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Ominovin

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Posts posted by Ominovin

  1. On 3/9/2024 at 11:08 AM, JayceMorin said:

    Ok, maybe people arent understanding. YES I UNDERSTAND THE LOADOUT TABS. My problem is, example, i made a Infiltration load out / sorc load out. But when im ON MY SORC CLASS, the loadout for the infiltration shows up as a MADNESS SORC LOADOUT and NOT A SHADOW LOADOUT. That is where my problem starts. So i CANNOT swap classes without hitting the shadow button on combat style because it does NOT swap for me in loadouts

    Yes, we are not understanding the situation you are explaining, as your experience here does not seem to line up with ours (to be fair, this is one of those 'far easier to show you than to actually explain it' types of things, so you're facing a bit of an uphill struggle here).

    A few comments/questions:

    1. One thing to remember about loadouts is when you change from 'Loadout A' to 'Loadout B', 'Loadout A' is automatically saved as it currently is, so if you made any manual changes to your Combat Style, Discipline Tree, Tree selections, or gearing, your original loadout will be overwritten with these changes.
      1. Are you making manual changes like these?
      2. Does anyone else have access to your account (sibling, significant other, parent, child, or roommate) and might be playing around with your Spec?
    2. I have to mention again that loadout changes don't seem to 'save' outside of rest zones.
      1. Are you creating/fixing these loadouts in a stronghold or other rest zone?
    3. You describe the issue as 'the loadout for the infiltration shows up as a MADNESS SORC LOADOUT and NOT A SHADOW LOADOUT':  I've noticed the image for my loadout often use my current weapon rather than the weapon in that particular loadout, but the appropriate weapon is wielded correctly when I actually activate that loadout.
      1. Are you having an issue with your actual loadout or just the graphic for it?

     

  2. 20 hours ago, Kailee_Athonille said:

    A couple of guild mates and myself have been going over the route for the energy cubes and unable to locate a single one.  We changed instances and were the only 3 shown on planet and still unable to locate any of the energy cubes to acquire the datacron.

    In my experience, the traditional 'routes' you find online are woefully incomplete as they tend to focus on just the one final zone:  There are a good number of spawn points in the earlier zones that don't get mentioned, so this is most likely less of a 'bug' than a 'bad advice on the internet' issue...

    • Like 1
  3. 1 hour ago, JayceMorin said:

    Hello, I'd like to report a bug. So when setting up loadouts, it does NOT save your skill tree set up as it was saved when you save it as a loadout. I think that is something that should be fixed. Also, i do believe as well with saving a loadout, that it should allow you to also keep your skills in your hot bar set up the way you had them when you save it as a loadout, because all it does is scramble the skills all over again and then you have to go back into your skills and set up your opener/rotation set up the way you like it all over again. I feel like this should be an easy fix if the devs get to it but it would be greatly appreciated and much help especially for people who swap specs. Like me as an example I am an assassin, so i do Hatred for PvE and Deception for PvP and my skills/skill tree get all messed up even though i have loadouts saved for both of them. Hope this helps get this fixed.

    Were you in a 'rest zone' when you tried to save the loadouts?  In my personal experience, loadout alterations don't save if you make them while actually adventuring but do save if you make them in your stronghold.

  4. 5 hours ago, Lord_Jedi_Axe said:

    I think in the cartel market you should be able to buy a way to change  your Jedi or Sith powers no one is perfect we can choose the wrong power and not be screwed & stuck with the wrong power

    You will need to be a little more specific on what you want to change:

     

    Allegiance

    • This decides
      • Which planetary storyline you get
      • Which outposts, stations, and planets you can access (amongst other things).
    • This can not be changed without breaking the game.

    Origin Story

    • This choice determines:
      • Which class storyline you follow.
      • Which Companions you get in the initial storyline.
      • Which starship you get.
    • This can not be changed without breaking the game.

    Combat Style

    • This choice determines:
      • How your character functions mechanically (energy resource type, which armor you can equip, which weapons you can wield)
      • Which specific equipment rewards are offered from missions.
    • This can not be changed
      • EXCEPTION:  You will get to add a second combat style to your character, which will allow you to swap between the two styles as desired
        • You can only use one style at any given time, however:  No 'mixing and matching'
      • EXCEPTION:  Force users do get an option to swap to the 'mirror style' if it is more appropriate for their alignment
        • A Light 5 Sorcerer will get an option to swap to the Sage combat style.

    Discipline

    • This choice determines:
      • Which specific role your character should generally play (Tank, DPS, or Healer)
      • Which specific abilities are available to you.
    • This can be changed at any time.

