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Mubark

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Everything posted by Mubark

  1. I support this idea because the original game KOTOR had the ability to have out two companions at the same time. I've always wondered why we couldn't/can't do that in this game. I'd keep some the restrictions active TBH. But I'd be all for this because most of the time in this game I run missions as a solo player. It would be awesome to run with a healer and Tank companion in a Veteran Flashpoint. I can solo most Flashpoints and heroics now, but this would make things a little easier for us solo players. I have never been a fan of the "forced grouping" in this game. I normally do everything in-game solo and I hate group finder. DEVs need to understand that a great number of us players prefer to play alone. We hate it when we're forced to get in a group to do anything in any MMORPG. Being in a group with other players should be a choice, not a necessity. And this game tries to force solo players like me to have no choice but to be in groups to do anything....
  2. It would be really, really cool if DEVs could add a few things to the Character selection screen to make it easier for us to know info about our characters without having to log into them... 1. If the character is in a guild or not plus the name of the guild. 2. If the character is Light, Dark, or Neutral. This could be done with a simple symbol like a ball or a square and done with a color. (5 Dark = blood red or dark red. 5 Light = Bright blue. Neutral = grey, white, or purple...) 3. Some indicator on how far along in the storyline they are. There are other items I wish were on the character selection screen also. But I can't remember them at the moment... I have 100 characters on Star Forge, and at this moment, I am forced to keep track on a spreadsheet to know which character to log into for the day. Another thing that needs to be addressed is character inactivity. Right now, the system is that your character is counted as inactive if you don't log into it within 30 days. But the system is bugged or flawed. It counts your character as inactive randomly between 20, 24, 26 days. As I said, I have 100 characters. But the system is set up to only count the characters as active individually. So, this means that if my characters are in multiple guilds, I'm forced to log into all 100 characters once every 30 days or less. Activity needs to be changed to Account wide, or at the minimum, Legacy wide. But at the same time, it still needs to show on the guild roster an accurate account of days of the "last login" for each character so Guild Masters can cycle out inactive characters. I also have characters in other games like Neverwinter and GW2. Neverwinter has a better character selection screen in my honest opinion.... I encourage others to add to this list at will.
  3. Nobody from the DEVs are going to reply to this because they didn't even want us to know this was going to happen. Someone "leaked" it to a site and that's how we found out.
  4. Since this game launched I've ran "contests" in-game to help members of our gaming community earn money in this game. I'd sell things on the GTN and take those winnings and "payout" for conquest points earned in-game to members of our guild(s). We just finished a huge 10 week contest where the "prize" was 1,000,000,000 credits. We also pay out 1st, 2nd and 3rd place credit prizes for conquest points. @ 40, 20, and 10 mil each. I paid out the 1 billion prize today + an additional 80 million tax. I paid out the 40 million award, plus an additional 3,200,000 tax. x2 I paid out the 20 million award, plus an additional 1,600,000 tax. x2 I paid out the 10 million award, plus an additional 800,000 tax. x2 So that's a total of 91,200,000 tax.... 8% is WAY TOO HIGH! And that's only involving payouts. Not even doing anything on the GTN. ALSO... This will not help the economy because people trying to sell items on the GTN will calculate the tax and raise their prices as high as possible to compensate for them or they will sell them another way to avoid this high tax.... There's another issue with this: If I put an item up for sale on the GTN is that also set up with an 8% tax on the sale? Then, if it is and I do a contest to give away the credits, my tax rate was charged to me twice. So, I'd be losing 16% on every item I sell technically. What I'm wondering is this... How many times in the game will I have to pay 8% tax on the credits I earn or make in the GTN? Right now, it's twice. I sell an item on the GTN, I get charged a high tax. Then, if I run a contest and someone wins that contest and I give them credits as a prize, then I get charged a 2nd tax to pay them. Is there a tax for purchasing an item on the GTN or just to sell it? I suggested a far better solution to fix the economy awhile back and it was ignored. I suggested the DEVs place vendors in the game with special items and charge a huge credits amount to purchase them. That would create a nice "credit sink" for the game and wouldn't "disrupt" our play style. They could even set up a vendor in the game that would sell cartel coins for in-game credits, like a credit exchange vendor. 100 mil credits for one cartel coin? Something like that. But instead, they decided to murder the game....
