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XxHazenxX

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Everything posted by XxHazenxX

  1. Idk what you did, but I hit level 60 on both characters I've leveled past 55 upon turning in my last mission on Rishi before even going to Yavin.
  2. So I shouldn't really focus on accuracy much? or give it about the same attention as crit?
  3. Cool ty for the info, and if at some point I switch back to Annihilation, would it be all crit/surge?
  4. Tried it and gave it a week. Didn't help at all, so I removed it. Running 16 GB RAM.
  5. Signed... When most PC gamers have 8 or 16 GB, there's no excuse for a 32-bit client only.
  6. Hey all, Came back to the game not too long ago (just hit 60 a few days ago), and I'm starting to get back into PVP. I have quite a bit of comms racked up, but I had a few questions. As a Fury spec'd mara, should I go for the Challenger set or Weaponmaster set? Also, is it possible to mix and match sets and still get the same set bonus if the sets have the same possible bonuses, and if so, should I not go for a full set of Challenger or Weaponmaster and instead mix them together? I should also note that I don't really have any interest in changing specs right now. I played Annihilation forever and Carnage a good while after that until I stopped. If I did switch later on, it would be to Annihilation though. TY!
  7. You do know that there are other versions of the crystal from the pre-order crystal vendor on the fleet right? +41 to expertise, power, endurance, etc.
  8. The fact that the pre-order crystal even exists is inherently segregating. It offers no other bonus that any other crystal doesn't have, so your post just comes off as whiny. I was the 6389th registered member on these forums out of ~12 million (you can check by hovering over your forum name lol), meaning I've been here since the announcement and opening of the forums. That's a long time... I don't think there's anything at all wrong with having an item that anyone who didn't pre-order can't have. TBH, if the Cartel Market wasn't in place and we were still on a standard subscription-only model, I'd be trying to push for a Veteran Rewards system similar to what SWG had and many other games have. They could still do it obviously, but the Cartel Market items would kind of overshadow the meaningfulness of the actual Vet Rewards because so many new shiny things release all the time lol.
  9. That's highly unlikely and makes no sense from an economic standpoint.
  10. Yes it will, and like others have said, it's 1 mission, however, we don't know how long that mission will be... Chances are it won't be a fetch quest is what I'm saying. Either way though, what this means is it's extremely likely that class missions, even in the capacity of 1 mission, will start to be a somewhat regular thing now, which is definitely a good thing since most of us had lost hope in ever having class stories again, period, based on what BW has said in the past.
  11. Nice, so Emerging Conflicts V will complete without doing the FP via group finder then?
  12. Then clearly there's no need for you to post here right?
  13. Not to bring up a thread that's over a year old, but I wanted to search for my issue before I made a new thread about it. I just came back to the game after an extended break of about 5 months and was wondering why this quest is even still given to level 55s when we can't even queue for it in the group finder? I know it may seem OCD or trivial to some, but speaking for myself, I don't like seeing tons of quest icons on my map and in the world (mainly when driving around the fleet... Old flashpoints are definitely part of this problem). Has there been an option added to disable/hide outleveled quests from NPCs and missions terminals, or is there at least a way to use group finder to queue for one of the Emerging Conflicts V flashpoints?
  14. Given the horrible engine we have, I'm about 90% sure that it's not possible. If it was, we would have had DX11 by now if not at launch.
  15. Read the whole thread the next time you post, not just the subject That might help... You seemed to have missed something at the end of the thread.
  16. Good post OP, I agree with pretty much everything you said. I just want my KotOR III, so I can replay that 20 times like I did KotOR I and II. My biggest gripe about TOR other than the world design, is the CM. It's all this game is about now. I'm a subscriber and have been since day 1, and yet I feel like a F2P member because everything about this game is focused on the CM. Want more customizability? CM is that way ---> Want to color your armor how you want? CM is that way <--- etc. etc. What do we get though? 600 CC per month (+100 with the security key). Think about that for a second in terms of how much some of the things cost on the CM and just the sheer amount of items on it with how focused the game is on the CM these days. 600 CC seems a little underwhelming for the people who pay monthly as "loyal" players. This is coming from a guy who has only bought 2 things on the CM (2 XP boosts when they first came out), so I have about 14K+ CC racked up. It's not like I spend my CC constantly and am just begging for more. I just honestly don't think it's a very balanced/fair system on the part of EAWare.
  17. In my last post I clarify that necessary =/= mandatory. By necessary, I just mean to give housing a legitimate reason to exist. As far as RPers go, housing doesn't just cater to the RP audience. I'm in no way a role-player, but that doesn't mean I don't like immersion, and it definitely doesn't mean that I can't have something to do that doesn't involve killing things. This game at its core is in desperate need of more activities that don't involve combat; minigames like swoop racing and pazaak... and to me, extremely customizable player housing (like SWG had), is just that - a minigame of sorts.
  18. That isn't the point of the thread. The point is to hopefully talk about ways to make it needed... not game-breaking if you don't want it but ways to make it a necessary and justified addition to the game if you do choose to use it.
  19. I think the line "SWG sets the bar as having one of the (if not THE) best implementations of player housing in any MMO to date" kind of implies that I acknowledge the existence of player housing in other games...
  20. Well technically, the whole thread is my opinion aside from the bullet points lol, but I get where you're coming from. Your #1 is exactly what I was trying to convey regarding housing in TOR. I don't want it to just be a mindless carbon copy and surface feature. I want it to have meaning and be integrated in a way that expands the scope and depth of the game.
