Jump to content

DarthDucky

Members
  • Posts

    45
  • Joined

Everything posted by DarthDucky

  1. Well, the only worthy option for crafters to make money, was that specific quest, and selling the conquest items they painfully crafted for weeks... Thank you for taking one of the only viable means of making money for crafters... *sigh* So basically, now, since mostly anyone can craft much of what they'll need/Want, the prices items sell for are less than what they are worth to make (check the cost to make a high level gear, between special mats and standard mats, it'll cost you around 35K/item in average -cost of making and disassembling large amount of items before hand not wistanding). So now, crafting will be solely for achivement purposes I guess :S. Only exception would be artifice and armstech I guess, for the barrel and hilts... At this point, why not just get rid of the crafting system all together? Since it no longer help while levelling either, as it's near impossible to get your crafting level in par with your actual level until higher levels, as we level so quickly... I'm actually fairly serious about removing crafting. Just get an automated build machine/droid. Ask what you want, like take the template of an item for style, choose the armor type (light/medium/heavy), apply the mods you wish. Then the companions get the materials, and craft the item automatically, still costing credits and time, so you don't loose that precious credit sink, and appearance of our companion actually spending time doing stuff (I'm all for that, it adds some immersion knowing a comp is unavailable doing tasks I picked, totally fine with me). Get rid of the multiple gathering/professions, it is a nightmare when crafting high level items. I assume originally, it was expected players would trade for ressources, but we all know this'll never happen, unless we need inventory spaces. But managing which toon needs to gather which ressources, for which items from which profession on which character can become annoying, and a bit of a maze. Considering what crafting has been used for so far, you might as well redesign it completely. If the idea of a building droid doesn't work out for people, at LEAST make crafting more Legacy friendly. Being able to do/launch stuff from any toons, and see what I can get without having to log out, take notes of what's needed from where to where would be a huge improvement. .
  2. I would offer a differ point of view on this, how about, we are running a race, but BW says :"hold on, we misjudged how AWESOME you were, how much stamina those superb athletic bodies had, and how far and how quickly you could run, so we're adding an extra 10 miles to the race, but you can drop out if you wish (stop playing of course), but for those that want, the race is still going". Personally, I'm not tired, and I intend on running those extra 10 miles
  3. You raise some valid ideas, but those would mostly be cosmetic changes. Since the revanites are coming our of their closest, I'd expect something more... visible, If I am making any sense at all
  4. I think the test, although nicely done, is irrelevant . There is one point that is not mentioned or cared for... server load. I will assume that going to places where many people are present, will significantly increase the loading time, and for this no amount of HW goodness will change anything on our side . So depending on the time where an instance is accessed, could be significantly different in the next few minutes (especially during events). I would suggest, for the test to be viable, to do 4 or 5 tests of each, with several intervals for each others, and redo the same test a week later at the sametimes, with the 2nd rig... even with that, population can not be guaranteed, hell, few or more players could mean you end up on a brand new, nearly unpopulated instanced map . While I was on holiday for 3weeks, and online for most of the time, the loading times were significantly lower at night time, where only a few hundreds of people seemed to be around. Another test you could do, would be to use the PTS server, during a night (so hopefully very quiet), to remove server load from the equation all together .
  5. Although the idea is enjoyable, I do not see it happening "openly" as a 3rd faction. The ramifications of this would be fairly huge, including counter productive class stories etc. They would also need to redesign most worlds, especially the shared ones. Let's assume it is implemented for high levels only for now. Since you'd be expected to have finished your class story, it would also kinda goes against the goals of most classes to become a revanite in my opinion. Although I'd love the idea of joining them, I don't think the actual game can be setup to have a 3rd faction .
  6. Although, I do understand the points of OP, I think we're far from it. I have myself a very pretty L55 sage seer, and I can assure you, the survival time in PVP is quite impressive. I'll agree that my dps is borderline negligible, since I can not both heal myself or others, and damage enemies at the same time, and that's mighty fine in my opinion. An example of this was during a pvp match, were I stood up to 4 players, they did not manage to kill me, while I was standing around the huttball goal. Since 4 enemies were on me, my team had a fairly easy time getting the ball, jumping to me etc, so we won fairly quickly and easily. For now, I am fairly satisfied with my seer's survivability in PVP, while I stand little of no chance to have an impressive damage output, the fact I manage to either heal myself,others, or simply distract the enemies long enough without dying, is as far as I'm concerned one of my main role in pvp . I never played a smuggler healer, but from what I've seen, they're doing just fine in pvp, as are commandos. Just my opinion on the matter of course