  5. It doesn't really matter if EA owns Broadsword or not... They're still sending this game there to die.
  6. This is clearly the death of this game... Both of the games that "Broadsword" runs look like crap. I hope that Broadsword isn't expecting me to pay a subscription to a game that's never updated, the bugs are never fixed, and no new content is developed. What it looks like to me is that Bioware is polishing an old beat up car just so they can "flip it"... In other words, they're turning it into the best product possible, to get the most money out of it, just to sell it to a company that won't do anything with it in the long term. So, enjoy the next two updates, those will likely be the last ones. 1. Key personnel left. 2. The Devs don't interact with the players. 3. They placed a terrible Community Manager in-charge. 4. They nerfed the player economy. 5. They're nerfing the player economy, again... 6. And now, they're selling the game to a sub-par gaming company that keeps really old games in "maintenance mode".... Everyone should prepare for the mass exodus and empty servers... This is just like what happened with Star Wars Galaxies. The only difference is that instead of gamers creating an emulator, Bioware has turned this game into one.
  7. I'd support more Legacy Bank expansion slots. We have only 7 right now. I agree that 16 or so would be awesome.
  8. No. I think the fees charged on sale is already way too much. Nothing else needs to be said about it. I sell something on the GTN, ALL of the cfredits should go to me only, period.
  9. 1. -a membership fee, a percentage of all the credit loot a member earns and that percentage is determined bij the gm. No. No person will ever want to pay a guild just to be a member of that guild for any reason, ever. In my guild(s), we pay members who get the top 10 ranks in Conquests each week. That's more in line as to "what it should be." 2. - that extra guild stronghold you where talking about. I support the idea of more guild "ships" in the game. And I support the idea of having "several" guild strongholds. 3. - the ability to show a guild rank insignia next to your name. I'm on the fence on this one honestly. We don't need another thing to put beside, under, over, or anywhere near our name. We have enough crap there as it is. However, I would fully support something like what's in Star Trek Online. In that game, you can place a fleet logo on your uniform. But for this game, I'd want the ability to place a rank symbol on a chest plate, or on a shirt sleeve. Even better on the chest like the rank bars similar to the ones on the Rebel Alliance and Imperial Officer uniforms. Our guild ranks are in Mando'a, but it would still work because our guild ranks are normal military ranks, just in the Mandalorian language. 4. - guild conquest rewards for guildship upgrades go to the guild automatically. No. With exception to Flagship encryptions. And in that case, allow those to go automatically into the guild bank. Not become automatically applied to the guild flagship. So, I, as a guild master can decide how to use them and where to use them. 5. - a guild conquest/event reward for the guild. That's already in-game. In every Conquest/event, if you achieve 100k conquest, and If your guild, as a whole gets over the amount for Small, Medium, or Large yield, you get another reward at the end of the week. It's basically crap and mostly useless, but it still counts as a reward. What I would like to see, is rewards becoming "Better" than crap for conquests. Especially for smaller guilds. But also, I'd like to see a single reward that is only placed for gamers who achieve that 100k requirement. Even if their guild as a whole doesn't achieve it's weekly goal. We used to get conquest rewards the moment we hit 50k conquest. But I think they removed that. 6. - a reward for people who recruit other players into the guild. Honestly, that's usually up to guild leadership. In our guild, we do promotions for many things and that's one of them. If we see a member recruiting others into our guild, that earns them a promotion to the next rank up. But I "get it". What you want is some kind of reward, like a token or something for each person you recruit into a guild. That would be nice. But I don't see the DEVs adding yet another currency into the game... Well, for that.
  10. I would support having the ability to exchange in-game currencies with other in-game currencies. EXAMPLE: Exchange Dark side tokens for FP-1 or Completed Bounty Contracts. But I wouldn't support exchanging in-game credits or cartel coins for in-game currencies or vice-versa.
  11. I think I'm close to 100 companions, possibly more. Most can go on crew skills missions, and quite a few of them are at level 50. But, as of this post, I can only send out 8 at a time. For any task. But, what if I need to send out those 8 on missions so I can craft items for my guild? I can't. Instead, I have to send four of them on crew skills missions, and craft with only four of them. This takes about double the amount of time because crafting skills and crew skills are linked. Even if they chose not to increase the amount of companions allowed to perform crew skills, they should at least make crafting a different function. Like for instance, make it to where we're able to send companions out to gather resources, plus have the ability to use other companions ( not the ones gathering resources ) for crafting items. That would be more efficient.