    Abilities

    • These choices determine:
      • Which abilities your character actually has.
    • These can be changed at any time.
    • Thanks 1
  5. 5 hours ago, hillerbees said:

    I still don't know how to use these properly..always seem to be missing amour.

    The usual issue (in my experience, at least) is trying to alter a loadout outside of a rest zone, which just doesn't seem to work.

    Never had any issues in my strongholds, but trying to alter one while adventuring just doesn't work for me.

    On 2/26/2024 at 6:19 PM, TonyTricicolo said:

    The fact that there isn't one when they made the system still baffles me.

    Besides being a bit of a rush job in the first place (remember this expansion was both late and incomplete), they most likely really don't want to deal with the inevitable 'I accidentally deleted the wrong loadout, please restore it" tickets...

    Also, you can just rename and/or save over a loadout you really don't want to keep:   It's not a perfect solution, but it should usually get the job done...

    • Like 1
  6. 57 minutes ago, alexiskoe said:

    I bought 2 armor sets from the cartel market, one to use on my current sith warrior and one to unlock for my legacy to use on my bounty hunter. Because i didn't plan to use one of the sets on my current character i dumped it and then went to the collections to unlock it for my legacy but neither of the two sets showed up...

     

    I had equipped all the pieces to see how they looked so i assumed they are bound to me but now since they don't show up in my collections i cannot reclaim them anywhere... i was going to contact the support but creating a ticket is for subscribers only -.-

     

    Any help would be greatly appreciated

     

    the items i purchaised are:

    - Malgus Reborn Armor Set

    - Mythosaur Hunter's Armor Set

    - Arcann's Mask

    Please note that unlock a set in collections, you need to equip EVERY piece of it, which is probably where your issue comes from:

    • The "Malgus Reborn Armor Set" has two separate head pieces (the 'breathing mask' and the 'full mask'):  You would need to equip both of them (obviously not at the same time) to unlock this set.
      • This is unusual, but there are few sets like this (typically 'hood up' vs 'hood down' robes).
    • The "Mythosaur Hunter's Armor Set" does not have any 'extra' pieces like this, so I'm guessing maybe you equipped "Arcann's Mask" instead of the "Mythosaur Hunter's Helmet" when you were previewing?

    As a general rule, you should always double-check that your items are 'unlocked' before deleting them:  Since this information is contained in the item tooltips, this is primarily a matter of paying attention to what you are doing (and knowing that this information is there, of course).

    I'm afraid I don't know how you can go about getting these items restored if the ticket system is not available:  Hopefully, someone else can chime in on this...

  7. There are 'hidden' achievements that don't appear until you actually complete them.

     

    For Blizz, the '5 pointers' on the second row are:

    • Killing all the Ughnaunts in the 'Little Boss' mission
    • Giving the correct items to the crew members in the 'Little Boss' mission, and
    • Getting the correct names for each of the crew members in the 'Little Boss' mission.
      • I'm guessing this is probably the one you are missing?
    • Like 2
  8. 50 minutes ago, Strathkin said:

    It likely choose him, because perhaps he was one of the highest ranked users who was also a Subscriber, as maybe other members were F2P or Preferred.

    Yea it's not ideal system, or perfect in any way...   Sorry wish I could help more except I recall this post recently as well, maybe something there is useful:

    Securing the guildship and assets on a break - Suggestion Box - SWTOR | Forums

    Just to quote the specific portion that explains why Guild Leadership changed:

     

    Quote

    As a Guild Leader, if I switch to Free-to-Play, what will change?

    The most important thing for you to be aware of as a guild leader is that only Subscribers may be guild leaders of Subscriber Guilds in Star Wars: The Old Republic.  If you plan to become a Preferred player, you should prepare your guild for the transition by passing your leadership on to a guild member that plans to remain a Subscriber.  

    If you do not do this prior to your account status changing, the system will automatically pass guild leadership on to the highest ranked active Subscriber in your guild once your account changes to Preferred. You will remain a member of your guild and will have Preferred player access to guild features.

     

  9. On 2/2/2024 at 9:20 AM, Traceguy said:

    What's really a pain is that they require you to have 15 slots of inventory open, because even if 2 loadouts use the exact same gear, the game seems to be quickly unequipping everything and reequipping everything. I shouldn't need 15 slots open if I have all the gear in my inventory, because the space I have before the swap will be equal to the space I have after the swap. They should do a smart check and calculate how much you need if not.

    And if these 2 load outs use different weapons/implants/tactical, they get randomly tossed all over the place in the inventory, rather than trading places. It's an absolute mess for characters I do Healing and DPS on, or switch between 2 DPS classes.

