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b-morgan

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Posts posted by b-morgan

  1. Yes there is.

    https://swtor.jedipedia.net/en/nco

    Just prepare to be disappointed.

     

    I was hoping for a more user friendly version. There appears to be 5 or 6 cookie-cutter ability sets. Ranged DPS, Melee DPS, Ranged Tank, Melee Tank, Ranged Healing (and Melee Healing)? I'm guessing there's really just 2 groups of 3 sets, one for Ranged and one for Melee. Then there appears to be some exceptions.

     

    What I'd like to see is the cookie-cutter ability sets, a list of companions that use each set, and a list of exceptions with their ability sets listed. Has anything been published since this thread was last updated?

  2. Prior to today's patch, when a character completed one of the Daily Area missions, it would disappear from the list. Now they stay on the list (but note that the character has completed it).

     

    It gets worse when you switch to another character... Now it thinks the second character has completed the Daily Areas that the first character completed.

     

    Fortunately, you can still use the Travel button and then pickup the Weekly mission, but I much prefer the prior to 5.7 behavior.

  3. I'd be willing to accept the following for the "new" companions:

     

    1) Add a "Dye Module" slot. The ability to pick the color of the companion's outfit should have minimal if any impact on the rendering of the model.

     

    2) Create items for the customization slot that is there now. Bioware can then verify that all the customizations render correctly without having the complexity of the "old" companions with completely customizable gear.

  4. In addition, the button to show the weapon doesn't work for companions either.

     

    What I find annoying about this and many other "stealth changes" is that they are exactly that, "stealth changes". Each one of them deserves a mention in the release notes or the known issues thread. Gives me the feeling that Bioware (or one or more employee) isn't proud of the work they are doing on SWTOR.

  5. The crafting updates in 4.1 were poorly planned, poorly executed, and show a lack of even rudimentary quality assurance testing. 4.1a didn't fix nearly enough of the problems and from what I've seen with regards to the next patch after 4.1a, major issues will still not be addressed.

     

    The only saving grace is the "temporary" vendor that provides level 9 materials in exchange for level 8 materials on a 1:1 basis. IMO, this vendor should be made "permanent". To the OP: Just go gather level 8 materials and use this vendor to convert them to level 9.

     

    Another vendor needs to be added that can convert bonded components from one "profession" to another, i.e. "Gleaming Phond Artifice Bonded Attachment" to "Polished Aluminum Arms Assembly Component".

  6. "All Existing MK-8 and Unassigned Augment Slots will automatically become MK-9 Augment Slots. These are specifically the slots that are created when you use an augment kit on an item."

     

    --All my kits are still MK-8's . Even tried augmenting a new piece to see if it would convert to MK-9 at that point. Nope.

     

    The key word in the above is "slots". There is a (temporary) vendor on the fleet that will exchange MK-8 kits for MK-9 kits. Same vendor that exchanges level 8 crafting materials for level 9 materials.

     

    I'll leave it as an exercise for the reader to figure out how to improve on the 2,200 credit price of the vendor supplied level 9 materials. We could also argue about why the level 9 stuff sells for 2,200 credits when the level 8 stuff is 800 credits. It doesn't match the pattern established with the previous 8 levels.

  7. Look Musco i can understand what you are saying but please don't put the armor in the supply crates please just have them in the crafting like you have done with the few below but for all armor sets the problem with the supply crates is there are too many sets of armor in list for the crates so the odds of getting a full set are incredibly low you have stated that some of the sets are in the crafting system why not just make all of them crafted.

     

    I can't agree more. Make ALL the sets craftable. Make ALL the schematics reasonable to obtain. If you want to ADDITIONALLY put them in the Alliance crates, I'm OK with that.

  8. I think there are conditions where the number of abilities the Temporary Ability Bar can hold are less than the number of abilities temporarily available. The case of Heroic Moment with all 8 skills plus 4 skills in a heroic star fortress plus 2 dropped items in a heroic star fortress totals 14 and I believe the max size of the bar is 12.

     

    If 12 is a magic number, then perhaps there needs to be a separate Heroic Moment Bar.

  9. The addition of the Temporary Ability Bar is a good thing but it needs some additional options in the interface editor.

     

    1) The ability to change the expansion direction. I may want it to fill from left to right instead of right to left or bottom to top (i.e. vertical) or top to bottom.

     

    2) The ability to specify maximum number of buttons per row (or column). If I have limited space between other on-screen controls, I'd like the temporary ability bar to not overlap as it expands.

     

    3) I think there are conditions where the number of abilities the Temporary Ability Bar can hold are less than the number of abilities temporarily available. The case of Heroic Moment with all 8 skills plus 4 skills in a heroic star fortress plus 2 dropped items in a heroic star fortress totals 14 and I believe the max size of the bar is 12.

     

    If 12 is a magic number, then perhaps there needs to be a separate Heroic Moment Bar (with the same additional interface editor controls as suggested above).

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