  12. I fully support anew classes. But... Why not expand that idea into a new faction, or an expansion on one that already exists? We form an Alliance, which is both Sith and Republic. Why not turn that into an "actual" third class, complete with storyline to it? Maybe have it as a decision at the end of the Eternal Empire stuff? Like an "actual" decision? Right now, it's just a decision that doesn't do much of anything for storyline... Why not change that? You decide to take your alliance and go to, or return to the Republic. Then, The Empire hates you. (Which happens, pretty much.) You decide to take your alliance and go to, or return to the Empire. Then, The Republic hates you. (Which happens, pretty much.) And as a decision... You decide to take your alliance and remain neutral... Which storyline-wise makes both The Republic and The Empire hate you....
  13. This "change" to the game only hurts new players or people who create new characters. An Example: I started a new character on a different server. My character is still on Tython, so my "income" is extremely "limited". I'm trying to get credits together to purchase Speeder Piloting I from Legacy, which costs 40k. I got access to fleet, but I'm forced to go back to Tython and "grind" credits until I get 40k. Just to be able to use a speeder....
  14. I support this idea. It is irritating to those of us who like it when DEVs do it right... And "clearly" on this aspect of the game, they didn't....
  15. I actually have about 100 suggestions that I haven't posted yet. Because historically, it appears all my input has been ignored so far. 1. A better in-game system to report bugs and to make suggestions and to offer input into things that were changed, that we don't like the way it was changed. There have been changes made to the game I don't like. Several of which were done in 7.0. So I send an in-game ticket. Then, a GM sends me a message and an email telling me to come onto the website, go to Community, then to submit it here. Why can't the GM's just forward those suggestions to the DEVs? Most players won't take the time to do all this to submit a bug or a suggestion... Most will just complain about it in-game, then if it's bad enough, they'll unsubscribe and just play a "better game". 2. The 7.0 looting system sucks. I liked the 6.0 looting system much better. Why? Because in 6.0, when I attack a mob or champion NPC, even if another player came along to "help" killing it, they couldn't loot it. And they couldn't stop me from harvesting the resources from it. (Scavenging and Bioanalysis). For other players to have access to the loot, they needed to be grouped. And I was happy. Since the launch of 7.0, I can attack a champion, another player comes along shoots it once. Then when it dies, the other player, who only shot or attacked it once can take the loot. This hurts during Bounty Contract week most of all. I go and interrogate the "Shady Character". They attack and spawn the ADDs. I kill them. But just before I get done, another player shoots the one with the certificate, and loot it. Then, I wasted my time and effort because 7.0 allows loot theft. The only players that should be able to loot the mobs I'm attacking/fighting needs to be only me and those players grouped with me. Like it was in 6.0. 3. This one is in 7.2, a new thing... The "Welcome Window" can't be moved to a different location. I don't like it where it is. And I haven't seen any way to move it to a different location. It seems every other interface object can be moved but that one. 4. Also, in 7.2... The World Map should be "M" and the Map Toggle, should only affect the radar and the map overlay. I had to rebind the world map because I would only use the Map Overlay in special situations like in dungeons. I don't have my keys set to ALT+ or SHIFT+ or CTRL+. My keys are set to F1 - F12, 1 - 0, Q - \, and A - ENTER. That works much better for me. So any keymapping you change to a ALT+, SHIFT+, CTRL+ will be changed back to me. 5. I hate "forced group play". Structured PvP (warzones) Starfighter are full of elitists. Elitists who kick inexperienced players from their matches on a whim. I've had several members of my gaming community who have complained about it. And it's almost impossible to train new players how to do it because the elitists come in and wipe out the group before they have a chance to learn how it works. This is why the elitist PvPr's complain about nobody Cueing for Warzones and Starfighter. They make learning players hate PvP and starfighter before they even have a chance to love it. I don't do group things from "Group Finder" because random groups for Flashpoints, or any and every other Group finder thing wants to zerg and rush through it not even trying to enjoy the storyline, get the achievements, or defeat the bonus bosses. For PvP (Warzones and Starfighter) we need a training area. An instance where we can take new players and teach them how it works before sending into a warzone or a starfighter match. Why give the elitists free points? The military doesn't just hand a person a gun then send them into battle.... NOTE: I love PvP, hate structured PvP. I like Open World PvP. The only Structured PvP I really liked was like in SWG, in Restuss, and the WvWvW in Guild Wars 2. My gaming community and I have discussed Open World PvP, but it's hard to do in this game because of player limits in the instancing... I might be able to get 4 Ops groups into an instance, (2 Republic and 2 Imp) That's 48 players. per faction, 96 players total... But considering the limit for instances seems to be from 100 - 150, it doesn't leave much room for random players to go into the instance to do missions or to join in the fun. It would be awesome if you people would find a way to set up cross server PvP, like in Guild Wars 2. There's only 5 servers, but you could add just one server and cycle the participants in Tiers, like in GW2. Or just add a larger PvP instance on each server... Either would be acceptable. Anyone who has played SWG or GW2 knows exactly what I'm talking about. 