  21. I posted this in a few other threads on here, but I wanted to elaborate a little more on my points and the mindset behind them. Coming from SWG, I've always loved player housing, but I have a feeling TOR player housing will be pointless and feel wasted unless EAWare is able to pull something crazily amazing out of their butts. The main reason I think this is just because of the game design at its core. This game isn't set up to promote useful player housing. There's no reason to have housing here. For example, in SWG, housing had 2 fundamental uses that made it unique and necessary: Housing was used to publicly (or privately if you chose) show off your trophies, rewards, unique finds accumulated over years dedicated to the game, and maybe most importantly, your craftiness of creating "scenes" for lack of a better word (for example, I made a wrestling ring in my house out of weapon power-ups and tables with R2 and C3PO inside of it) and decorating ability. It was a roadmap of where you've been, what you've done, and how successful you've been. It was also used (most of the time, in conjunction with #1) as a public player shop/store/mall loaded with vendors, obviously attracting players on the entire server based on what you were selling, and thus, bringing traffic to your house/store allowing people to see all those trophies and decorations from #1. The game was based upon a player-driven economy and player housing was the perfect implementation to supplement that economic system type in a fun and creative way rather than the traditional "auction house" like in every other MMO. For anyone who cares, or anyone who's interested and never saw SWG housing, here's my old house from the game. Literally everything in the house (even the small items on the tables) was either crafted, looted, found while exploring, or a reward of some kind. You could also rotate or turn items on any axis when placing them, which made even more possibilities (like those dozens of trees I turned upside down in the back room to use on the ceiling). In TOR, the game is designed in the exact opposite way. Because this game is based on the gear grind, there really are no extremely unique/rare finds to stumble upon while out exploring, killing, or doing quests. Therefore, there are no trophies to show off other than possibly displaying the different armor sets you've bought in the CM, which definitely aren't trophies by any means. Also, there isn't a player-driven economy in TOR because there are no crafting classes (not professions) that are mandatory to make the world go around; hence, the gear grind system. Therefore, there isn't a heavy need for player-run stores, which means there isn't a way or good reason to attract traffic to your house. Everything I can think of based on the way the game is designed just points to player housing in TOR functioning exactly like your player ship, a stationary base that will be customizable to a degree and only allow people in that are grouped with you. What I'm trying to call attention to is the benefit of making the new player housing system integrated into gameplay in some (like above) way not just a simplistic surface feature that exists but is detached (similar to TOR's rail shooter space combat). There are endless opportunities with player housing that can really enhance the game as a whole, going so far as to even implement new open planets (or open sectors of new planets) where housing is public and not instanced. I know some people are going to trash this thread just due to SWG being brought up, but when talking about player housing, SWG sets the bar as having one of the (if not THE) best implementations of player housing in any MMO to date. Every game has its strengths and weaknesses and a good game developer will capitalize on the strengths of as many similar games as possible and hopefully make them even better in their own incarnation. EDIT: I just wanted to clarify that by "necessary," I don't mean mandatory; rather, give housing in TOR a fundamental reason to exist in the game like the 2 examples I gave regarding housing in SWG.
  22. Posted this in another thread, but: Coming from SWG, I've always love player housing, but I have a feeling TOR player housing will be pointless and feel wasted unless EAWare is able to pull something crazily amazing out of their butts. The main reason I think this is just because of the game design at its core. This game isn't set up to promote useful player housing. There's no reason to have housing here. For example, in SWG, housing had 2 fundamental uses that made it unique and necessary: 1) Housing was used to publicly (or privately if you chose) show off your trophies, rewards, unique finds accumulated over years dedicated to the game, and maybe most importantly, your craftiness of creating "scenes" for lack of a better word (for example, I made a wrestling ring in my house out of weapon power-ups and tables with R2 and C3PO inside of it) and decorating ability. It was a roadmap of where you've been, what you've done, and how successful you've been. 2) It was also used (most of the time, in conjunction with #1) as a public player shop/store/mall loaded with vendors, obviously attracting players on the entire server based on what you were selling, and thus, bringing traffic to your house/store allowing people to see all those trophies and decorations from #1. The game was based upon a player-driven economy and player housing was the perfect implementation to supplement that economic system type in a fun and creative way rather than the traditional "auction house" like in every other MMO. In TOR, the game is designed in the exact opposite way. Because this game is based on the gear grind, there really are no extremely unique/rare finds to stumble upon while out exploring, killing, or doing quests. Therefore, there are no trophies to show off other than possibly displaying the different armor sets you've bought in the CM, which definitely aren't trophies by any means. Also, there isn't a player-driven economy in TOR because there are no crafting classes (not professions) that are mandatory to make the world go around; hence, the gear grind system. Therefore, there isn't a heavy need for player-run stores, which means there isn't a way or good reason to attract traffic to your house. Everything I can think of based on the way the game is designed just points to player housing in TOR functioning exactly like your player ship, a stationary base that will be customizable to a degree and only allow people in that are grouped with you. EDIT: For anyone who cares, or anyone who's interested and never saw SWG housing, here's my old house from the game. Literally everything in the house (even the small items on the tables) was either crafted, looted, found while exploring, or a reward of some kind. You could also rotate or turn items on any axis when placing them, which made even more possibilities (like those dozens of trees I turned upside down in the back room to use on the ceiling).
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