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b-morgan

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Everything posted by b-morgan

  1. I think I'd be more likely to believe this excuse ("leagal reasons") if you were a Bioware employee. A 60% success rate? Sounds a bit suspicious to me.
  2. Bioware claims over and over that they collect lots and lots of data about the game. Why doesn't a Bioware employee jump in here and give us a statistical breakdown of reverse engineering. They should have enough data to show that 20% chance is really 20%, there are no outliers in particular crew skills or items, and that there are no other factors being used to modify the 20% value. My personal experience is over hundreds of items reverse engineered, I'm seeing about a 5% success rate. I hope the silent majority of those who are getting higher that 20% because of me are happy.
  3. Overall an excellent event. Only a few small things I would change. Vaccine should be level based so that lower levels don't have to spend so much. Vendor should stick around for a while after the event. Perhaps an after the event conversion to credits. Future events should be designed (and tested) for all levels. Bugs like PvP flagging need to be addressed.
  4. Is it possible to get expertise on gear while your character is level 10-49? I'm hoping the answer is no and therefore the expertise difference in the 10-49 bracket is zero (i.e. no one has expertise).
  5. On Coruscant, the training dummies can be found in the Garden of Equality around -1240, -4530. NW corner of the map that contains the Senate Plaza Taxi.
  6. While I'm not slicing "full time", I've been doing missions at every level and I've obtained 20+ schematics which I've sent to my crafting alts. The only glaring feature missing from this exercise is "Legacy Storage". I'd like to put the crafting mats somewhere that all my alts can access at the same time! When I checked the GTN, there were quite a number of augment schematics available, although I thought they were overpriced which is expected this close to the launch date.
  7. This 1.2 patch note seems to indicate that something changed with this patch. Unless I don't know what a "Mission Discovery item" is, I believe that they indicated this prior to the 1.2 patch. What I'm not sure of is how these single-use missions are marked in the list of missions you can send your companions on. Prior to 1.2, I believe there was an unlocked padlock icon on those missions, but either I'm very unlucky with the RNG or the padlock has disappeared. This 1.2 patch note confuses me even more because I have multiple mission discovery items in my inventory but the only thing that happens when I try to learn one is an error that tells me I already know it. If I already know it, why can't I see it in the list of missions I can send my companions on? There's already a scroll bar on that list so why doesn't Bioware just make all the possible missions available at that level appear at the same time instead of hoping the RNG will be good to me. I'm tired of logging in and out over and over just to try and get a different list.
  8. Given the above patch note, I'm confused as well. Has anyone figured out what this patch note really means. Even if I have multiple mission discovery items, I get an error when I try to learn one I already know. As pointed out by the OP, you now can't learn a duplicate until the companion returns from the previous one.
  9. You should only get hit once by this huge download. After that, the download time will be much more reasonable. I was only about half way through reading the patch notes when the (1.2 only) download was complete. I've been doing PTS testing since it first opened. Adding bolder text or a suggestion to do the initial download when you quit for the night might help.
  10. How do you "sort and prioritize" fixes for long standing bugs? For example, The Ilum daily missions Defend the Shipment and Sabotage which work for a short period of time after a server restart but usually are non-functional in just a few days. Also missions that can't be abandoned. There are some players that have lost over 10 of the 25 mission slots to this. Regards, Brad
  11. This is by far the best post in this thread and I wouldn't be surprised to find out its true.
  12. The Customer Service sticky thread titled "Known In-Game Issues - Updated February 22nd" has a misleading title. It should be something like "Major In-Game Issues and Workarounds" The implication of the current title is that it is a list of known issues which surely number more than eight. As suggested by Ogada (see below) who apparently thinks that Amber reads this forum and not that one, I am posting a suggestion that the title be changed.
  13. Character copy should be the top priority addition to the PTS. In a perfect world, the ability to pre-make any level character would be a useful feature in addition to character copy. Of course, the ability to start a new character should remain an option. If there is a limit on the number of character copies, it should not prevent a new copy each week. I'm happy with a limit to the number of characters on the PTS and can delete characters to make room for a new copy each week. Release notes are available for each week's build. When necessary, add a list of "needs attention this week" for changes that you might not want to explicitly identify. For example "Eternity Vault, 8-man, boss <X> needs attention" as opposed to a release note detailing the change. As for incentives, if you can keep the identity of the original server and character that the copy was made from, enhance the ability of the in game mail rewards system that already exists to send rewards back to the original server and character. A token number of credits for testing could be incentive enough. I'm not suggesting that the mission rewards get transfered, just use the mechanism that currently exists with some missions to send a follow up mail to send a special reward because its on the PTS. As an example, if a Flashpoint needs testing on the PTS, offer 10,000 credits to the original server/character for completing the Flashpoint on the PTS. Limit this to a daily or a weekly type reward and it shouldn't be exploitable or economy breaking.