  7. This has been an ongoing thing for a long time now . Basically, it was an exclusive one time reward for those that had a sub at the F2P launch, I myself missed on it due to surgery . I would be happy if they just removed the achievement, since we'll most likely never get it
  8. As I get more and more high levels, and I'm now maxed on nearly all professions (minus 2, for now), I came to realize how painful it was to switch toons all the time, so the right one(s) could gather the stuff I needed. I have to say, Kudos on the gathering/crafting already, as it is a new way of doing things, however, I think it is not yet far enough I would suggest the following, which I think would make it easier for people with several toons: 1- Be able to launch gathering (but not crafting) on any of your toons, from any toons within your legacy. 2- Be able to set either a monetary limit, or a time limit on gathering, to gather specific items, of any level, rather than having to log back every 4 or 5 minutes for low level materials. A channeled gathering if you will. 3- A shared crafting inventory, were all your missions/craft results gets dropped automatically, accessible from any of your toons, bypassing the inventory. 4- A shared credit crafting fund, so you can always keep some credits aside if you make a mistake For the 1st suggestion, maybe a window/tab for each gathering/crafting, and a drop down menu on each of those with the characters able to do it. Then, pretty much the same as today's gathering window, where you get all the choices, and the drop down list of comps who can do those missions. For the 2nd suggestion, I would suggest keeping an interface fairly similar to the one currently present, were all possible targets are shown. You would pick a target (for example underworld trading/metal level2), and either a monetary or time value. For example, gather until 25K credits is spent, or... gather for 6hours, or until you run out of credits. The gathering results could be spread over the duration (like every 10 minutes, dump whatever the result is into the shared gathering inventory slot). At the moment, I don't think the crafting needs to be launchable from all of your toons, but I guess it would be a plus in time. Most elder players are now able to craft/gather virtually everything, the problem is the need to switch toons all the time, especially for lower level items. While gearing a new toon can also be a pain, with all the toon switching, this would make it a lot easier in my opinion.
  9. I was indeed hoping it'd catch a few eyes... I'm a drama queen, so sue me
  10. Hi hi, at the request of guild members, well, one in particular, I added a couple of strippers. However, they refuse to dance on tables, and insist on dancing THRU the tables . It seems the Z axis is way too low for some of the cantina tables, and for the casino tables also . Will this be fixed, or will we get a Z axis move button when other furniture are detected in the same spot? So we could manually move them if needs be
  11. If you ever lurk on the rep side, you'll be more than welcome in Squishy Pony Legion. We're fairly small at the moment (just about 50 members), we have next to no funds, a virtually empty headquarter, and we like ponies generally speaking... Some within the guild are only there for the laugh though, so we also welcome non pony lovers, as long as they behave . We're out of cakes, and we have little to no organizations, we do not even have a webpage/forum yet Do I win recruiter of the month... or what?
  12. I forgot to mention... you can contact anyone wearing the guild tag, as anyone within the guild can invite anyone, at least for now . Otherwise you can add/contact (evening european times, or thru the weekend): Squishy, cowardlysquishy, tinysquishy,rubbersquishy, heavenlysquishy.
  13. Well, you'll be most welcome in Squishy Pony Legion if you wish
  14. , sorry the guild dance off can not compare to this
  15. Assuming the guild does not get shut off, on the Red Eclipse, we now have <Squishy Pony Legion>... We're small, we're not serious, we're borderline insignificant, but we love you. We had planned a celebration party for the guild's opening, but Pinky Pie sampled them all before the party, so we're out of cake...
  16. On the red eclispe, rep side, we have: <Squishy Pony Legion> Leader(s): Squishy Ducky- guardian tank Rubbersquishy Ducky - commando heal Cowardlysquishy Ducky - smuggler Tinysquisy Ducky - Sage healer HeavenlySquishy Ducky - sage dps
  17. I'm a bit confused here. My toons are not the best geared (you'll have to take my word on this, most are actually quite poorly geared), compared to the L55 elites wearing shiny sets everywhere that is. I was still able to clear Illum, Makeb and Oricon just fine. Well, for Oricon, I did have to take it slowly, and be careful when, where and who I pulled, but generally speaking, it's not impossible to solo. If some (and I'll assume if the devs make these changes, we're not talking about a couple of people here), have gone above what was expected, and others could do it given time, why is it so bad for them them to correct the issue, before everyone, or a large majority gets to that point? Sure it does look bad on paper, you'll login, and do less damage than the previous day, and you'll have to do ( more levels to do the damage you were doing at L55, which was not intended. So, people are complaining, because they're currently dishing out damages of a L60, at L55? Which technically it is. If indeed the devs intended for the current max damages to be the target damage for L60, then it does make complete sense to correct things before everyone is affected . Sure, it'll annoy my dps sorc greatly, which I painfully managed to gear semi adequately, but then, I think 5 more levels, hopefully more points to distribute in my skills, maybe even a new passive in there, it's probably not all dark and gloom waiting . Cheer up ^_^.
