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Arsq

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Everything posted by Arsq

  1. Where are we going? Honestly, away. Unless they introduce new endgame PvE, the next achievement I get will be the end for now.
  2. 7.0 was the most fun I've had in VM operations since 2.0 & 3.0, but 7.0 certainly wasn't perfect. Many classes underperformed severely, while some select classes could push enough to pass the checks on master mode, which seemed to be tuned for 340 gear. One of the biggest issues was the delaying of R-4, which would've brought 340 gear and the game would've balanced out.
  3. 100% this. Vertical gear progression only really works, if new content is introduced with it, 2.0 being the prime example: S&V/TFB HM (168) -> S&V/TFB NiM (174), DF/DP HM (180) and DF/DP NiM (186). 344 gear will absolutely demolish most master mode encounters. Already boss kill times are 20% faster than 6.3 for example. You'll reach a point, where players need to hard-stop DPS on certain fights (Master and Veteran mode Apex Vanguard for example, where you already bring fewer DPS to deal with the bad tuning), so they don't break the mechanics. Besides, almost all MM encounters have already been cleared without any healers at all, so the tuning is extremely bad to begin with. The issue with making operations trivial? It's not a rewarding feeling and it doesn't feel accomplishing when you clear an operation that has a storymode flashpoint -tier difficulty. The GAME does not feel rewarding, even if you get yet another shiny mount from 10 years ago. Almost any group can already progress through the legacy operations on any difficulty within weeks, earlier it would've taken months for most groups, due to the tight DPS checks. Now they can do it without even really knowing how to play the game, and operations are supposed to be the most difficulty PvE content. The solo game is already trivially easy (has been since 4.0), to a point where you can basic attack your way through all open world and story content, or just let your companion do it for you. Outside of PvP (RIP ranked), operations have been the only piece of interesting or even remotely challenging content in the game. You have three difficulty tiers for exactly that reason: Provide a challenge for those who want it. @BryantWood If you want to go back to 6.3 gearing accessibility-wise, that's fine. If everyone wants to rock 340s, go for it. Just don't increase the ceiling any more, or if you do, at least revert the 7.1 nerfs to bosses. 344 gear is a bad idea, please don't do it.
  4. To quote Jar Jar: "How rude." Historically the best PvE gear has been available from the newest or the most challenging operations, so this is not a new concept. With 6.0 expansion it was different, but in 1.0, 2.0, 3.0, 4.0... All of these expansions had the best gear coming from operations. Usually Master modes, or Veteran modes (or NiM & HM respectively). R-4 providing the best gear is a decent motivator to do the operation. And if you don't want to do R-4, then there are other operations that are very doable with 331 item rating. You only really need/want the top gear for R-4 VM/MM or some of the harder MMs like Gods and Dxun. Realistically, if the group cannot handle R-4 VM, then the struggle will be worse in Dxun or Gods MM, not to even to mention the promised R-4 MM. I don't quite follow. Is it a problem that some groups have been able to clear the operation for months? Clearly it's evidence that the operation (R-4) is fairly balanced and the content can be completed. You don't need elitists to do it, just coordinated groups and talented individuals. True, other master modes are relatively easy right now, at least if you consider DPS checks. Healing checks still seem to be there, and some bosses feel more challenging to heal than before. Tanks also need to think more about their DCD usage than before. I'd say that the groups who could do MM operations in 6.3 would feel they are a little easier. Compared to 7.0 they are a lot easier. If anything, the gear available in R-4 does make the other MMs much more accessible to the more casual raiders. You would need to clear Watchdog and Lord Kanoth on VM a total of 13 times each to get a full set of 340 gear + implants for one character/class. Of course a full 340 purple set would give a little bit more power, but that increase will not make the difference between clearing IP-CPT and Dominique, or not. For tanks it's a little bit more, but for tanks it does not matter what bosses you're clearing, as blues are mostly best-in-slot for now. Although it might be good if MM endbosses dropped tokens, that would encourage running MM operations for other than vanity reasons. Just spare Nefra from a horrible slaughter. How so? Why does content aimed at endgame PvE players affect the more casual players? I've seen more casual groups struggle on content that's objectively much less challenging, such as KP VM, and that has not caused a wedge between players, skilled or otherwise. Frankly, there's an ebb and flow to MMO subscribers. I'd argue the more casual playerbase, such as strictly story players, have less reason to stay subscribed than many of the endgame players. Many leave when the content ends either way. Still, those groups working their way up there usually end up subscribing for years. Still, I think I can guess what you're getting at. So why don't we play with the idea a little and say all operations and difficulty modes were tuned similar to DF SM right now. That'd make all content pretty accessible to all players, even the very casual ones, right? So anyone could just gather a group from fleet and go grab whatever they wanted from current master modes, eg. timers, achievements, mounts etc? All operation titles and mounts would lose the little vanity value they have left, considering all the sales going around the past years. How long would the raiding playerbase endure? I would say weeks, maybe a couple of months tops. And that's not just the "elitist" community. That's everyone who challenged themselves with VMs and MMs. Any VM capable team could crunch through all of the operations in a week, that will get very old very fast and they'll move on. I don't quite agree with this. Most players take breaks, be it long or short, but there are many reasons and often they are personal. Remember 4.0, when BW took their new direction with "Doubling down on story"? That was a disaster and plummeted SWTOR playerbase massively, even with all the subscriber rewards and whatnot. Dumbed down gameplay (you could quite literally basic attack your way through the leveling and chapters) and only chapter stories did not keep the players engaged. MMOs are about balance, SWTOR needs the story, it needs the PvP, it needs the exploration and it needs operations, even challenging ones.
