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laiboch

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Everything posted by laiboch

  1. Title says it, In Spirit of Vengeance the Mando's hold their swords sideways... While not game breaking it would be nice to see the finest warriors in the galaxy actually hold their swords the right way. Or perhaps they are trying to take you alive by beating you down with the flat of the blade. /shrug Its just since I noticed it I cant stop laughing about it.
  2. For those getting the Quick Play error the following worked for myself and others. Right click SWTOR icon on Desktop. Click Properties. Click Compatibility tab. Place Check in "Run this program in compatibility mode for" Chose Windows XP SP 3 and apply. Game should load normally and not get stuck in Quick Play mode, Here is a video on it.
  3. Right click SWTOR icon on Desktop. Click Properties. Click Compatibility tab. Place Check in "Run this program in compatibility mode for" Chose Windows XP SP 3 and apply. Game should load normally and not get stuck in Quick Play mode, Here is a video on it.
  4. Nice little bit of useless information, but it does not change the fact that you sound sophomoric. The vast majority of crafters do not use macro's (what you really mean is bots, but not knowing what you are talking about is par for the course at this point) for many reasons, but you only want to focus on your one irrelevant point instead of understanding the bigger issue, but lets use your little example to establish just how poorly formed your position really is. The most viable use for a bot in SWTOR is running crew skill missions. You can set them up to do more I'm sure, but there is no point because of how things are setup for crafting. Now you complain about macro players, so who do you think will profit most from the amount of mats required to make a single item? Selling mats is one of the most profitable uses of a bot so the changes only encourge them. So your argument should be that the changes in crafting will only make the use of bots more prevalent as the amount of mats required to make something have gone through the roof. The fact that you don't understand this only further proves my point about how poorly informed you are on this topic.
  5. Isn't that the sad truth. Grats Bioware managed to kill half the crafting classes in one expansion.
  6. Very interesting way to tell the world you have no clue what you are posting about. First none of the items crafted are any better than what you can get in game. In fact its actually easier to just grind out flashpoints to get the gear. Second they are talking about the requirements to make single items that are no where near end game. As far as the "gear by doing macro's" statement you just sound sophomoric and clearly do not understand the topic. The fact is that there are people that just like to craft items and this expansion has destroyed that community. How would people react if you had to do 15+ NiM raids to get a single 306 Armoring? Well that's kind of like what a crafter has to go through to get a gold schematic. The reason augments cost so much is because of the cost and materials it takes to make one. So really by punishing the crafters and making them go through hundreds of mats to get a single upgrade they are punishing the whole community that needs those augments, stims etc. Here is an example to make a single MK-11 kit you have to use 358 mats in addition to the time spent REing level 11 Assembly components to get everything I need to make a single MK-11 augmentation kit. This is what you call excessive. The new crafting setup is just 100% asinine and one of the most poorly thought out processes I have ever seen in a game. For people that do not craft and want to have the best gear they can for endgame content this means paying way over 150 million to get the augments and other things they need to get their toon up to where they need it do do that content successfully. Just to make 14 of those Kits takes over 5000 individual mats. What that translates to is players that do not craft will end up paying around 14 million credits just for the kits, and then another 140 million credits for the augments to put into that armor. So round about 150 million credits to get a single toon fully augmented, and that is just fracking ridiculous. So go ahead and criticize crafters for wanting a better system that does not cost them so much to make a single item because you are the one that will be paying that premium in the long run. Perhaps when you have spent 300 million credits augmenting 2 toons you might stop and reflect a bit on your comment. As it is in a market economy that excess cost is always passed on, and you and others are the ones that will be paying it.
  7. Why do I have the feeling that they will not be getting a lot of love on that livestream...
  8. Change your password... If for no other reason than a precaution. As for the rest best of luck I have had an open ticket on another issue for weeks now with no response. My guess is they are flooded with tickets over the cornucopia of issues they are currently having.
  9. Welcome to SWTOR 6.0 revenge of the worst idea's ever developed by man. Play your way as long as your way is running hundreds of flashpoints and wasting tens of millions to get one gold crafted item. No point in getting any of the mods other than Lethal 80 (and perhaps A or B depending on class and profession) and those are something you can collect enough of to fill out your armor sets. The rest seem to be trash fillers to inflate and delay progression. To create the illusion you are getting lots of gear, but in reality all you are getting is lots of trash you have to spend hours sorting through to find one or two useful items.