  18. Thank you, that actually does make sense the remaining 2 questions (repeated in case they were missed): -Is the a point in slotting a purple in armor? (rather than green or blue) -linked to the above question, how is force power calculated from the armoring slot (basically, to know if it is worth slotting purples in there ).
  19. Next question then, is there a point in slotting a purple on there, or a a typical basic L55 armor is more than enough and does not actually change enough to justify the time/cost of the purple in it?
  20. Agreed, however as stated, the armor value is not added to armor rating of your character, and as such, I can find nowhere to see where the armor points for the off hands go, and what impact it actually has. I did notice a force power increase for xalek, but I couldn't figure how it was calculated for that item.
  21. So, I recently came to realize, at the painful cost of 140 (or so) basic commendations, that the off-hand armoring slot, does not actually changes anything on your armor rating. For some reason, unless I am mistaken, it seems to increase Force power instead. I contacted support, and this is working as intended, although, the agent seemed as confused as me on the reason or logic of this (extract of the agent's reply below): "(...)Thank you for contacting Star Wars™: The Old Republic™ Customer Service. I have responded to your query in-game and, for your convenience I have included a summary of the response below in case you are unable to access the in-game mail at the moment. Please note – at times, cases and responses from Customer Support may appear blank in the in-game help portal. If you have accessed your case and are unable to see a response from us, please respond to this mail and myself or a colleague will respond as soon as possible. I apologize for any confusion caused by offhand armorings. This is working as intended though I am uncertain as to the exact mechanics behind it. When an armoring is fitted to an offhand, it will increase your health but not the overall armor rating. I hope this sheds some ligh on your question though I myself now am curious about the thinking behind this!(...)". So, while the answer is pretty much what I'd have expected, that is working as intended, it makes no sense at all that the armoring slot would increase force power (for my inq's companion xalek).. for just about any class other than DPS or healer, it is virtually a lost slot imo, and being extremely confusing since it seems to be the only "armoring" slot that acts this way. Could anyone explain the logic, or lack of, behind this design? And more importantly, does anyone knows the value applied per "armor" points, and where they actually go?
  22. Thank you dream, however, my issues is that I expected "Endowment" to carry the same kind of stats, not have an extra 2 that I do not need added on some items, and not on others . I mean, if the same upgrade path, contains different results, we (crafters) are probably going to need a map of every single items we can craft to know what items we need to learn otherwise, as a weaker item could potentially end up a lot more suitable as a purple if the upgrades are not constant. I don't think learning every purple version of an item is probably not a possibility, it is already very hard to keep the items on par with the character level, that would make it impossible, not to mention the cost ^_^.
  23. Hi, after talking ingame to the support droid, he suggested I post in here to get this glanced at As a maniac, I always craft purple items, in my case, endowment items (for a sorcerer DPS). However, in the high level, I noticed that a lower level item seemed "better" dps wise than it's higher level conterpart. If not better, the improvement were extremelly little, considering the time and ressources needed to learn the item in question. Here are the details: 1. Endowment Reactive-impact legwraps (Level 39 light armor) 2. Endowment Focused battle legwraps (Level 47 light armor) stat L39 L47 armor 347 398 endurance +38 +47 willpower +43 +58 critical rating +53 +45 (??) surge rating +45 +45 (??) accuracy 0 +25 Power 0 +25 But technically speaking for a DPS, the L47 seems weaker than the L39 The armor rating is borderline irrelevant for light armor due to the low amount absorded, but what puzzles me, is that crit rating is lower,and power surge is identical. Then Power and accuracy are added, which does not really matter in those amounts. Is it possible to check those items and make sure there were no errors in the stats for advanced crafted items in Synthweaving? I'm trying to craft only endowment purples, which usually seems to have the higher critical ratings and surge rating, but in some cases, it seems the stats are odd. There is also the possiblity that I completly misunderstood how the stats for purples are created, but comparing various "Endowment" purples, it seems that some have accuracy/power stats, rather than an increase in crit/surge. I usually craft the green basic item, dissassemble until I get the critical version of that item, then dissassemble the blue critical until I get the endowment purple version of the item. Hope this is clear enough, english is not my native language, and it is 2am
×
×
  • Create New...