  5. Hi Chris/SWTOR team/Whomever it may concern, I've played the game on and off since launch, in part thanks to real life and in part thanks to the state of the game at the time, or combination of the both. I'd like to say I've seen the good, the bad, the ugly, and the great of SWTOR thus far. Relating to this post specifically, I applaud the choice to investing in new coding and easier maintenance. It's important for most applications to be as scalable as possible. At this point, I'd like to refer to an older post regarding design philosophies of class balance: https://www.swtor.com/community/showthread.php?p=9333043#edit9333043 How do you think the class balance listed in the above post entails to the current iteration of SWTOR? According to 3rd party sources, such as Parsely, IO mercenary at least is vastly underpeforming compared to the "target DPS percentile" as shown above. And based on personal experience, the gameplay of IO mercenary has also degraded significantly from 6.3 expansion (even at full 330 gear). I would like to ask can we expect class balancing and perhaps tweaks to improve the gameplay experience of these underperforming classes (there are more than IO merc)? And if so, when could we expect them? I know many teams who were progging MM Dxun towards the end of the previous patch, and many quit due to the current state of their class or game balance. I'd also like to ask if you think you have correctly balanced MM operations to 330 gear? I recall seeing a post where someone stated that amplifiers would be gone, because players would already be "more powerful than ever before", but realistically I'm not feeling this effect, not yet at least. Perhaps when we move on to R-4 gear?
  6. My problems and questions I'd like answered: 1) The grind is too long. Why grind for a hundred hours just so I can start getting some HM gear to do the content we've all done dozens of times already? The amount of grind ahead of me just keeps me from even starting, especially when there's no goal to getting the gear. 2) RNG coupled with the slow rate of packs being handed out. I don't want to run Black Talon in tactical (veteran) mode 800 times to start getting good gear. I'd much rather do a few operations and start earning my gear the traditional way, but that'll barely get me to level 30, if I run them all on SM and HM. 3) Gear isn't enough to be all the replayable content for an entire expansion (again), Uprisings aren't that much fun in the long term, and replayable chapters are cute at best when they're tuned for the gear you need to grind a year to get. I, we, need to start seeing some real commitments here. "Maybe we'll say something in the general direction of group content in January, this isn't a promise of anything hint hint wink wink" is not an acceptable answer anymore. 4) Why was this even created? Why take away the other gear from the original sources? Was it only to retain subsmium players? Was it to slow down the gearing process until you had something solid to present? What's the real intention here? How is this better for me, as a player, than 4.0 was? Communicate. 5) Did you really forget the PvP bag fiasco of Vanilla? Or NiM loot issue of 4.0? You really couldn't have. I'll end with a quote.
  7. Oh, you mean 1.1.2 Bag Changes. There were probably more before that, but with the dev tracker going only back to 2013, that's the only thread with developer responses on it. But here are the important developer responses in chronological order:
  8. I feel like we've come a full circle with the Galactic Command, so bumping the thread about this important lesson I thought we learned with 4.0.