  14. If I was in charge, everyone would have 4 ratings: 8 player teams (pt), 4 pt, 2 pt and solo. Rated warzones would come in 4 flavors, 8pt vs 8pt, 4ptx2 vs 4ptx2, 2ptx4 vs 2ptx4, and 1x8 vs 1x8. If the ratings of everyone in the warzone are close, then any of these matches should be competitive. Even the current system of 4 player max premades could be competitve if ratings reflect talent (and gear). This assumes either fewer rankings than the 4 above or some meaningful relationship between them. The current unrated system allows highly skilled battlemasters to be queued with just turned 50 yesterday players and this makes for very uncompetitive games. The hard part about implementing a rated system is that the queues need to be filled with players (teams) of all ratings in sufficent numbers to make division into equally ranked matches possible.
  15. Stephen, This is, IMO, definitely needed to increase the patch coverage on the Public Test Server. I have created characters on the PTS but because I had to start from scratch, I've haven't reached a high enough level to have filled one set of action bars. I just recently got my live character to 50. The UI changes didn't bother me with 1/2 a bar of spells on the test server but I do notice a much larger effect with 4 full action bars on live. Testing of high-level changes (like Ilum) will definitely require character transfers. Regards, Brad
  16. It will probably never get fixed because the Bioware developer responsible uses his/her own private server instance that is reset often so he/she never sees the bug and he/she probably never reads the forums. We are all relying on the ticket droids who send nothing but form letters to us and probably form letters to the developers too (minus any useful text we added)!
  17. While I understand how the current system works, I think it would help everyone if the cap was say 11000 instead of 10000 so you have a cushion on your Light or Dark V. Another option would be to cap the difference at 10,000 and allow light and dark points to keep accumulating past 10,000 (i.e. remove the dark option removes light points if dark is at cap). This option has a downside in that eventually you might exceed the size of the storage allocated (i.e. a 16-bit signed integer is +/- 32767).
  18. I was in a PvP Warzone where players from the opposite side were onto the playing field before the gates had opened. This is either an exploit or a hack. Comments by other players seemed to indicate it was a hack. In either case, the problem needs to be addressed soon.
  19. Is there any way to identify what mission is going to be granted? Are the icons unique? Once you have discovered (used) the item, is there any way (other than writing down the name) to identify it in your list of missions?
  20. Last time I used mine the cooldown was 18 hours. Way too high in my opinion.
  21. I would like to see a bug acknowledged by Bioware before I'll just sit back and wait. This is a problem with every MMO I've played... You do your best to report bugs but the reports go into a black hole. Every once in a while, they might get an acknowledgement or make it onto a known issues list but for the most part, there's complete silence. To make matters worse, all reported bugs don't get fixed. I have worked with other projects where there was an external bug reporting system. You could see what bugs had been reported by other customers and you could see when they were acknowledged as bugs and even when they were fixed! This isn't airing dirty laundry, its interacting with your customer base in a positive way!
  22. I hope this is a high priority. I consider it a bug, not a missing feature. I'm sure many others do too.
  23. Warhammer Online has this feature and I really liked it when I was playing that MMO. I think having a Focus target is less generally useful but it works in specific situations. I don't think its well implemented in SWTOR. I find the lack of Target of Target to be a glaring omission.
  24. There's a much simpler solution to this problem and that is to make companions wear companion-only gear and add companion-only gear to the loot tables. Now its pretty obvious that you are rolling "need" for your companion and not yourself. A further refinement would be to add a "preferred" companion option which each player can set only while not in a group. This preferred companion would then determine if the need option was available when a piece of companion-only gear dropped. This would allow high level players with 5 companions to choose which one they wanted to gear up.
  25. For your crafting skills, you send your companion(s). For mission skills, you send your companion(s). For gathering skills, you can either farm or send your companion(s). Sending your companion(s) on gathering missions may not be cost effective. Obviously, you have to send them to craft or for mission skills.
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