6. Goes with #5 (sort of)... Solo players. I will group with other players from my gaming community on request. But I hate playing in a group, with exception of PvP. I hate the controls on the Starfighter PvP. I have a strong dislike of the Starfox64 style for ship combat in the PvE Starship missions. Mostly, I am a solo player. I solo Heroics, Flashpoints and whatever I can. I don't group in Group finder because every group I've been in only like to zerg through and rush through the content. We don't need each update to only release content for grouped players. We need more solo-able content. Lately you have been adding Heroics that are difficult to do as a 4+ Heroic, and impossible to solo, or to do with only two people. I hate that, and I'm not alone in this. The bottom line is this. This game has a slight learning curve. And if players can't solo some of the bonus content, (Heroics, Flashpoints, etc. ) most will give up and never try it again. 7. Do DEVs actually play this game? If the Development team doesn't play this game, they need to play it on a regular basis. The reason is simple. Because if they do, they'd see and experience what we see and experience. Then, they'd know and understand why we complain. You people seem to ignore most of my posts, and you appear to ignore most bug reports and suggestions. I don't know if it's true or not, but it certainly seems that way to me. And on that I'm also not alone.... I have more, but this is all for now...
  16. I could have used your input when I first posted this thread. But it's still valuable and useful information. Thank you very much!
  17. Yes. Logic dictates that it hasn't changed in the past 10 years. But logic also dictates that this game wouldn't have or couldn't have changed that much since launch. Most games don't change or the changes that occur are only minor changes... However, you and I know better. This game has changed drastically and several times over the past decade. I know this because I've been here all along as a subscriber since beta. Players leave for a year or more and come back and get frustrated because of how much the game has changed. Then, they get past that slight learning curve, re-learn the game and then leave again. But what I do know with 100% certainty, is that the "policy" of ignoring posts on the bug reports page must change. It needs to change. We sometimes need and require an interaction. Most DEV interactions would take them less than 10 minutes. And I know that one or two 10 minute interaction isn't that much to ask for. In fact, it takes me more time to buy cartel coins that it would have taken one DEV or just one person from Bioware to reply to my post/thread. Maybe, the next time I decide to buy cartel coins, I'll decide it just takes too much time to do out of my busy day. Maybe other players will decide the same thing... Maybe we all will decide it just takes too much effort to resubscribe. Maybe we all will decide it just takes far too much effort to even play this game and move to other games... Maybe just a small interaction, for less than 10 minutes, occasionally will be just enough to keep this game going? Maybe? Again, I really need a response to this. Bioware and the DEVs really need to add this to the FAQ. All I'm asking for is a "confirmation" and a "reason" why my transfers originally failed. A definitive answer and not just a speculation, not just a guess, facts.... A confirmation is a fact based response. Why? Because I don't know with 100% certainty that the reason my character transfers failed was because I didn't have any open slots on the destination server. I am being force to make that assumption and guess that's the reason why those attempted transfers failed. Why? Because I don't know all the facts and information. I'm certain that when the DEVs fix bugs they don't assume or just guess. I'm pretty certain that they take the information we give them and test it to make certain it is indeed a bug. Yes. They theorize, they check, then double-check it. Then, they decide, based on all the available information, that it is indeed a bug. Then, they do a little brainstorming, and figure out what is broken in the game and try to fix it... What I need isn't asking for much... If this is indeed a bug. I'm asking for this type of response. "Yes. It is a bug." or "Your character transfers failed because of <insert detailed reason here>." EXAMPLES: You didn't have enough character slots, cartel coins, your credit card expired, etc." If this wasn't a bug or a malfunction of this service, then I need this response. Simply move my thread to the "General Discussion" forums. The one where we are supposed to go to have actual discussions on a variety of topics. that one. Oh wait. It looks like they removed that section. Turned it into a topic section, and these are now "sub-topic" sections. So, I guess it would be "off topic" section....