  9. 1) Galactic Command, by design what's the goal? In your traditional MMO, and in SWTOR before the launch of KotFE, the general design philosophy behind gear is fairly simple. You acquire your starter gear(be it crafted, from flashpoints, leveling etc), until you have enough to tackle the harder group content, in the case of SWTOR, operations. Once you beat the hardest operations, you kept doing them for the loot to be prepared for the next set of content. Maybe you did it on a number of characters, so you'd have multiple options in case they were needed by your group. Either way, the "gear grind" was to keep players busy as new content was being created and polished. With Galactic Command, there doesn't seem to be goals for players, or something to strive for. It seems to be simply to get gear, so you can have gear. Why would I, as a player, want to get the best gear in KotET? What challenge am I preparing to tackle? 2) Could you incorporate some challenges and incentives to veteran/master mode chapters/uprisings? We used to have titles and achievements for clearing NiM (master) operations in a certain time, and some for not dying in the process. Perhaps you could add achievements and legacy titles for doing timed runs through chapters, and some for not dying in the process? And perhaps a mount (something cool that's not a CM reskin or exists in the game currently) for getting all those achievements done? A little like reaching legendary level of DvsL event, just with chapters. You could grant the mount via legacy, as is done with the star fortress mount.
  10. It's really quite simple. This is the move of a desperate developer. 4.0 didn't manage to retain subscribers in relevant numbers (just like pretty much EVERYONE except for BioWare knew and said it wouldn't, so yes, we told you so), so what do they do in 5.0? A subscription-gated, RNG-based gear grind where even Diablo III pales in comparison (even Diablo has bad luck protection, pretty sure these RNG boxes don't). And I can almost guarantee you the nightmare (master) operation DPS checks will be tuned for the BiS legendary gear, so enjoy farming those SMs and VMs the next 6 months. Sorry BioWare, the move just reeks of desperation. And it'll backfire. No one wants it in this iteration, and everyone told you so from the start. You need not re-invent the wheel here. Keep the RNG system if you want, but give loot where loot is due, as in operation bosses, and lesser tiers from flashpoints/uprisings. And the important part, give players something to look forward to. A reason to gear up. Give your endgame a future. Maybe in the summer you'll launch a new operation? Two even? Maybe these could drop a new tier of loot? That's all you'd have to do to make a wheel out of the square you made. Two new operations, and a promise of more later, with advancing tiers of gear. Then add some flesh to the bones and make a daily area or two.
  11. As title suggests, add non-CM mounts to collections (and unlock them automatically for account). Why? Well, in a galaxy where everyone has 20 alts, it'd be nice to show off your accomplishments on your other characters as well. I for one have run endgame nightmare/master operations on over six characters with mounts to show that spread across them. Same with some of the event mounts and token grinds, Ilum's Gree Sphere for example.
  12. I assume this only means the July 1st early access one? Are you going to completely ignore Ben's original post and people who subbed before 28th of July to get early access as well? You maybe made a mistake, but you corrected it way too late to pull out (after people subscribed and chapter actually launched...). What will you do about that?
  13. Does it not count as a scam/false advertising/fraudulent marketing?
  14. I subscribed before 28th, because of that post. I was somewhat dubious about it due to weird wording, so I checked in with the customer service and they also said I'd be eligible for it. So, if BW promotes early access, then doesn't provide after the fact(because oh lol typo), isn't that false advertising/borderline fraud? It'd be somewhat acceptable if they said it was a bug/it'd be fixed, but completely brushing the issue aside? I hope they'll have an actual post up today regarding this issue. Yes, it's "only" two days, but it's the principle that matters here, and lip service doesn't cover false advertising, even if it was a mistake.
  15. So, we subscribe before July 28th to be eligible for the Early Access (as per your words), then comes the launch day and you retroactively take back your offer? Can I retroactively take back my money? I did suspect there might have been a typo there, so I literally checked in with the customer service in regards to the issue, and yesterday they told me I would be eligible for the early access, however I am not, apparently. (See ticket 29152156). That's the same as saying "Hey guys, subscribe by July 28th and get 500 CCs and the chapter on 11th of August!", but then never give out the CCs. I hope your team is working on a fix at the moment, otherwise I see some problems.
