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Fdzzaigl

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  • Location
    Belgium
  • Interests
    Games and MMO's ofc. I also ingage in various watersports (surfing, sailing), and i'm a lifeguard!
  • Occupation
    Studying Sociology at the University of Ghent, Belgium
  1. As the previous poster said, you will need to be over level 72. Also being in a guild helps because you can get more that way. Plus of course having lots of alts is the key to making lots of money in this game and having a lot of resources. Hey, at least you can experience a lot of stories that way here right
  2. Of course it's unacceptable. However, I must say I haven't encountered this problem nearly as much as would appear when reading the forums.
  3. I agree and want to show some appreciation to the devs for going with a horizontal progression system (after a short vertical grind). I really liike that, as I also liked it a lot in Guild Wars 2 back when I played the game. SW:TOR's system is even a bit better imo as you still have ample opportunity to min / max with augments, differently lettered mods and amplifiers even when you've hit the gear cap. It's exactly as it should be in an MMO imo: a fairly level playing field for competition at max level with the ability to improve yourself further. It's come a long way from the RNG lootbox based drops in PvP in launch and the expertise grind in PvP where geared players could obliterate non-geared players. Well done, I hope it's something that continues in future content updates. The only thing that should change imo is the scaled content. Endgame content should be scaled to the max level. Currently the majority of content is scaled therefore it pigeonholes you into builds that are heavy on crit (or alacrity). Power and mastery are pretty much not viable unless it's for the specific (marginal) amount of non-scaled content. That also makes some specs that scale better with those stats always outperform others.
  4. I can talk a bit about why I left after beta and launch and most of my guildies left: I think I stayed on for about 6-7 months initially. We saw population steadily decline on the then Legions of Lettow PvP server. There were various factors at play imo. 1) Lack of rewarding content and generally being unpolished. As a launching MMO lack of content was to be expected and not so special. But the game did not do a very good job of rewarding you in a meaningful way. A lot of the rewards for PvP and flashpoints were completely and utterly RNG based. I remember opening hundreds of champion rank pvp reward boxes and then after that battlemaster boxes before I actually got the gear I wanted. There weren't so many different options to get "the good stuff" either. Itemization sucked hard. People not so invested in the game just went back to other MMO's instead of putting up with that. The unpolishedness also shone through in many areas. At the start the search function on the auction house was even case sensitive and you couldn't link an item into it. Stuff people came to expect from other games. And then there was of course the horrible optimization. Which meant some things that people were looking forward to, such as world PvP on Ilum, quickly became a pipedream. 2) Mass Effect 3 Many people in my guild at the time who were playing mostly for the storyline actually left for Mass Effect 3 when that came out a few months after SWTOR. Most did not come back. It's weird but the baseline fans of Bioware at the time got taken up by their own game in my opinion. Some were disappointed in the company after that due to whole ending deal as well. 3) The great MMO battle At the time there were many other major releases close to the release of SWTOR which siphoned off players. For my guild most notably GW2 as that game did turn out to have more of the PvP experience we were looking for. In general a lot of games were competing which eachother and the MMO market was more volatile. Now it seems like only a handful of frequently updated games remain. 4) Dwindling population begets more people leaving I remember being one of the few people left on my original server to organise raids and events. Over time it became extremely difficult. Which let to more people leaving as they couldn't do the content they wanted to do (in that case: Explosive Conflict) So generally I think a number of factors (more than I listed) made people leave. Then more people left because of people leaving in a circular motion. I'm happy however to see the game has a healthy pop right now.
  5. I do agree that the Vanilla story content is too easy to the point where it takes away from the story. I haven't reached any of the new content yet as I'm progressively going through the vanilla stories since I came back, but an option to increase the difficulty like you have in later content for the vanilla stories would be an awesome addition. For me personally I would be happy if every miniboss in the storyline was at least an elite mob and every major bad was at least a champion level mob. Right now there are far too many dudes who tell you they will kill you but turn out to be a regular "strong" mob or in some cases even a weak one.
  6. Yes, with adaptive gear of course. But I found that while doing the grind to ilevel 306 mods dropped far less than non adaptive pieces. After I hit 306 mods started dropping a lot more. Personally when I hit 306 I didn't have enough 306 mods to fill some of the adaptive gear I already had so I spend some tech fragments at the random mod vendor in the supplies section to get the last 306 mods (he sells mods at higher or the same rating).