     

    This is not quite 100% correct:  I've noticed that I can change loadouts without 15 open slots when the two loadouts are variations on the same spec (typically single target spec vs AoE spec for my Lightning Sorcerer and Balance Sage).

    • Like 1
  10. Just be certain you understand the changes you'll see when your guilds go FTP:  https://help.ea.com/en/help/star-wars/star-wars-the-old-republic/swtor-free-to-play-faqs/

    • In particular, re-setting of customized ranks may leave your entire guild bank open to any member who spent Cartel Coins on Bank access at some point.

     

     

    Free-to-play guilds

    What is a Free-to-Play Guild?

    When we introduced the Free-to-Play option, we wanted to be careful to preserve the social experience provided by guilds in Star Wars: The Old Republic, regardless of whether a player is a Subscriber, a former Subscriber or a new Free-to-Play player.

    To do this, we made Free-to-Play guilds available as an option for non-Subscribers who would like to enjoy a more social environment.  

    Free-to-Play guilds offer all the social aspects of guild membership familiar to our players, but they do also have a smaller number of features available to them.

    Players who would like to create or join a Free-to-Play guild should be aware of the following:

    • Members of Free-to-Play guilds may not choose when their Guild Tag is displayed.
    • Guild leaders of Free-to-Play guilds may not personalize Guild Rank Names or alter the default rank permissions for their Guild members.
    • Guild members (including the guild leader) may not access the guild bank unless they choose to spend Cartel Coins to unlock access.

    As a Guild Leader, if I switch to Free-to-Play, what will change?

    The most important thing for you to be aware of as a guild leader is that only Subscribers may be guild leaders of Subscriber Guilds in Star Wars: The Old Republic.  If you plan to become a Preferred player, you should prepare your guild for the transition by passing your leadership on to a guild member that plans to remain a Subscriber.  

    If you do not do this prior to your account status changing, the system will automatically pass guild leadership on to the highest ranked active Subscriber in your guild once your account changes to Preferred. You will remain a member of your guild and will have Preferred player access to guild features.

    As a guild member, if I move from a Subscriber to the Free-to-Play option, what will change?

    If you are not the leader of your guild, then choosing to switch to the Preferred option will not affect the status of your guild. However, you will have limited access to certain guild features. Please be aware that Cartel Coins can be spent to expand Free-to-Play features, including unlocking guild bank access.

    If my guild becomes a Free-to-Play guild, what will happen to the items in our guild bank?

    The items in your guild bank remain as before, and will be accessible to all guild members who have used Cartel Coins to unlock guild bank access for their character(s), and who have the correct rank to withdraw items according to the permissions set by the guild leader.

    How can I tell whether I belong to a Subscriber or Free-to-Play guild?

    If you are a member of a Free-to-Play guild, you will see a message informing you of this on your guild window. Press  to open your guild window at any time. If you have bound your  key to another action, you can press  to open the social window, and click on the Guild tab there instead.

    If one of our guild members becomes a Subscriber, will our guild become a Subscriber guild?

    If the guild leader becomes a Subscriber, then yes, the guild will be automatically become a Subscriber Guild. However, this does not apply if other guild officers or members become a Subscriber.

     

     

    • Thanks 1
  11. I noticed fairly recently that attempts to alter a loadout (specifically equipping 7.4 gear) while adventuring wouldn't save:  I actually had to go back to my stronghold and make the gearing changes there. 

    I'm guessing talent choices and quickbar changes would have the same issue.

    I don't think I have ever tried to alter a loadout outside of the fleet or my stronghold before, so I don't know if this is a change from the original functionality or not.

  12. 4 hours ago, hillerbees said:

    While I love the game I'd like to have an occassional break from it for financial and general mental health reasons.  As a guildleader to a few small guilds some of which I have been the main person unlocking the guildship I'd like to be able to unsub without having to disband the guild or lose control of the guild assets built up.  Please can you look at the possibility of facilitating this.  Its not ideal to have to kick the entire guild just to do this and I know some guilds have trusted members who can hold the fort but this is not always the case and it would be nice to recognise this.

    The guild belongs to its members:  The GM is just entitled to make certain decisions on its behalf.

    The GM position is a responsibility, not a right.

    If you can't fulfill the bare minimum responsibilities of a GM (meaning logging onto the GM character at least once every four weeks), you need to be replaced (either by actively promoting someone to take the GM position or letting the game do this on its own) so the guild isn't left leaderless.

  13. 3 hours ago, TrixxieTriss said:

    It’s not just up to them. It’s also up to the bosses who decide what budget they give them. If it’s a shoe string budget, then we’ll be lucky if they can keep the lights on & fix bugs. 

    The real question is how much funding are they getting to make content & run the game? 