  16. Personally, not spacing bothers me mostly in the FPs with a solo option and a lot of cutscenes, especially FPs such as BT, BP, Foundry, since most of us have ran through them literally dozens, if not hundreds, of times. Luckily the newer ones (Forged Alliances flashpoints) are light on cutscenes, even though Manaan might feel like it takes ages at times. I usually don't mind if someone wants to see the cutscenes in something like Manaan or Rakata Prime, but if you go to BT and don't space, you're just being a huge douche. Read below why that is. Inspired by this thread, I went ahead and did a little test. I ran Black Talon solomode twice, since it's the one with the most dialoque/cutscenes I could think of. First time, I spacebarred through everything and used 1 as the default option. That run took me 11 minutes 30 seconds (Killed all bosses inc. bonus boss etc). The second time, I watched every cutscene without spacebarring, at all... I chose 1 as the default choice without lag though. Again I killed all bosses and used an identical route to the first run. This run took me 24 minutes and 45 seconds. Now, one should bear in mind that in an actual run with a group, people will lag behind, or tab out during cutscenes because someone isn't spacing, so the cutscenes will take longer when someone isn't picking a choice as soon as possible. That said, I'd imagine a group with someone who isn't spacing will take roughly 2.5 to 3 times longer to complete BT than a group in which everyone's spacing. In other words, if you go to a cutscene intensive flashpoint, space or go do the solomode, otherwise you're just wasting everyone's time.
  17. Well, from what I've seen... SMs are a cakewalk, no way around that, and few mechanics remain. (With the expection of 16man SM EV trash on the way to Gharj, those hit kinda hard). HM EV and KP in some SM gear and commendation gear was easy. Foreman Crusher barely tickles the tanks these days, so that was kind of a let down, same goes for Karagga's mousedroids and Soa's lightning balls (for everyone, not just tanks). HM DP was around what I expected, the DPS checks were pretty good, for most of us having little to no tokens, just what we bought with commendations at launch, with some SM gear. Raptus murdered the tanks, but with some use of sonic rebounder and such toys, it was doable. HM EC on the other hand... Toth and Zorn we oneshot, even though some mistakes were made. Fearful is a bit more forgiving than it was on 50, and doesn't last as long as it used to. Firebrand and Stormcaller were pretty much exactly as I remember them. We wiped a few times, first to people getting used to the rhythm of the fight and the incoming damage, then to enrage. With all of the DPS pulling 4500+ DPS, we hit enrage at around 5% on both tanks, but managed to get a kill. Moving on to minefield, the champion trash hits just as hard as at 50, so needed to actually coordinate stuns and interrupts on those. The minefield itself requires quite a bit of DPS aswell, even on HM, even though our setup was far from ideal for it (2x virulence snipers, jug and PT). The probe droids enraged for us at around 10-20%, depending on how much our rDPS had to focus on the assassin droids, and by the time we killed the probe droid, on the way to clear it the turrets themselves enraged on us. It was late, so we decided to call that a night, as I imagine Kephess will be as, if not harder on the DPS. Over all, I think HM EV/KP should be harder on DPS and healers incoming damage wise. HM DP was fine as it was... HM EC I think is pretty close to the original experience, so good job by BioWare on tuning that. It'll be certainly interesting to see how the NiMs are.
  18. If you want to stare at parse numbers, you can use http://parsely.io/parser/operations set it to 8m HM and look for advanced class&boss, with show mirror... But should remember that eHPS/HPS is largely dependent on how much damage the group is taking, and what the other healer is doing.