  18. Wow, just wow... So, this was from a decade ago and you had to find it... That's just sad. I'm wondering why it isn't listed on the transfer FAQ page or the other page in the link. I did do searches for any information and I found nothing. And that's why I posted it as a bug. Even with that, there's still the question as to "why" my transfers failed. Can't really go on a post from a decade ago as confirmation... Why? Easy. Look at how much this game has changed in that decade. Maybe the same rules apply to character transfers now as they did back then, but who knows. Either way, A was in hopes when I started this thread that someone within Bioware would confirm why my character transfers originally failed. We players/subscribers shouldn't be forced to "guess", "assume", and theorize about a bug. Was it an actual bug? We have no idea because nobody in Bioware as confirmed it as a bug. Nobody within Bioware as confirmed that it is not a bug. So, here we are, being forced to assume. Being forced to guess. And being forced to just guess.... Character Transfer Character Transfer service allows you to move a character from one server to another server for a fee (Cartel Coins only), provided your account and character meets certain requirements. Character Transfers are currently taking about less than one (1) hour . View your Character Transfer history. Your account... ...must be in good standing; you cannot be in a suspended or banned status. The character you want to transfer... ...must not have been transferred within the last 72 hours. ...must be level 10 or higher. ...must not be a guild leader. (Guild members will not have their guild membership transferred.) ...should not have any items listed in the Galactic Trade Network. Active Galactic Trade Network listings will not be transferred. ...should not have any items, credits or mail in their mailbox. In-game mail will not be transferred. (Items and credits in your inventory are unaffected). ...will have its friends and ignore lists reset. ...may need to be renamed if your name is already taken on the destination server (you will be prompted for a new name when you log in if this is the case). ...will have its Legacy name set to your Legacy name on the destination server. ...will have its Legacy level set to the highest Legacy level between the original and the destination server. ...should not have any stamps in Outfit Designer. All outfits will be reset. …will have its Group Ranked Rating reset if it is above 1200. …will have its Solo Ranked Rating reset if it is above 1200. The destination server... ...must have been open for at least 90 days. Additional server restrictions may apply. Character transfers may take some time to update on the website. Have questions? See the Character Transfer FAQ for more details. Unclaimed mail or auctions left on your original server are not eligible for restoration. Items in Legacy Stronghold Storage will not be transferred. For more information about transfer restrictions, please visit us HERE So, then... This link that says Character Transfer FAQ, takes you to this link... https://help.ea.com/en/help/star-wars/star-wars-the-old-republic/swtor-character-transfers/ And again... Nowhere within the current information does it say anything about needing open server slots on the destination server.... I can "guess" that's why my original character transfers failed. I can "assume" that's why my original character transfers failed. But guessing and assuming isn't confirmation as to "Why" my character transfers ACTUALLY failed.... I don't know what the "magic trick" is to getting a confirmation or a reason why my questions are being ignored. Other people seem to be getting answers, but not me. It would only take just a few minutes for a DEV to look at things and know if this is a bugged or flawed system. And once they discover the answer, that would only take them a couple of minutes... Then, it would only take a very few seconds to type, "Yes. It is a bug." or "No, it's not a bug." Preferably with a brief confirmation as to Why my transfers originally failed. What happened? What caused it to fail? Was it a thing I did wrong? Did my internet malfunction? etc., etc., etc...
  19. When nobody responds to a post made on the bug reports, "We" think it's being ignored. Sometimes, like the times I take the time to post a thread on the forums, "We" NEED some type of response. A confirmation or denial or some other interraction that informs us if a problem we're having is a bug or not. Like my thread about the Character Transfer Service. Which to me to have been ignored, even though as a Subscriber since Launch on one account and as a Subscriber on a second account, who used to pay for the subscriptions on my ex-wife's and daughter's accounts for several years. For around 8 years I paid for subscriptions on 4 accounts to SWTOR. Still Subscribed to two accounts. Not to mention the tens of thousands of actual RL money I've spent on Cartel Coins... To be ignored at this point is insulting and offensive. Just FYI........
