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Maxell_Snow

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  1. I had thought the legacy system would really add some dynamic content to the game for me but with the bulk of the legacy content being community requested fixes for needless timesinks, I think I have to call it quits. It is a shame really, I enjoyed the game a lot. However a lot of BW choices in game management have shown me this game will not meet my expectations. After playing a single mmo for 8 years I have come to have certain expectations on the dev-player relationship. The choice to have the 'summit' in Austin be guild based and invite only smacks of a control system on BW's part on the playerbase. Open discussion will always be stifled because people in attendance will have to answer to their guild leadership. Not every player is part of a large guild simple because of the dynamics involved. Does that make them a less significant player? Less knowledgable? The quicker travel, gtn on the ship, junk vendor in the field....all needed fixes to a limiting game system. Players have to grind up a bunch of alts to get to this level participating in the same noob content over and over and over. Maybe it is just me but everytime I have to go back to the starter planets and have to listen to gen chat, I think omg why am I in this game. Crafting system, workable, I enjoy it and found re to be spot on before it was tweaked. While a simple system it was never intended to be anything more than a sidecar skill to your main. With the apparent willingness of BW to bend over and listen to the trolls on the forum that want handouts all the time it is my belief that this will continue to occur until the already simple crafting system will be dumbed down even further. Again another reason to move on... csr help has always been spot on too. You just have to know how to ask. Why they continue to allow ticket sto 'disappear' when they get moved to another queue is beyond me also. This would go a long way to fixing the qq on the foums and frustrations in game. All in all it isnt a bad game. I am just not satisfied with the mgmt I have seen. Hopefully the mentality changes and things get better, I wish you all remaining the best of luck.
  2. So you would expect the GTN window to be manipulated to notate which schematics you know? What of the player that buys and resells schematics?
  3. SWG had decay for about 2 out of the 8 years it was around. but I do agree with you, this is a far cry from SWG.
  4. ....or maybe their master plan is to have players actually utilize the MMO part of the acronym used to describe this game genre. Oh noes we need to interact with other people if we dont want to take the additional time to level an alt...
  5. You have got to be kidding right? It is mind numbingly simply to gear up as you level via the mission commendations planet to planet. Crafters will never craft 'for the server' because that is not why they choose to focus on the crafting gameplay. The game is structured so that no single crafter can really manage a product line for a server unless you use a lot of alt toons to farm materials. The crafters know that players can get mods for their orange gear with comms and usually do not bother with crafting green mods, because, duh, they wont sell, or they will not sell at a high enough price to compensate for their time spent doing it. This game does not, nor will it ever have a 'crafter class'.
  6. All this information can be compiled via torhead, or first hand experience. It is not my job to present you metrics to satisfy your lack of knowledge about the biochem profession. I know EVERY tier of blue medpacks sold as quickly as I could make them with a single toon running missions (full staff of companions). I would say I was a casual player to "semi too nerdy for my own good" about playtime for awhile. I know I had contracts for 10 stacks of blue medpacks and blue stimulants that I could barely keep up with. I know the prices, or at least net income (that means price - cost) reduced by about 400-600 weekly for a few months in a row. I found I could run missions and sell loot and make more profit...better use of time for credits...Rolled on a new toon with an artifice and the same exact model applies to enhancements all up and down the level chain, except the prices have not been reducing. You made the choice to stick with a profession so you could try to get your extra little stat boost. You are complaining about the crafting system from a self-supply perspective and that is utterly not the intent of crafting in an mmo. It may be the use you personally decide to stick with and by all means, you have that right. However just because your chosen needs and desires do not mesh with how the system is set up you want more more more.
  7. There is no issue here except your misconception about how economics work in mmos or in rl. EVERY product line will NEVER have the same number of buyers, or for that matter suppliers. To expect an MMO to structure a game so that someone will be x amount of medkits from me and the same exact amount of chest armor pieces from you is beyond short sighted. Consider that the game economy is in its infancy. People will realize that medkits will sell, duh because they are truly the only consumable in game. Eventually more people will flock to biochem reducing the price. I have seen this on 2 servers I have played on already. It will get to the point that it will take me selling at least 20-30 medkits to net the same profit you get on one high end piece of equipment. There is your balance if you are smart enough to realize it should be biochem profit = synth profit instead of biochem items sold vs synth item sold. One of the more heavily populated rp-pvp servers it took finally tracking down a random guy in a pug to make me an orange chest piece for my mid level smuggler because I hated my superman cape. Nothing is on the GTN because you guys are too myopically focused on end game crafting only. This is clear because every example you use is rakata this or rakata that. Perspective ftw.
  8. and this is the key to why people do not understand companion skills. It is assumed that end game pve/pvp content should be equal to crafting. It isn't nor should it necessarily be so to be deemed a success. Crafting is about supplying your fellow player with items that are needed, it isn't just a side profession to help you kit out your own guys easier. This could not be more apparent at end game crafting. and to the 26 tries for an augmentation slot that bop's...what do you plan to put in that slot and have you ever considered that the skill bonus may not be worth the heartache or cost of what you estimated to be 2mil? Is there a single player in this game that runs numbers on stats and toon effect before they max out everything just because more is better?
  9. Honestly, and i dont want to say this is all the min/max'er pvpers out there, but I am shocked more people do not know enough math to realize exactly how much of a difference in toon stats they are qq'ing over...
  10. My point is you are potentially asking for a new game mechanic to be established: 1. a counter to indicate when a title should be granted (toon crafts x amount of y = title) 2. a way for a title to be granted based on a count of events. Depending on what type of titles you are asking for #1 creates an increased dataload for every single character. This is not as simple as mirroring an existing mechanic. So combine the actual player benefit with the potential dev time involved, imo makes this request pretty redunkadunk.
  11. ...and if a title will make or break your business due to the added advertisement, I would say L2beacarebear. Advertisment doesn't fly with the state of gen chat, trade chat channels, and smart use of the GTN. How would you propose they are awarded? As of right now re'ing in crafting MAY award an exisiting, known recipe on a successful re. Simple mechanic that if it was intended they wouldn't be so surprised by it and jumping to fix it in 1.2. That being said, you want them to spend time working out how crafting titles are awarded instead of balancing crafting professions and correcting ingame crafting?
  12. Why should bioware reward you for your choice in limiting your crafting to 'end game gear'? Yeah so what if your top tier stuff doesn't sell because end game loot is better, guess what....plenty of other tiers to make and sell. I am on a high pop server and could not for the life of me find someone to craft me a simple orange medium armor chest piece. I hate wearing a cape as a smuggler, what can I say...if you people complaining would take a peak at the entirity of your profession instead of a small, limited segment, the QQ wouldn't be so laughable...each and every single time...
  13. If it is well known that production companies 'tweak' accounting numbers to minimize profits, why wouldn't actors be smart enough to sign for compensation based on gross vs net? Why is it Lucas's fault? Believe me, I am in the camp of Mr. Greedy, can't have two star wars mmos out at once is a money grubbing sycophant but the actors need to protect themselves just like any other worker...
  14. um sounds like the product line is underpriced. Simple as that. If he buys out and the items do not resell at his higher price then he will relist at the lower price. The point is, they WILL eventually sell for the appropriate price as dictated by market demand, wether it is the manipulator's demand or the population at large.
  15. diagree entirely...I keep my companions running diplo. missions as much as time and inventory space allow. Not only do I have an excess of blue materials to the point I'm selling stacks of 50, I also have a solid stock of purples that sell well. That isn't even the best part....once you hit 400, you can't keep a blue companion gift up more than a day...price of the rare purple ones makes it even better...
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