  19. Simple. A decent healer can heal through the fights, a great healer can carry through some stupid on top of that.
  20. 3.0 came with a lot of expectations, some disappointment, and lessons. Thus, this is a topic in which I think we could all name a couple things we - as customers and a community - feel BW did right, wrong, and could improve upon in the future. I'll go ahead and start: Disciplines Overall, I like the idea. In the past I've always disliked hybrids as a meta, so in that regard disciplines are definitely an improvement(And if one were to believe the devs, this will also make class balancing and updating much easier a feat). However, I feel like the current 'progression line' for different disciplines is visually a little lacking. The old skill-tree system would, at least in some cases(eg. execute proc for carnage), connect the relevant skills and procs. Current system does not have that, and it is difficult to formulate the 'right' way to play the discipline the way it's visually displayed. Leveling Really not too much to say about this... SWTOR excels in leveling, and it was once again a fairly enjoyable experience (at least story wise), barring a couple anomalies. What I noticed was, the experience gain seems to be tuned in a manner that you're expected to do the forged alliances story-arc before heading to Rishi. For example, I had done Oricon and CZ weekly+daily missions the day before, so when I logged in, I got roughly 80% of the way to 56 (with the experience boost)... However, once I had done every mission on both planets(apart from final encounter due to bugs), I found myself roughly 300k short of hitting 60. As to the annoying parts that I didn't like. Hunting down the datacrons on Rishi. Slow and rare spawn makes for an annoying thing to do, especially if you accidentally sell trash having acquired two of the three components. Then the open-world objectives... If you are going to have crucial mission objectives, such as the elites leading up to final encounter, at least make them a fast spawn. It was bad with 40 people camping them, I cannot imagine what it would've been with 160 or so people in the instance as it originally was. PTS and communication policy Now, this is a two-edged sword here. On one hand, it is understandable that BW kept the PTS as private considering the plot twists, but on the other hand the lag people encountered on the launch day, and to a point keep encountering across the board is just unacceptable. Same goes for the final encounter bugs, talk about an anti-climax. Even today, if an instance of Yavin starts to reach over 40 people on one faction (I assume it's 40 on other side too), the lag re-appears... One would imagine you could at least do an open stress-test on PTS to find out if 90 people in an instance is going to crash the planet. You can also see that parts of the SM operations seem to be overtuned. For example the Underlurker, with 4 DPS and 2 tanks, assuming each tank is doing 1500 DPS, requires every DPS to maintain 3000 DPS to beat the enrage. Now, 3000 DPS is not an unreasonable number for a player who's comfortable with their discipline, and has optimized 186 gear... Your average NiM player (Zorz, DnT, DiLiH and whomever else may have been on PTS) probably can rather easily put out these numbers, but this is most likely not the case with the player venturing to storymodes for the first time with the stock-basic commendation gear which may well be unaugmented, but I'll venture to the commendation system later. Anywho, to me it'd seem the cause is in lack of testing with the more casual players. On this note, I do have something to say on the subject of announcing SoR. At the time prior to SoR announcements - this being maybe 2 weeks prior to the announcement of the announcement of SoR (Which turned out to be another announcement of announcement) - I was quite disappointed, and felt like the game was going nowhere, a little like I felt around the time cartel market landed and every update was about new cartel packs. Had I been a subscriber around this time, I probably would've halted the subscription, and I feel like many did. This is simply not a good way to treat the community, and I hope BW will handle the communication a little bit better in the future. PVE Commendations&Gearing 3.0 Prelude: I see commendations as a way of rewarding people for playing the game outside of the progression tier. They give a reason for NiM and HM raiders to do HM FPs, GF operations, and lower tier operations alltogether. This way the more casual players benefit from the experienced players, and experienced players have a reason to 'bother' with doing SM operations. This reason being, so you don't need to roll on a certain token piece multiple times to properly min-max your crit/power distribution, or perhaps an odd enhancement(Though it was no longer possible with DF/DP times). And once your main is geared, you could use commendations to gear alts you might want to raid with, at least for a start. Now, with 3.0, the commendations are practically worthless for anyone looking to gear themselves(or their alts) properly. The only pieces that might interest you are the elite & ultimate offhands for the armoring, but on the long term, all the mods and enhancements are bad(endurance heavy, or just unoptimized). You might use them to gear a companion out for giggles, but at least for the time being there's no content(Basically soloing heroics) that requires a companion in the game for a level 60 character. That said, there's absolutely no incentive for me to log on my main after I've cleared the top-tier content for the week. Considering how consistently bad mods were used in commendation gear, I can only conclude it was done intentionally to slow down the gearing of progression raiders/everyone else. While this not only effectively makes the commendations worthless, you also force alt-raids, and segregate the people who would otherwise do commendation ops(16m GF SMs for instance) to in-guild alt runs. In the end, the result is those who want to gear fast will gear fast. The rest will be rocking 50k+ HP in endurance heavy elite gear, and wondering how the dude in optimized 186s is beating them in DPS. At the end of the day, I cannot see a reason for not having a single worthwhile mod/enhancement in all of the commendation gear. Token gear already has the advantage of set bonuses, and come nightmare all the nightmare gear will be better regardless. The benefit to having something to fine-tune your stats with is not a negative thing, and isn't taking anything away from anyone. One example of doing this would be bracers with good crit mod, belt with good power mod, legs or helmet with optimal power+accuracy enhancement for example. That way it's not too fast(with commendation caps), and at the same time your gearing doesn't rely completely on winning token rolls. When I came back to the game after some time off, one thing really bothered me over others. If you're going to give an entry-level gear set (such as the 156 gear from Oricon), why not at least optimize it? It's really bad practice for those who aren't that familiar with itemization to be wearing alacrity+defense gear as a tank. (R.I.P. Recruit gear, sweet prince.) Alacrity I remember the hype around alacrity with 2.0. The gear devs certainly seemed like little children with a new toy they wanted to show to everyone, so alacrity was everywhere. Well, in the end it wasn't quite as good as it was hyped to be. With 3.0, alacrity certainly seems like something I'd like to have in the gear, but the accuracy requirement just doesn't allow it. An enhancement of surge is still better than an enhancement of alacrity, because at least for the time being you need to dedicate so many enhancements for accuracy that you don't really even hit the surge DRs. Perhaps the accuracy rating is bugged as some suspect, or it's intentional, so alacrity might come to play in the nightmare gear tier. Either way, great that you finally made the stat worth a consideration for DPS (after 3 years or so).