  7. I'm only dabbling in it myself but having a bunch of various crafting professions helps a lot. What I personally do in a week when I decide to start crafting is start off by doing a good two hours of farming on Onderon for scavenging / bioanalysis and archaeology (lake on the northeast of the map on imperial) and slicing / scavenging in Iziz on the rep side. This will net me a lot of mats for pretty much anything. Then I craft as many purple quality stims and adrenals of varying sorts on my biochem character and sell them near weekends or after server reset when the demand is the highest. Then I also craft and sell a bunch of blue ones for good measure. On my other chars I will make augmentation kits, blue augments and also purple augments if i get enough legendary embers from running the missions the slicing will get me. Then I also sometimes convert all the green jawa scrap I amass doing FP's into invasion forces (you can buy the required mats for it with the scrap on the fleet cartel market section, jawa vendor). That's a bit more complicated and requires different professions. I tried then also crafting those invasion forces into dark projects but found this pretty cost ineffective given that you need to buy a material for 260K to do that. My other scrap (blue and purple) I sometimes craft into universal prefab kits. These sell ok as well, but more slowly. So far I've been doing crafting on and off, I've slacked a few weeks focusing only on FP's and leveling characters / enjoying the story. But in two months I'm sure I amassed about 250 million. Much of that money I re-invested into getting companions up to level 50 to get more crafting crits and gearing various characters. So I'm left with about 170 million now. You can obviously also make a lot of money playing the auction house and selling deco's and other stuff. But the working man's life in SW:TOR is definitely possibly.
  8. I've just returned for a few months myself after a long absence and my advice would be to simply level up a bunch of different ones on various characters. Many of the crafting professions have some interconnection for crafting invasion forces, dark projects and various decoration prefab kits which seem to sell well. It's also very easy to level up crafting with the green jawa scrap you get consistently and which you can trade for level oppropriate mats (except the highest grade) on the fleet to boost your crafting to level 700. Having various ones will also enable you to be versatile. For example: when someone is tanking the price of critical augments on the GTN then you can focus on crafting accuracy or shield or whatever on another character. That said, if you're looking for the easiest and most self-sufficient one, go Biochem. As in any MMO, consumables will sell tons. Especially near server reset days and weekends.
  9. The quest kinda sucks to do in this day and age but as others have said, perseverance will win the day. I managed to do the search in two evenings. Be methodical in your search: scan, walk a few steps and scan again, repeat.
  10. I don't know if this has anything to do with it but since a week I'm suffering from lag and audio stuttering very frequently. I thought it was windows update *********** me over but I checked everything and it's only SWTOR which is affected. Gonna try to reinstall the game today to see if that brings any avail.
  11. And actually audio bug was not fixed by uninstalling windows update either. I tried doing the solution for removing bitraider as someone mentioned in an earlier solution. But to no avail.
  12. Hello guys, As the title says I am unable to complete the MM FP weekly this week as it won't show up on the combat training terminal, nor will it start when I enter FP's. Neither will the daily complete even if I am queued for all available fp's at lvl 75. I had an audio bug earlier which was related to the latest Windows 10 update, which I had to uninstall to fix it. Any help with this would be welcome.
  13. Same here, though I did finish quite a few things at launch and when I came back shortly on the Makeb expansion. Many of the things people were suggesting far back have been implemented and it's good to see the game being still alive after all this time. Not everything they did is super in my eyes but overall I'm enjoying it a lot. Too much perhaps, getting addicted is easy in covid times. I actually came back to 14k cartel coins with my authenticator and seeing some dudes I referred actually kept on playing for a long time lol.
  14. K, I didn't read that they reduced the GCD. There's that at least then I guess. Still... meh.
  15. Ughh. Just the removal of riposte / retaliation is enough for me to dislike the changes. It's not because some people fail to see the use for increased burst that you need to remove a reactive ability that adds a ton of fun to the playstyle. Crippling throw gone, Gore on GCD (6 second window being a zero operation that way) plus fairly pointless upgrades except for maybe Annih which was delagated to PvE anyhow. Just ughh. To be honest, that goes not only for the Marauder, but for pretty much any class changes I've seen for this expansion. Your intent seems to be to suck all the fun out of the game, no offence. I would be sad to have pre-ordered it, but I did like to enjoy the class stories I hadn't seen before with the 12X XP, so there's that. Luckily I'll be too busy playing Dragon Age Inquisition to actually care about the expansion.
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