    There have been 4,000 game devs laid off across the US/Canadian  gaming industry this year already (2000 from Activision/Blizzard). So I’m sure there’s plenty of talent out there looking for work (possibly some ex WoW devs?)

    So if it’s just a shortage of money & the right talent to make swtor great again, now would be the time to fund the game & hire up to fix the game. But that will depend on how much of a budget swtor is given. 

    The key concept to remember is 'Return on Investment' or RoI:  It should be pretty clear to everyone that EA doesn't think the increased revenue (if any) would justify the necessary investment (or at the very least, there are other projects that promise a better return).

    Without even taking any technical questions (like the game engine) into consideration, SWTOR is generally going to have a hard time justifying additional investment because it is a licensed intellectual property:  Lucasfilm gets a slice of every revenue dollar from this game, which makes it that much harder to make an actual 'profit'...

    Remember that the managers answer to other managers, who eventually answer to the Board of Directors, who in turn answer to the investors, who demand that EA keeps its share price up, which generally requires EA to not make 'poor' investments (or at least,not too many 'poor' investments)...

     

     

    As to the original post, I should also point out that Bioware had some serious issues around the time of this game's 10th anniversary:

    • The launch of 7.0 was delayed a couple of months at the last minute, and
    • It was still missing promised features when it did launch.

    I don't know if the pandemic hit them particularly hard, technical issues were rougher than expected, or they just outright over-promised, but they obviously had serious issues they* still haven't recovered from (and probably never will) and it makes perfect sense to me that the expansion would take priority over an anniversary celebration...

     

    Overall, the MMO industry is presumably in a bit of a financial squeeze right now:  Development/Operating costs must be up with inflation, but they can't really justify a price increase (SWTOR certainly can't, and I'd think it would be a hard sell at best for most other games), which means either cutting costs somehow or accepting reduced profits (which could be fatal if the profits weren't strong enough to start with)...

    • Like 1
  14. 3 hours ago, denajii said:

    I think its annoying that some of them were changed like this

    It made sense for at least one of them but the rest were just nonsensically given blaster rifles

    SCORPIO especially looked much cooler up close and personal with electrostaves imo

    Techstaves and Techblades were a bit of a gearing dead-end from launch (being 'non-force using melee companions only' gear), so they took the opportunity to remove them in the companion reset.

  15. 9 hours ago, Massamo said:

    i had our guild just disappear a 2nd time and i was guild leader been login to the game every day  what is going on

    1. Did you login on your actual GM character in the last four weeks?  The game doesn't care how often you log in on your other characters..
    2. Have you reached out to any of the other members of your guild and ask if they are still in it or if they have any idea what is going on?
      1. Since you described it as 'our guild' I am presuming it is not a solo guild.
    3. Have you tried searching for your guild name in the 'friends / who / legacy ignore' pane to see if there are any members online at the moment?
    4. If this has happened to you before, how did it get resolved the first time?
  16. 5 minutes ago, cannibithobbal said:

    So I have one query in regards to gearing which this very thorough guide (and no others I've found online) does not have an answer for and hopefully someone will know?  That being: anyone know where I can get prototype implants to drop from?  Or do they not drop from anywhere and I just have to spend a fortune buying them from FP gear vendor and upgrading now?

    Ears and relics drop like candy (well, comparatively anyway lol) from vet FPs but out of dozens and dozens of runs I've gotten 0 implants, and from some googling and this guide here, it sounds like they must have changed something with the 340 upgrade to make implants not drop from FPs anymore?  Because they definitely used to, I used to gets loads of them running vet FPs, but I only find references to ears and relics dropping from FPs.

     

    I believe the implants were removed because players generally use the Legacy implants.

  17. Just now, Nee-Elder said:

    Why they haven't  coded/retrofitted  the rest of other types of dyes ( like Crafted ) to also be stackable is perplexing.

    The major issues are probably:

    • Crafted dyes have a creator name attached, which probably makes them 'different' items for stacking purposes
    • Dyes can be unbound, BoP, or BoL, which can also make stacking them awkward
      • BoP dyes are unusual, but I have a few (of the same types as the normal unbound dyes) floating around my legacy (cantina event rewards, I think).
  18. 4 hours ago, Borralan said:

    I was wondering if someone could help me here,

    So I have a juggernaut,  as a rage my base damage reduction is 29.04% the only passive I can see that adds damage reduction is Shii-Cho form, which offers 3% passive damage reduction, so I'd assume my gear offers 26.04% base damage reduction. Whereas as a Vengeance my damage reduction is 31.04% using the same gear, the passives that offer damage reduction are Shien form, which offers 5% damage reduction, and Deafening Defense which offers a further 5% damage reduction, so on the basis that my gear offers a base of 26.04% damage reduction, shouldn't my vengeance have 36.04% damage reduction? I assume I am missing something fundamentally basic here, and not understanding the mechanics of the class. so if anyone could shed some light on this for me I would appreciate it.