  21. Although I've mostly moved to EU servers, I still pop in every so often and figured I'd give my 2 cents on the PvE aspect of the server. After a rather long hiatus (Roughly from launch of 2.0 till 2.7-2.8ish), I re-installed the game to come check up on the server... What I found, was pretty much a dead server in terms of PvE. When asking in Imperial Fleet about the status of progression, the first answer I got was "Who cares?", and that seems to sum up the general attitude of the server towards PvE/progression. After looking around and some gearing, it seemed as if people were afraid of HM and NiM content on some level. Now, I don't know if this is due to lack of experience in HM, or bad experiences alltogether. The groups raiding HM and only starting to explore NiM had high DPS requirements on dummies, or very strict set of rules, effectively driving away those who might be somewhat interested in endgame PvE(I do not count SM to this category). To make it clear: You don't need to parse 4k on a dummy to do DP/DF HM, nor do you need to learn by heart the correct rotation to pull good numbers on a dummy, when most fights (NiM and HM) will require something else entirely. It is much more important to understand and know the class, and the fight, then adapt accordingly(eg. movement caused by mechanics, burn phases). So what could possibly motivate people to improve their DPS? What could make them want to be good at their role? Failure. Nothing motivates someone to better themselves more than failure due to lack of DPS. However, with mostly SM pugs around, failure due to lack of DPS is rare, if not nonexistant due to the faceroll nature of the mode. In other words, you experienced people out there, you who think you are good, and want more good people, start pugging and join pugs. Teach those who may not be as good, inspire them to improve themselves. Many people are completely oblivious to the concept of min-maxing gear, even if they understand the basics of their class. Don't ask for HM achievements in the hopes of a fast farm-run, but rather endure the wipes and help everyone in the group to understand the mechanics. At the same time, you might find some rough diamonds amids the rocks, who may some day be the crown jewels of the server. (To give an example, Te'fia was originally a PvPer, he joined Sovereign, and now is on Harbinger clearing NiM content on a regular basis.) Also, you mid-tier PvE guilds struggling with HM content / just venturing to NiM, don't be afraid to ask for help from the better/more experienced raiders. To come back to the general attitude of the server, I've seen people (after having been called out for something, eg. failing to play the objective in PvP) use the excuse of "This is an RP server". While you are correct in that sense, it should not be a rock to hide behind if you choose not to improve in the game mode you have chosen to play. People on PvE and PvP servers are (mostly) every bit as human as you are, so do you imply you are not as smart as those people? As for NiM progression, first and foremost you need 8 steady players who are comfortable with their class and role and can spend night after night wiping on something, until the encounter clicks with that group. For 16man, I honestly suggest joint-runs with other NiM teams. TL;DR: Don't be afraid to pug. Interact with 'worse' guilds and groups to help them improve. If your guild run is short one guy, look for a replacement instead of cancelling the raid. Failure is an option, and should be expected. With regards, Warstalker Taldari, formerly of Black Sun (Rising), AOE, Sovereign and Ascension (Strikes Back).
  22. This certainly explains a few things... (Pleasure, exploiter and explorer parts in respective order.)
  23. Found an Explorer Chassis 100m east of Wardpost Landa (coordinates roughly speaking 900, -100).
  24. Thus far I have found the following: Explorer Turbine Jet Engine from Black Box area on Tatooine. Pleasure Speeder Turbine Jet Engine from Outlaw's Den on Tatooine. Exploiter Jet Engine from Outlaw's Den on Tatooine. (Practically right next to the spot I found the Pleasure Speeder Engine from.) Explorer Chassis from the Volcanic area on Hoth, if memory serves. Exploiter Steering Mechanism, northwest from the Highmount Ridge Imperial base on Hoth.
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