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DustomaticGXC

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Posts posted by DustomaticGXC

  1. Leveling is ridiculously fast and easy..... Of course it is going to be slower on your first char of a brand new legacy. You have no crew skill support from other chars, no presence boosts, and likely, no credits support. All of those things factor into the speed that you mow through things. But even *still*, if you think leveling is slow....GG... you obviously didn't play FFXI Online, now *that*, was slow.

     

    EQ was ungodly slow. Anybody play both EQ and FFXI? Which was worse? Because I can't imagine anything worse than early EQ.

  2. first, KUDOS for not bringing up Chat Bubbles. We've been told they cause too much lag...they're not going to come. But seems every "make RP better" thread still harps on it. It isn't happening. So great on you for avoiding it altogether.

     

    I can't believe "it causes too much lag" is a good enough answer for people on chat bubbles, personally. But whatever.

  3. If you play with each other often, most convo ends up being:

     

    "We doing our normal thing?"

    "Yup."

    "OK."

    <cap objective>

    "I'll stay and call inc." ( which also involves typing in chat for the pug component)

    "K."

    <rest cap second objective which chatting about other stuff>

     

    I'm not saying I never say, "Please get So and so off me" or anything, but a good "pug premade" (just join up with good people you stumble across) can be very coordinated without voice. I'm sure it's different in ranked, but regular WZs it's easy enough to do without voice.

     

    This isn't true. Most of the time the convo ends up being wiener jokes.

  4. The way to make credits form slicing is through gathering and not logging on your alt sending out your crew and logging off.

     

    That whole thing about getting more credits back on your boxes just by clicking a button was never a good idea anyways.

     

    Crew skills should really only gather back mats and schems that you can use or sell thus helping stock up the gtn.

     

     

    I'm a slicer and I like where this is going. No more free creds to all the other slicers!

     

    Grats on being in the EXTREME minority. Lockbox returned from missions have been confirmed as bugged, and will be fixed. Sorry about your luck.

  5. I would sort of support this, on a few conditions.

     

    One, that for static components with direct [Prototype] and [Artifact] quality (such as mods, enhancements, crystals) start at 10% RE chance. They increase by 3-5% per RE, capping at a 50% chance (if you haven't gotten it by now, then congratulations, you're statistically insignificant :D)

     

    Two, that for the actual gear crafted, that can be RE'd for Redoubt/Overkill etc, that it start at 20%, and would reset as soon as you got one of the RE'd schematics. This would also continue for the Artifact, where your Redoubt goes up the 3-5% per time, until capping at 50%.

     

    Three, that if you RE another item, it reset the chance. That would solve the using lower-levels to up your chance before higher, and also would make it so they didn't need to track individual item RE chances. I know I can't speak for y'all, but I only rarely make more than 5 of the same item at a time, because I feel (unstatistically) that I'm likely to get my success within those five. If not, I make more to keep going on.

     

    These are just my opinions - they reflect my playstyle and experience with the game to date.

     

    That's a huge amount of coding for something that should be solved by saying "RNG. Get over it."

  6. 0.8^X=failure rate.

    so one 1% failure rate would mean.

     

    0.8^X=0.01

    lg0.01/lg0.8=X

    X=20.6.....

    Which means after 21 tries ur failure rate is around 1% which is kinda high when u count all the people that are REing

    If u are going to claim that the RE are broken ull need a large set of data..

    Though i agree with u that ur success rate should scale with ur attempts.

     

    This. That means on average, 1 in 100 people will hit 21 tries without a success at some point. That's a HUGE number of people considering how many people are RE'ing something somewhere in the game over the course of a day.

  7. For every person with extremely terrible luck RE'ing, there is another person with extremely good luck. When there are literally hundreds of thousands of people RE'ing things, there are going to be a good number of people who have luck so bad over the course of a sample they think the system is broken. On the flip side there are the same number of people who will have an equally good string of luck.

     

    The difference? The people with the good luck don't come to the forums and complain, so the people who read these forums only see one side of it (and the most extreme cases, because slightly bad luck usually doesn't incite someone to come here and speak on it). That, in turn, can skew their perception of any bad luck they might have, possibly encouraging them to come here and complain, too.