  10. It is not fixed. I thought that as well, but it took me over well over 200 medpacks to get a gold today. Now that could be just bad luck, but I am fairly confident they have not changed any of the percentage chances, at least in the case of biochem. As for the other crafting skills I do not know yet as I haven't started working on them today. Honestly this looks like a case of dropped ball syndrome..
  11. I have seen no changes on any level of biochem. Come on Bioware you put it in the patch notes it needs to be fixed.
  12. You can add to that please move Alliance alerts to a board instead of cluttering my contacts window. It would be very nice to be able to sort companions according to how you want them setup in both the contacts and in the crew skills window.
  13. Incorrect. Our guild experimented with this and it does not work.
  14. Z00M use to have a very strong channeled heal, but it was nerfed down to about the same level as other channeled heals.
  15. Really doesn't matter any more. You get so much jawa junk from disintegration that you can just buy the purple gifts from the Jawa vendors and level them effectively for free just invest some time clicking.
  16. How I got all 14 toons in set armor is really easy. First make sure you have full conquest bonus. Grind flashpoints (do not limit the selection have them all selected) every time you do a flashpoint you get a chest that contains armor + tech fragments along with what you get from doing the flashpoint. First and 5 flashpoints you get more chests (daily and weekly) + you have conquest and that equals more fragments and gear you can disintegrate. All in all you get about 2500+ fragments between that and conquest bonus. Provided you are disintegrating everything but what you actually need. Pull your armoring, mods and enhancements you plan to keep from the armor and stuff those in the bank and build up a bit of a hoard. Then as you hit 3K buy a piece of armor put the needed Armoring, mod and enhancement into the armor and repeat. Edit: focus on getting one set done at a time. One toon in full set bonus is better than 7 toons with one piece each. As the currency is legacy you can focus on one at a time and get them done in short order. Doing this I can usually get at least one if not two full sets a week, depending on how many toons you have. Now I just sell off all the crap I get so by this rate I should be stupid rich making about 180-220K per run. Also save all the non-modable gear and pass that down to your alts so they hit 306 faster. While not a set bonus it lets you build the number of toons you have at 306 rating and that allows you to get more gear for your alts. Then as you build sets disintegrate the non-modable gear this gives you more fragments to buy more sets. Probably the biggest mistake I see is people filtering out everything but hammer station. You want them all selected so you get the bonus for doing a random flashpoint. There are plenty of people that will filter out the others for you so you might as well get everything you can from each run.
  17. With the addition of Amplifiers we also received what amounts to the worst credit sink lottery I have ever seen in a game. To be blunt it is just a poorly conceived system that only serves to frustrate the majority of the player base, and is filled with broken promises made on the live streams and other statements from the Dev team. We were told the costs to change amplifiers would reset, but they do not. We were told they would be beneficial effects, but many of them are utterly useless yet we still have to slog through them to have a chance at getting something that actually will benefit our character. We were told they would add to the game, and they have, they have added a great deal of frustration and annoyance. However there is a win-win where the Dev's still get their credit sink and players have far less frustration to deal with. It is a simple and strait forward solution. When you pick up a piece of gear, armoring or mod instead of having a random amplifier applied to it on pickup the item will have an option to add an amplifier. For Armor you would open it like you would normally to modify the piece and click where the amplifier option is. From there you would get the amplifier popup asking if you want to add an amplifier. If you select yes then you are presented with the full list of base level amplifiers to choose from. Once you select the one you want it is applied. To upgrade it you would pay the same cost one pays now (ie per reroll) to buy the next level of that amplifier. The same system would be applied to all items with amplifiers attached to them. As I said its a win-win. The credit sink will still be in place as it will cost players a decent amount of credits to max them out, but at the same time players will have a choice and be able to improve them over time. The cost to max out most would wind up being around 500K credits as it is and when you look at the total slots that does successfully pull money out of the economy. Since the menu is already in game this would be a rather simple alteration to make and as you buy higher levels it costs a bit more, but removes the lottery of useless options and allows players to you know "Play your way." What could you possibly lose in a compromise system like this? I can tell you would gain, a less aggravated player base and a lot less vitriol.
