etc. as it's also the typical knee-jerk bandwagon response, but as I tried to point out in my original post, this isn't just me, and it's not just a couple of instances. I personally have 5 biochem toons maxed in every stat that matters, though none do for RE chances. I've spoken to several players recently all of whom have several toons running biochem and many players I've spoken to over the past several years who have all experienced this phenomenon. While it isn't exactly empirical and yes it is statistically anecdotal because there isn't a lot of hard data, many many players agree that this is a bug. You seem to disagree, perhaps because you're the type to hop on threads just to be argumentative or otherwise get a kick out of being unconstructive, I'm not sure which. If you don't feel this bug applies to you, there's literally no reason to respond to this post. This post is meant, clearly, for others to corroborate the issue and to illicit a simple investigation from the devs. You're neither a dev nor someone who's looked into or experienced this issue, so why respond at all? There's absolutely nothing constructive at all by telling me -- and by virtue of my solidarity with countless others who have experienced this issue -- and everyone else, "I have no data to share, no evidence to support my position, but you're just unlucky. My sample set of ONE (myself alone) is proof enough that there is no bug". Seriously, please offer up something substantive that actually contributes to the discussion in line with the spirit and intent of the post, if you can.
  25. Well you have to RE them in multiples of 4. However you're likely wasting a lot of time, money, and materials if you're RE'ing as one stack in one slot of the RE window. That's what seems to be bugged. It's possible if you've learned a schematic doing that (I have as well, it's not completely broken) you've just been very lucky and/or the chance to learn is high. The bug I'm suggesting is that one stack of n-stacks-of-4 in one slot is treated as one stack of 4, not n stacks. So if you RE a stack of 80 stims in one RE slot (rather than one stack of 4 at a time, or 20 separate stacks in 20 slots in the RE window), where one stack shows a RE chance to learn a schematic of 5%, rather than having a net chance of something that approaches 100% (granted, statistically it would take way more RE's to approach 100%, but bear with me), that single stack of 80 in the RE window *actually* only has a 5% chance, the same as one stack of 4. That's the bug.
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