     

    The moral of the story: 20% is 20%.

     

    Besides, if you're having such bad luck in a video game, the law of averages says you're probably going to have great luck in some area that actually matters in your life. Grats you!

  8. Is there an actual dev quote to that though?

    I know that the general consensous is that it does increase crit rate (and I believe it myself), but every once in a blue moon someone makes the statement that Affection only decreases crafting time.

     

    Not only has there been developer confirmation, but it's been tested over thousands of missions by numerous people.

  9. Oh and last but not least, if you think that RPG equals gear progression then you should really recheck what RPG stands for.

     

    This is a pretty ridiculous statement. RPG means "roleplaying game", right. And this is an MMORPG. Not an MMOPVPG. If you want identical stats, go play an FPS... oh wait, most of those have gear progression these days, too.

     

    Trust me, if you're complaining that gear is holding you back, you'd suck at pvp even if everyone had the same gear.

  10.  

    All gathering skills have missions for crafting materials, not granted at any nodes.

    Slicing is not 100% like the others.

     

    There isn't a single gathering mission that returns materials you can't gather from a node somewhere. Not one.

     

    Every single example you can give as to why Slicing is a gathering skill, I can counter with an example as to why Slicing is a mission skill. Give it up already.

  11. If this is a bug why hasn't it been fixed yet? Previously when lockboxes were unintentionally changed for the players benifit, it was fixed within hours. Now days after patch 1.2 BW's "Spin Doctors" are claiming it is a bug and it will be fixed "soon." Whatever the outcome is, it is a little to late for me, I am losing interest in this game fast, little is being done to keep the players happy,, If BW could fix bugs as fast as they can nerf things this would be a great game.

     

    It's true. It's urgent enough to be hotfixed when it gives too much (which, by the way, was no more than it was giving at release), but not troublesome enough to bother with until the next full patch if it gives too little.

  12. Can you get something in open world with it or not?

    You can = Gathering skill

     

    If you take diplomacy or Underworld trading in comparison.

    They can not give you anything except for when you send out on missions.

    Mission Skills

     

    Read codex (Im pretty sure it is stated there too....)

    Look at where the trainer is located at fleet.

    Hes with the other gathering trainers, is he not hmmm :p ?

     

    Edit:

    ofc I could be wrong and gathering does not exist in this game..... (Following your logic....)

    Since all gathering skills give something from missions I myself have not found in nodes gathering stuff.

     

    Why can't I gather augment parts in the field if Slicing is a gathering skill?

     

    At the very least, Slicing is in its own category as both a mission skill (it acts EXACTLY like every other mission skill in regards to augment parts, while none of the other gathering skills do), and a gathering skill (though unlike every other gathering skill, it doesn't yield crafting materials in the field).

  13. Get rid of it and make it a consignment house where purchasers place orders for what they want. I am seeing the same behavior that I have seen in every other game where people break down item lots to maximize profit and to corner the market on goods. Mind you I haven't seen the gold spammers which is good but you still have people that think the are the next Trump trying to make as much game cash as they can which hurts the economy.

     

    Supply side economics never works will never work and games like this just drive the point home. For an economy to work you need rules and regulation like any game, without them people will simply abuse the system. Make the economy demand side which is how real economies work and use the whole population both player and NPC to regulate abusive users.

     

    Well that isn't fair, for those that want to play that way. We want an economy that works for everyone not the few, it is fair it removes abuse it limits currency sellers, and it allows demand to drive the market and players will get what they need because there will always be someone to sell it to them player or NPC.

     

    I have another post which contains an high level over view on economics that I post shortly after the game released and I will be writing up the rest of what has been running around in my head now that I have ironed at some of the last bits.

     

    First of all, screw that. if I want to buy something, I don't want to wait around for somebody to fill and order IF it gets filled at all. I want to go to the market, buy what I need, and be on my way. Or, at the very least, be able to see right away that there are none on the market so I can go farm whatever it is myself.

     

    Secondly, where do you get the idea that supply-side economics don't work and will never work? Define "work". Because it seems to be working just fine in plenty of games, including this one. Just because YOU don't like it, doesn't mean it isn't working. Not working, to me, would mean MOST people don't like it. And that's just not the case.

