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Umerisa

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  1. Greetings all. Ever since the huge server merge, i where forced to name change some of my characters dunno why but, that is not the case at hand. What i find distrubing about the character nameing system it dosen't allowed the usage of space. An example i wanna name my character Han Solo, but cause of the system I am only allowed to name it Solo or Han but in order to get Han Solo, i would be like this Han'Solo, Han-solo or anything with strange combination of symbol beetween Han and Solo. But i guess the developers don't want us to have acces to surname at all since it legacy is intended to do that. But futher mention this would prob get none rpg'er mad in any case it will mainly be a buffer for rp'ers but it also will provided people to have same names but with diffrent surnames gona use Han as an example again. Han Victor, and Han Solo, but that isn't achiveable with the current none space allowes within the character creation system. Kindley Regards Umerisa
  2. Ty for the information, and will use that work around for now. What i am really applying for to allow usage space when you are creating the character name, which open ups for more names and flexibity with the name creation.
  3. Greetings All I have just come back to the game after a long break from it. So lot of things have changed, less server to play on so more people on the servers. Which leads me to the point that i figure that two of characters where tagged for name change, with that in mind and the servers have been bigger in size of people the choseing of name is more difficult. I myself plays of a rpg-pve server, not to offend someone but finding people calling themself messblood or rudeblood is not accepted in my rpg mindsett, i rather like real name like arisu, tom, tommy. So now onto the point of intrested i would glady see the feature improved name system Guildwars 2 has it, Eve online has is, even guild wars 1 had this feature. namely the allowes of creating characets with a first name and sur name like this: Tom Rivus Arisu Namura. Regards Umeria
  4. Well they have already given two ship crew crafting skill perks, cybertech and biochem reuables! By removing those, will cause are outrage to those who have spend a lot of time grinding the mats, done the reverse engineering! Even unfair tbh! One of many things i loved about wow, where the perks around every profession, even the gathering skill did have it! Cause it helped me to choose, and it gave me pro and cons. Even in reallife we get pro and cons from making choices Even the mission skill diplomacy in swtor posses a small perk, light and dark side points gain. One thing i did really like is how the general mechanic's are that you are only able to have one crafting skill in swtor! But i urge the developers to think about viable end content perks for each crafting profession!
  5. Come on give the each crafting skill a perk! A PERK PERK PERK! Biochem has it already reusables! Cybertech has it already reusables! Armortech, synthweaving, arms tech, and arficer dosen't! Instead of increase the crit rate of auguments slots, you could have given the synthweaving and armortech, the perk of made the available to craft those slots for selective gear slots and only for those who have those crew skills! An viable perk for artificer can be, give them the ability to craft enhancement slot for there belt and bracer's An viable perk for arms tech, could be able to mod off hand's! With those changes you are applying the only viable end game ship crafting will still be biochem! Give each ship crew crafting a viable perks, that makes them viable end game! With those changes your are only making the crafting skills more profitable!
  6. Greetings community! Here is an little input on how i think about current Ship Crew Crafting skills in Swtor! Have gone threw some thread around here and apparently, the community dosen't like the perk that the biochem have like the reusable stims, med packs, and adrenals. I do see that point to an point, since none of the other crafting ship crew skills are end game content valuable! The other ship crew crafting skill that follows after biochem, are cybertech basically cause of the bind on pick up speeders, and the ability to craft reusable grenades. But the biochem comes out on the top, simply cause of the reusable they can craft. When you review the armor crafting skills in the game as they are now they are worthless none the less, simply cause why should i as a player in general pick those, when the end content are providing me with the gear, same can be said about artificer, and arms tech. So what i suggest is basically give every ship crafting a valuable perk. As i understand how the armor crafting skills work is that they, have a chance to crit and apply an augmentation slot, so why not just remove that chance, and give both synthweaving and armor tech the ability to craft augment slots for there own gear, that will make it more valuable end game! But ofc limit it to some of the gear pieces to make it balanced, just to give some examples, give it to wrists and hands! One other thing worth mentioning about the armor crafting skills in game, why can i as an bounty hunter use modifiable gear crafted from synthweaving as stated in game it is a force user armor crafting skill not a tech user, basically cause of that you can basically just merged those two. Just feel i have to say something about artificer also, cause of the resent changes when it comes to the colour crystals, basicly removing light and dark req on the colour's that just ridiculous imo, how long should i take before you remove the dark light on require on the relics you can get from treasure hunting! One thing that could have been an uniqe perk for the artificer could have been the cyan, whit color crystals. just and example of an perk! But i quess people just want everything throwned into there hands on a silver plate without lifting a finger or make a choice in game! That how i think basically how every crafting shall worked, that it gives something valuable end game that is only unique for players that have chooses that profession. One last thing, slicing as it is now, it is just a money maker ship gathering/misson, whit out doing anything! Just send of you companions, look for noods, and the wallet grows. So i ask as en end question do the community in general? i am guessing i am not alone about the thought on giving each profession a own unique perk. Thanks!
