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Drahy

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Everything posted by Drahy

  1. You can create with biochem Microfilament Reflex D-Enhancer? No you need to be lucky to loot it or buy it from GTN and sell it which is not likely. I compare just changes before 2.0 and now and asking why they were made and that these changes are made for worse ... Also we are not discussing here if lvl 54 implants are ok or not but we are discussing my 1) - 4) points in my first post - anything else is just off topic - I am not trying to do any "good" or "bad" job here - just saying that this profession/crew skill is worse with every patch and with my first post I am trying to do something with it/ stop this "worse" way / revert back things before patch which worked quite fine for everyone who has Biochem. That is all.
  2. I really do not know on which server are you playing right now or when and where exactly did you profit so much credits (maybe first week after patch 2.0?) but it could not be in the last few days. On my server Tomb of Freedom Nadd - one stim (blue - 52 lvl stim - the best these days) costs 29 000 and is lowering every minute. One implant green one is for 20 000 and purple one is for 59 000 so I do not really see any profit from these when I calculate the cost of materials which are needed to create one stim (and time spent on missions + crafting) or one purple implant => it is around 5-9 000 credits profit when i successsfuly sell this item which is not always! BUT this topic is not about profits generaly but about problems with this professions after patch 2.0 ... "DRASTICALLY"?? What the hell are you talking about? Are you really playing this game and do you really have this crew skill? I just sent my companions for "yellow" missions and they returned with these materials: First mission for Smples I got (3 500 credits cost of this mission): 2x Metabolic Enhancement Agent (I need 8 of those for one stim) 2x Biological Compounding Agent (I need 6 of those for one stim) Second mission for Compound I got (3 700 credits cost of this mission): 4x Artificial Microbe (I need 6 of those for one stim) 8x Viral Residue (I need 0 of those for one stim or for anything) Is this "DRASTICALLY" increased materials? No way what so ever! But this topic is also not about amount of materials but about the one which is completely useless - see Viral Residue problem in number 4) ... This is funny - Can you show me or name only one stim lvl 54 (which you can create in Biochem in purple quality) which is better than 55 lvl implants - purple quality - which you can buy for commandations in no time? I would love to see them because I see none! I also did not see any player with 54 implants in the game they would only buy them in undercut prizes (certainly not for "bigger" prices) which is not reasonable for us to sell them like that - if they buy them they buy them for companions for like no more than 50-60k but surely not always in the amount which are added in GTN. Also this problem is not about "is enough to create 54 lvl implants" but about "why was it possible in past to create best (lvl 50 or 55 lvl) implants and now it is not possible?". Please, stay on topic in your answers next time. Thank you and I hope for respond from creators of these changes.
  3. Of course "we can be ok with 53+ level implants" but why? Why this change was made in the first place? Was there anything wrong with the old system where we can RE high-end implants and finally get some profit from this crew skill? Everyone will rather buy lvl 55 implants instead of 53 lvl one = again less profit for this profession.
  4. Also please look at this mission as it is always failed for Biochem crew skill http://www.swtor.com/community/showthread.php?p=6210891#post6210891
  5. This was like that all the time even before the 2.0 patch was live. Reusable stims were always since start like the "green stims" (meaning the number of stats they add). Nothing new here ...
  6. How did you exactly calculated it? This is not a good method. If you want to compare crew skill costs you need to use only missions costs not Galactic Trade Network costs or anything like that. When you send companion for a Compound mission he can deliver 3 types of materials - two you really need and one "Viral Residue" useless and this is totally random your cost comparison is useless when I send companion 3x for 3 500 credits compound mission and he delivers me finally the one I really need x3 your costs do not match this and can never be calculated like this. BTW in our GTN one stim is around 30k and less (50k+ it was when patch 2.0 was delivered)
  7. Confirmed - Today 26.04.2013 - patch 2.0.1 http://www.2i.cz/7445b69c4f - click on picture to zoom - mission almost always failed with no materials at all (3 500 credits thrown away) no metter affection of the companions or special abilities for targetted mission!
  8. Number one posted in suggestion box as I was told to do so: http://www.swtor.com/community/showthread.php?p=6203206#post6203206
  9. Updated first post with a questions I would like to answer (by creators of this change) and I also fixed some spelling.
  10. Hello, I would like to change - revert back one thing in Biochem Crew skill - Biochem now creates only one stim per craft - when I calculate the cost of the materials which are needed for one stim, you can see it is far from profit - you need at least 5 (success) missions with Bioanalysis or Diplomacy materials (one is about 2-3 000 credits) to have enough materials for one single stim of any kind. Before patch 2.0 there were three stims created on one craft action and could crit +1 (4 of them). Now when I want to create stims for a guild or for my progress group I am unable to do this in reasonable time and expenses nor profit from it in Galactic Trade Market. With increased cost of missions which are needed to get materials - it is now crew skill which make you poor very soon with no return of credits in any way. The time for creating is the same for one stim as it was for 3 in past. Why was this change made in the first place? Who approved it? For what reason? Did you discussed it? Is it intentional or is it an overlooked bug? Thank you for any respond from developers. This post has been sent here as a recommandation from Protocol Droid X1-A1: Also full thread with current problems with this crew skill is mentioned in this thread which I made and updated to current patch 2.0.1. Thank you. May the force be with you. Jedi Drahy. Tomb of Freedom Nadd.
  11. First post updated after 2.0.1 patch. I urge developers to look at this crew skill and finally fix it, please! Someone from Bioware please fix it in next patch instead of useless updates to Cartel system! Bugs need to be addressed/resolved first before adding any new things to this game! Thank you.
  12. Yes, the same here - see number 2) in first post ...
  13. Yes "purple" materials and materials in general are much harder to get from missions after patch 2.0 - agree on that. But I have heard it is not problem only for this crew skill (Biochem) but also other crew kills have this issue with materials "dropping" from mission in very low rate (the one which are most needed like 4 or 6 of them on one crafted item)
  14. Hello, as a player who has played here since start and beta (December 2011) I would like to say some things about Biochem Crew Skill. What have changed so far and what is not good for this profession from someone who used it all the time since start and now have 450 level skill. 1) Biochem now creates only one stim per craft - when I calculate the cost of the materials which are needed for one stim, you can see it is far from profit - you need at least 5 (success) missions with Bioanalysis or Diplomacy materials (one is about 2-3 000 credits) to have enough materials for one single stim of any kind. Before patch 2.0 there were three stims created on one craft action and could crit +1 (4 of them). Now when I want to create stims for a guild or for my progress group I am unable to do this in reasonable time and expenses nor profit from it in Galactic Trade Market. With increased cost of missions which are needed to get materials - it is now crew skill which make you poor very soon with no return of credits in any way. (Still present in every way in 2.0.1) 2) Missions are often "failed" - I noticed from patch 2.0 that companions are returning with no materials from missions even when they all have 10 000 affection and are sent for mission on which they have specialization (+ bioanalysis efficiency or + critical on missions etc.) I have gathered like 15 screenshots with failed missions for last two days so far if anyone is interested to see them. (Only partially fixed in 2.0.1 - missions are less failed and comes with more materials but still with useless ones) 3) Before patch 2.0 - Biochemists were able to learn Black Hole implants - Nowadays it is called Black Market implants but they have no researches available, why is that? We can only craft lvl 54 implats which are useless for end-gaming experience. (Still present in every way in 2.0.1) 4) There is a material called "Viral Residue" - which I get from almost all missions and so far I have gathered like 200 of these items - They are not used in any recept I have learned so far so it is close to call them "trash items" which are not used for anything - I hope they will be at least used for Black Market implant items which will be available for learning for Biochemists in near future. (Still present in every way in 2.0.1) With all these points I have mentioned in my topic - this profession is in very bad conditions right now and we did not get any reasonable explanation about these changes. I hope someone will look at these points of mine and will do something about it very soon. (I was told that number once should be in Suggestion Box, so I post it there: http://www.swtor.com/community/showthread.php?p=6203206#post6203206 ) May the force be with you all.
  15. Drahy