  14. For every person who gets 0 in 15 tries, there is somebody who gets 3 in 5 tries. The difference is people don't come to the forums and complain about good luck, so all we see is an over-abundance of people with bad luck, which makes everybody think it's broken.
  15. If you need to complain about slicing, you are using it wrong :D

    I HAD a slicer levling up to 50, before getting a crafting skill, silly me.....

    I need a new character with slicing never giving it up :p

    augment schematics, augment parts and MISSIONS for other gathering/mission skills.

     

    PS: Slicing is a gathering and not mission skill.

    The missions is a bonus if you don't want to go out in the world to gather resources.

     

    Slicing is a gathering and not a mission skill, hm? Then explain why I can send crew members out on missions to get Augment parts, but I can't gather them in the field.

     

    Oh, and you have no idea what you're talking about with the "If you need to complain about slicing, you are using it wrong :D". The complaints are coming because it's broken, not because of the way it works when it isn't broken.

  16. If you feel the need to run credit missions, run moderates only-

     

    After hundreds of missions, greens and blues are diminished in amounts and proc chances based on pre-1.2 levels.

    The boxes in-world seem to be functioning normally.

     

    In the meantime, do what one above poster says: keep the credit boxes until they fix it and it is confirmed to have worked, and spend the time running tech part missions instead.

     

    I almost, allllmost think that the credit boxes were borked on purpose to cause an influx of the tech parts by slicers to get the augment market up and rolling.

     

    I really, really hope Bioware wouldn't be stupid enough to artificially stimulate the market this way. The economy should be 100% user-run. If the augment market doesn't go the way they hope it does, they need to re-work it, not break other parts of the system to influence it.

  17. Why is this still being debated? There is no debate. Not only has it been confirmed by developers, but it's been tested over and over. Affection gives a bonus to mission/crafting completion time AND crit chance. 1k affection gives 1.5% reduction in time AND 1.5% crit chance, up to 15%. This is in addition to any natural bonuses a particular crew member has for a specific craft/mission skill, and the crit is in addition to the baseline chance to crit a mission, which is 5%.
  18. I don't know what half of you guys are talking about! I make bank off of slicing, always have. Here's a normal few hours in game for me:

     

    Doing the dailies, I'll send out 3 companions on slicing missions, 1 for augment parts, the other 2 on lockboxes. In three hours of doing dailies, I will get 3 sets of returned augments and about 10 returned lockboxes. It takes me 1 hr for the augment parts and 30 min per lockbox, times 2 companions at once getting them.

     

    Now - the augments parts I normally get 5 per mission, and 15 total by the time I'm done running dailies. On my server, Wound in the Force, 5 augment parts go for around 10k per stack of 5. Out of the 10 lockboxes during those dailies, I might get at least 2 purple lvl 340 crafting missions. On the same server, they normally go for between 25 - 40k, we all know what ones are in the highest demand. The rest of those lockboxes I might make a few credits, or loose a few, it usually just breaks even.

     

    So that's 30k from augment parts and about 60k for the crafting mission. I'm up about 90k so far. Now I get tons of lockboxes just running around doing the dailies that I find out in the world. At least 10 per zone, for the dailies. 3 zones of dailies = 30 lockboxes. These will have anywhere from 1k - 2k. Rare blues will have 5k! That's an average of 30 *1500 = 45,000!

     

    If you are keeping a total, that's about 135k in just a couple of hours of running dailies! And it can be even better if the augment parts I get are purples instead of the blues, and or I get more crafting missions then anticipated. I do this constantly while I run dailies, flashpoints, ops you name it!

     

    And I'm always rolling in the money! I've gone from 3mill credits to broke at least 4 times now! I never have money issues. There's money in slicing. Figure it out.

     

    135k in a couple hours running dailies, huh? You can make that much in 30 minutes running Boarding Party.

  19. Rage doesn't really come into it's own until 40. But after that, it's no comparison. Rage kills groups much faster than Vengeance or Immortal. And for reference, yes, I've leveled 2 juggs on 2 different servers to 50.

     

    Don't let people tell you Immortal has less downtime, blah blah blah, because from one pull to the next, it's slower overall than either of the other two specs.

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