  18. What they need to do is allow you to pick the amplifier you want at base level, then you can buy up to the next level and repeat till its gold. Its a win win. Players don't have to deal with the sophomoric incompetence of the dev team and they still get their credit sink.
  19. No they need to allow you to pick the amplifier you want and then make it a small upgrade fee to improve it. So you pick Armor pen and you get it at base level. Then for 10K you buy the next level etc etc till you max it. Sorry but giving them any slack on this RNG B******** is just going to encourage them to keep pulling this crap. The only reason they even put it in is because they knew they had jack for content and used it as a time and credit sink to cover up that fact.
  20. Since 6.0 the lag in warzones has made a real mess of things. I am not sure what caused it or why, but since the patch I am seeing things that I have not seen on this level before. Ruberbanding and bouncing. Unable to attack your target even though they are right in front of you only to see them snap to a new location somewhere else. Hitting someone with a stun only to have them stop some 20m away because the game finally registered the attack. The list goes on. Hell I even killed a player only to see their corpse fall down half way down a hill. While it was a bit amusing it also shows just how bugged the warzones are right now. Skill lag and sync issues galore. If it wasn't so bloody annoying it would almost be funny. I can go into ops, flashpoints and anywhere else and none of this happens. After all In SWTOR 6.0 Hammer Station Onslaught: Rise of RNG Grind I spend plenty of time doing those things. It is only happening (or at least painfully obvious) in warzones. It would be rally nice to see this addressed because its making warzones effectively unplayable for me and I have seen plenty of people talking about the same issue.
  21. Perhaps before making a poorly informed statement like this you could perhaps, just maybe, take a look at the Test Server page and there you will see post after post detailing the same issues. The current crafting system is trash. Actually calling it trash would be an upgrade what we have at the moment is a dumpster fire. Gearing is not as bad, but all of the extra mods and enhancements appear to have been put in as a massive time sink and the only point I can see for having that many options is to make players waste countless hours trying to get the ones they actually want.
  22. This is happening with Satele's dualsaber, Cathar warstaff and possibly other weapons as well. I have a thread on this with video.
  23. Ya I just noticed that on one of my companions that has it equipped. I am not sure if any other Cartel items are doing this, but yes the warstaff and Satele's double bladed saber are both giving the same graphic error.
  24. So my Cathar Warstaff has a new look.... There is text on the green glob it says "MISSING GRANNY" what ever that is supposed to mean...
  25. As a PVP player there are many issues with the upcoming system that seem to be poorly addressed as a whole. The real issue I see here is not just the number of rolls, but the fact that when a player rolls (or uses force speed) at any kind of ramp or stairs that go up the game loses track of them and they are quite frequently impossible to see or attack for several seconds. This is more of a game mechanics issue than a skill issue, and one that has never been addressed. This is already abused in matches as it is and adding more rolls will just make this much worse. You can go into any match and watch this happen. A player will get to a ramp and they appear to bounce up and down or simply vanish when using force speed or a roll. After a few seconds they appear again and can be attacked. This is a well known issue and has been brought up for years with no resolution that I have ever seen. From a purely PVP position it seems that they are trying to compensate the over abundance of stuns with more mobility instead of balancing out the main issue of over powered nature of being able to stun lock players, but perhaps that is just my perspective. A solution I have seen proposed several times that would be a better solution is to build resolve over time and be able to use it strategically to make yourself immune to stuns when you choose to activate it. Meaning each stun adds to the resolve bar and once you use a stun break it begins ticking down and during that time you are immune to stuns instead of having it filled and useless while sitting at spawn with your resolve bar ticking down after getting stun locked and killed. One of many issues really. Its why, in my opinion, they need to completely separate the game modes like many other games do. Then they can leave PVE players with the proper balance for PVE content and still balance out PVP. Neither mode effecting the other. If for example an ability is too strong in PVP they can make adjustments to that ability without effecting PVE players at all, and vice versa. This leaves both communities in a much better position and prevents nerfs and buffs from one mode effecting the other.
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