    Time for nerfs

    Hah that is funny - sages cannot move, cannot cast anything, using one spell or one move will break this ... If you wanna nerf this so nerf the immortality of the Jedi Knights - they have realy unbreakable bubble or cooldown where they can move, deal damage and get 0 dmg from oponents for at least 6 seconds - nerf this and you can nerf sages bubble.
  16. Which trainer does have the best stims available in game and what is their name, please?
  17. And I answered to him I dont like it. This is called discussion in modern world as I want my opinion to be taken seriously.
  18. I just wanted to write my opinion - already playing, do not be so arogant to others, please, I am not doing this to you either. So if you agree or disagree say it in polite way or watch your language. Thx
  19. My opinion about all this is simple: I really do not mind often maintenances. If anything in game is needed to do, do it, ok. What I DO NOT understand is list of bugs: There are always things like "icons changing" or "tooltip fixes" or other "cosmetic changes" all the time. But What I miss are real fixes like "dmg corrections" or real class changes. In other MMOs there are always changes like this because game is inbalanced for the first time and swtor especially in many ways mostly in PVP and dmg and healing etc. I miss these changes for corrctions of some skills, big or low dmg etc. And I miss one bug which I reported many times and always it was closed and it is here since beta in November 2011: When you enter to a phased quest for example daily (green room) or even class phased room - you complete all the tasks in there and only thing left for you is to leave this phase - before you leave it - join and enter warzone - after it finish - it ports you back to phase but you are unable to move sometimes you cannot even use quick travel.
  20. Yes it is better than 7% and worse than 5% but that is not the topic here. Waiting for answer from Bioware. Hopefully some action about this will stop the spam on Fleet about selling items.
  21. Hello, I want to ask Bioware or developers about fees on Galaxy Trade Network. Can you please lower the fees from credits I receive from GTN? For example when I sell item for like 499 999 Credits I only receive 470 565 credits which is like 29 434 FEE! Why is it so big? Can anyone explain it to my why is like almos 6% (5,887%) from my price goes to "nowhere". Can you please lower this fee? Thank you, I think it can help the market a lot when the same price is also for low cost items. Also it would clear the spams on Fleets when everyone just tries to sell items outside of GTN to save credits.
  22. Agree on that Daily/weekly terminal for PVE and PVP on ships is great idea! I would also add "machine" for augmentation! and it would be perfect.
  23. I totally agree with first post mainly with Thanium Disruption I just tried it so many times and someone said to me it is bugged and hopefully it will be fixed as this is not fun doing this mission but pain even with full Grade 7 items which I have. Can anyone from Bioware comment on this if this will be fixed any time soon? Maybe with 23. Maintenance? Thank you I would really appreciate it. I just searched for "Thanium Disruption" here on forums and find two topics saying the same basically it is too much hard, please do anything with it Bioware, thank you.
  24. I totally agree with first post mainly with Thanium Disruption I just tried it so many times and someone said to me it is bugged and hopefully it will be fixed as this is not fun doing this mission but pain even with full Grade 7 items which I have. Can anyone from Bioware comment on this if this will be fixed any time soon? Maybe with 23. Maintenance? Thank you I would really appreciate it.
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