  20. Well, I got my answer... No DEV confirmed it. Not even once. I did send in an email as suggested... Nothing. No reply to my query. Not even one. I STILL don't know if the reason my transfer failed was because of a bug or not. The DEVS and GMS, as well as everyone @ Bioware are silent. I had to check on it all by myself. So, I purchased a character slot, then went through the character transfer process on my own. I won't know for certain until I log into the game tonight. But it "looks like" the transfer went through correctly. Then, without an open slot, I tried to transfer another character. That one failed. So, is this a "confirmation" that the problem wasn't a bug? No. It does not. The only thing it "confirms" is that it worked this time, then didn't. So, it could still be a bug. Again, there is NOTHING listed in the transfer requirements that states you have to have an open character slot to do a transfer. We can "assume" all day long and that will be all it is, "an assumption". An assumption with no actual solid confirmation to it. I'm beginning to think of this as poor customer service. For all I know and from what I've seen so far is that my post, emails, etc. have been ignored. It can't be that hard for a DEV to chime in and say, "No. It's not a bug" or "yes. I think it is a bug, we're looking into it." Either reply would be acceptable. But so far, I've heard nothing. Not one single word from Bioware, a Dev, or even just a GM.... Sad. I mean, if it isn't a bug... Could they at the very least move this thread to the general discussion part of the forums. But, to me it still looks like it's a bug.
  21. True. But I can't find a "rule" listed anywhere that states you have no choice but to have open slots in a destination server to transfer characters to that server. All 24 Character slots are open on the "source server". And that's exactly why I need confirmation from a DEV as to if this is actually a bug or not. I don't know for a fact if this "suspicion" is why the transfer failed or if it was for a different reason altogether. We can "assume" all day long and it confirms nothing. Hopefully, someone ( A DEV ) answers this, or at a minimum, someone who is 100% certain why my character transfers failed. Preferably, someone who can look and see why? At this point, it's only been "guesses". Again, it's why I need "confirmation" not assumptions.
  22. I have 71 characters on the "destination server" and 24 characters on the "Source server". That's 95 total. As far as I know the server cap is 100. And yes. I read all the way down on both posts. The post on the transfer page as well as the page in the link that page gives you about transferring characters from one server to another. The only rule listed in the requirements for the " destination server " was the one requirement listed above... This one.: The destination server must have been open for at least 90 days. I did address a suspicion about character slots. I pondered the idea about the possibility that I may need to open slots via Cartel Coins. But the requirements for a character transfer doesn't state anywhere that I'm required to have open character slots in the destination server for the transfer to be a success. My question to a DEV is really simple... Why did my character transfer fail? I have enough Cartel Coins. I have enough space to transfer the characters. ( With a successful transfer, I'd have 95 characters on Star Forge with the cap at 100. ) If I'm required to "unlock" or "open" the slots first. then, why isn't that requirement listed in the requirements? If it is in fact a requirement, then again, why isn't it listed as a requirement? And, if it is an "unwritten requirement", then, why isn't it cheaper to do it? That would mean that I have to pay 1,000 Cartel Coins for the transfer plus an additional 600 Cartel Coins to unlock the slot on the destination server... Per character.... For me, that's 38,400 Cartel Coins. Almost $200.00 RL money. And if that is the case, most players would just delete the characters and re-create them. That would cost only 600 Cartel Coins. ( At the most ). I posted this on the Bug reports section because even now, I suspect it is a bug. I don't think the DEVs are stupid enough for this to not be a bug. Sure, they like selling Cartel Coins. But when a player can just re-create a character, instead of transferring one. They would be just kicking themselves in the teeth. I'm just waiting for a confirmation from a person who actually knows if this is a bug or not... Most of my characters on Satele Shan are level 1 or 2. If I have a choice, I'd rather just transfer them to the other server and use the Appearance Modification terminal to change their appearance. But, if it's going to cost me 1,600 Cartel Coins to do that, I'll likely just do the smarter thing and delete/ re-create them. Saves me 1,000 Cartel Coins per character. If I don't get a DEV reply soon, I'll likely just go that route. I'll be forced to "assume" this isn't a bug and instead "working as intended..."
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