    Cheers very much.

    I strongly suspect that these buffs work as written, but not as people think they work.

    Assuming your base DR is 28.2% (which seems to be close but still a little off)

    • 28.2% + (3% of 28.2% = .85%) = 29.05%
    • 28.2% + (10% of 28.2% = 2.82%) = 31.02%

    People assume you just add the percentage buff to your percent total, but I think you really need to multiply the percentages together....

  19. 17 hours ago, blktiger said:

    Why is there a single type of item with multiple quantities for the same credit amount? Doesn't that defeat the entire premise of an AUCTION house? It sounds more like a market with hundreds of items on a shelve.

    Players should be listed by separate items based on credit amount.

    That's the whole point. It's called, competition - supply and demand.

    Why are there 84 large coppero large bars listed for all 5,000,000 credits? Why are we no longer selling some for less and some for more? This new auction house is definitely not better.

    Okay, at the risk of just being a bit repetitive here:

    1. The Galactic Trade Network is NOT an AUCTION HOUSE
      1. It has never been an auction house
      2. It will almost certainly never be an auction house.
    2. The new GTN UI now shows you two key things for each item:
      1. The total number of those items available, and
      2. The CHEAPEST available price for that item.
      3. If you click on an item, a pop-up will show you a summary of items by individual prices (some of which will almost certainly be the 'selling some for less and some for more' you are looking for).
    3. If you purchase an item, you automatically get the cheapest price on the GTN at that moment
      1. Here's that 'competition' you are complaining is gone...
      2. If you are buying multiples of the item, the pop-up is essential since the price for subsequent items may change.
    4. There is no actual 'Suggestion' in your post, so this is really in the wrong forum.

    In the future, please take a moment to learn how something actually works before complaining about it...

  20. 1 hour ago, recalcitrantIre said:

    if they dont want this to be a situation they'll just do currency resets/conversions like basically every other expansion had

    though I guess 7.0 kinda sidestepped that by having the primary tech frag grind on day 1 be the 39k (more than 3x the cap) total to get a pair of 330 implants

    but yes, largely the caps are there so that you actually spend things rather than just stockpiling forever and ever like one of those rotbrained hoarders that they have schadenfreude reality TV shows about

    The problem is that once you have purchased your upgrades, you don't have a good use for any further fragments so they just pile up until you either Cap out or spend them on OEM/RPM modules to sell on the GTN.

    When 7.4 dropped, I personally had enough 'box of 200 tech frags' stocked up on my alts to fully upgrade the Implants on my 11 active characters:  I had these 'boxes' because I had nothing else to spend my Conquest Tokens on and figured it would be better to hold onto them for the next ilvl increase than use them right away to make more credits that I didn't really need anyway...

     

    Remember that implant costs are reduced once you equip a pair of max level ones on any one of your characters.  Assuming you are starting with two 334 implants on a character, the prices should be:

    • 2,500 tech frags for the 336 upgrade (the 7.2 discount is earned by having 334 implants, but applies through 336).
    • 6,500 tech frags for the first two 338 upgrades, then 2,500 tech frags for any additional ones.
    • 6,500 tech frags for the first two 340 upgrades, then 2,500 tech frags for any additional ones.

    The 7.4 upgrades should cost 31,000 tech frags for the first pair, and then 15,000 tech frags for each additional pair (on any character in your legacy).

  21. 49 minutes ago, kgaydos said:

    Seems that after 9K tech frags you get that message.  Everytime you get some either from mob drops or de-constructing after running 3 Flashpoints 

    The warnings start at 80% of the cap, or 8,800 / 11,000 for Tech fragments.

  22. 3 hours ago, Anhkriva said:

    Personally, I'd rather they just raise the tech fragment limits to 99,999. I assume there was a reason for such a low 11k limit, but I have no idea what it was and I don't see the point.

    The cap was originally set at 3,000 which was the exact cost of a set piece item.

    Players complained about always having to 'waste' frags (since you were highly unlikely to hit the cap exactly), so the cap was boosted to 5,000

    Then the cap was boosted to 10,000, but ran into the same 'wastage' issue with the OEM/RPM component turn-in costing exactly 10,000 frags.

    So finally, it was raised to the current 11,000 fragment cap.

     

    Personally, I'd prefer it if the 'approaching the cap' warning just actually told you how close you actually are...

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