  7. So make reuable so all can use them and make biochem totaly to a none profitable shipcrew skill! And all the other proffesions can run in credits like anything! Cause some one think a bit ahead and thinks, i am getting my gear at level 50, so why should i pick the other once. and they should be pushing for that, just wrong IMO As said before, give all the crafting profession an own unique perk!
  8. Greetings Ladies and Gent's Any other from Norway that having issues ordering the Physical Security Key from Origin Norway! Here is the link! http://buy.swtor.com/no/ link for the product on this site http://store.origin.com/store/eaemea/no_NO/buy/productID.242876100 link to the product for origin Norway store! For me it shows the product is not avaiable. So i wish to ask if any others have been in contact with origin Norway! Also i want to ask if you have been in touch with origin Norway support, and meet a wall of excuses as i am. One Customer supporter: have said we have the product available for the site. One other have said: we only sell digital downloadable content. And the last one i talked with: said we have the product in store, but it is some problems with our web store, so we are working onto get it order able for the store! As always, we strive to provide you with the world's best customer experience for the world's best games. Can't say EA lives up to that though! Not after my experience with EA origin norway!
  9. 24hours sounded a bit to much IMO, that will penalty lies those who are victims for bugs or anything messed up game mechanic's that. So to meet the both requirements it is viable with a 30 to 60 min que penalty IMO. ''Putting the rage quitters into the same war zone, that i wouldn't mind me at all. so i liked you suggestion of flagging them and put them into a own Que'' Put i see one consequence of that, people who do that can still manage to get pvp point's. When taken that into consideration, it isn't a penalty, in all in all, the point with penalty systems is to make them not do it.
  10. It will always be those who will who will suffer from lost connection or bugs. But tell me of one game in general who is nullified for bugs. So i do see your point to a point, but regardless, of anything my main concern is the raw rage quitters.
  11. I am sicken of being past into pvp war zone already in progress when some people decides to leave there current warzone! AKA RAGE quit cause your team isn't winning! As the system work now, you can just leave if your team isn't winning, and wait some sec and reque for e new one! And reasonable que penalty would be 30 to 60 min.
  12. Just wanted to say something! 1. spotted some post about! the cosumables have been to expensive on the gtm just one input there it is to easy to farm credits in this game! 2. They should never have given the game the daylie vendor, who are selling end mod's for customization gear. Cause that broke the other crafting profession, which made biochem the only viable choice! IMO 3. By removing the reusable the biochemist' will prob keep everything they make for them selves, and no one will get access to the craftable consumables.. And by removing the only biochem can use the reusable will also mean less profit being an biochemist! And all other crafting profession can still earn credits by selling mods, crystals, armor etc. 4. Just and idea and thought, give each crafting profession something that only that craftable proffesion can use. Examples. Make the artificer able to make only artificer crystal's and enhancement, and hilt's. Make the cyber tech able to make only cyber tech mods, and armor mods. Make both synthesizer and armor tech craftable augmentation slots, for there own gear. Make the arms tech able to make arms tech only off hands, which are modifiable, and barrel only useable for arms tech. This is just some suggestions, how to make some buffers for the other craftable's out there. For me it isn't a mmorpg, without each crafting profession in game have something unique to offer as crafter profession you are picking up.
  13. As i see your point is that you want all the items in the game handed to you own a silver plate! The biggest mistake the developers ever did where to give the people access to some of the higher end crafting stuff threw doing dailies. So they have made some of the crafting skill more valid then others. And by making the reusable grenades bind on equip, will remove the one source of income from a cyber tech crafter. and if the developers are considering what your are referring to onto the bio chem, that will steal all the income possibilities for the biochemist. Effective making biochemist totaly useless, IMO.
  14. Keep Bio Chem as it is. I don't see a problem with the reusable. If they remove that i see bio chem useless. And what sort of replacement should biochemist get then, mmm i got purple crafting mats, what to use those for nothing except purple implants. An other alternative is to remove the reusable effect with a minor stats increase instead. Did watch the guild summit, where one guild leader did asking for making the raakta biochemist bind on equip if they ever consider that, then let biochemist keep there reusable's The Cyber tech got the benefit of making reusable grenades and not to mention bind on pickup custom build speeders. I would much rather see the devs give each crafting skill crew, an own unique feature. Just to draft some suggestion's gonna take some examples from wow. Like Jewel Crafting in wow get there own unique gems, to use and can only be used by Jewel Crater. To make an example how to implement that for the Artificer, make them able to make there own enhancement, color crystals that only artificer can use. One other example would be like Give the armor tech and synch weaving the ability to craft augment slots for belt and bracers. or some other armor gear piece they see fith. A downside with not having a crafting unique feature is, mmm let me see I take treasure hunting, slicing and one of the popular gathering skills who gives me most profit.
  15. As mention during the guild summit! You wanted to encourage, the player base to play the other faction! First of all THAT BIG NO NO to do that, remember this we are paying for game time! Last i want as a playing player is to be forced to do something i don't want to do! 1. Rule of thump when running a mmorpg, never force player do something they don't want to do! And if you really want to move on with that, give us at least 8 more character slots for the server! 1 for each class for other faction and 4 more for each avd! But i strongly urge you developers to move away from that idea!
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