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PyroRobby

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    3rd star to the right and straight on till morning
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  1. Thank you this was helpful. I proceeded with going to my ship and starting the new expansion story line. Have made it to level 58 so far and am now at the pirate city. Cheers
  2. Been gone a while and back now trying to pickup where I left off on the Hutt cartel. From what I remember I was very near the end; but not able to solo the quest line in the best gear I could craft (item level generally being 156). Stopped there. Now, since I think I can craft better gear and maybe finish that quest line to start the new expansion, I am not finding exactly where to pick back up. Also I am really just solo playing casually and have had a distaste for grouping, I know it is an MMO; but I like to just do what I can do by myself. Is that going to be prohibitive in finishing my class quest? Must I group, never had to before from what I remember. Here is what I have still in my quest log: http://postimg.org/image/3rgulm4tj/
  3. It does cause a bit of anxiety doesn't it, not being able to expect results and losing mats. This week i did an RE run on a level 30 blue grade ear piece where the 1st 20 tries were fails. Then the 21st try i got the best epic pattern i could hope for. Delighted i made a couple extras to put on the GTN and noticed there were about 2 pages of the blues and 1 page of the same epic i just made. None of mine sold and they were priced under the ones already up. So i just destroyed all my blues, recovering the mats I could. The 3 epics I put up didn't sell either. Having a "sweet" pattern doesn't mean it is all that unique or you will make credits off it, it just means you have it. It may sell and it may not. Price / demand / money in the economy thing. What i have seen with patterns and prices is: everybody wants to make a killing off what they worked hard to generate; but i won't pay that price, especially if I think i can generate the pattern for the same amount of effort then turn around and get that price myself from now on. I have tried to think of how it could be better; but this isn't an easy task to balance. As it is now it can be frustrating. Like burning through the mats for 50 or so items to finally spawn and epic pattern and it be crit + defense chance or something equally useless. So when you get really frustrated do you stop making stuff and just pay a really high price? if so then this is the intention of how it all works. If you find you will not or cannot buy the item, if it is on the GTN and when you get the pattern you cannot sell it either because nobody else will pay that then that is also frustrating. Try to keep in mind this is a game and it is difficult to please every body. The way i look at it is: I will not do flashpoints or anything requiring grouping, i just want to solo-play and ignore all the trolls. So, no nice drops for me. I will not spend all my earnings for an item i will replace in 5 levels either. If i want it i will make it. If i cannot make it then i do with what i have and move on. Where the chance / probability crafting as it is now has it's frustration, once explained the design intent, it seemed reasonable. Is it perfect? is anything considered perfect by everybody? What would you prefer: 1) To spawn an epic piece; but not get the pattern so you cannot make another without a bunch of failures again? 2) To easily be able to make an epic piece; but likewise so can we all, thus never be able to sell it. 3) More easily make an epic piece; but it be Bind on pickup, not bind on equip, so you cannot sell it and nobody can. 4) Be able to more easily make an epic piece; but only be able to make 1 a week. 5) Have fractionated crafting where you can make an epic focus; but not a shield if you choose to be a focus maker. Like wise for mods, enhancements etc. Or perhaps you can make strength gear but not willpower gear. If you try and think how you can do it where it isn't easy to flood the market or obtain, so as to add value, the way it is isn't so bad. Nothing is perfect and this is just a game.
  4. It is said that J.P. Morgan shut down the funding of Tesla, saying "where do we put the meter" and " no free milk from the cow". Capitalism at work, nothing for free and that is what happened to Tesla, plasma power and free energy. Still, regardless of our "Electronics Paul Bunyan", Tesla, it is understood the intent with the crafting probability. More so greatly appreciated getting intelligent feedback regarding expectations. Summation of this thread: 1) Where you may find normally you get an upgrade schematic spawn within 1 - 15 RE's of a green pattern having a 20% chance or an upgrade from a 10% chance pattern within 1 - 25 RE's of a blue, it can occur and in fact is intended that the possibility of not getting any upgrade with in 1 - 50 RE's of any research pattern can also occur. 2) By the possibility of no results and thus encountering frustration and setbacks, where you may choose to buy from the GTN or player trade an item, rather than persisting in attempts to spawn the perfect pattern, this is considered beneficial to the "Reality" of the game crafting and to the value of the perfect item. 3) Upper level crafting tapers off as the approach to the final level is progressed. One should review all available patterns and construct items still within a color which indicates a level incrementation is possible. 4) It likely is just "Pigeon Theory" that making a run of 15 - 25 items to your inventory, so you can sequentially RE them yields better results, it is stated in this thread that each RE stands alone, which implies that whether or not you make a run and RE them after or RE as you make them, the probability is the same. I am still stuck on making a run of them and then doing RE as it just seems i get better results, will have to retrain my "pigeon brain" on that not being true. Commentary: Persistence pays off. If you really really want it, keep trying. Having dealt with crafting in other games I have found that if there is a better item, it sells. Also I have found that if it is difficult to get the pattern it's availability is rare and valuable. Games where it takes a very long time to get a needed item are just unappealing to me and as soon as i discovered that being the case i left them (Firefall i hated for this reason). As for this game, maybe the designers did it right as there are times i just buy an item rather than try to spawn the pattern. Likewise, items i did get a pattern to spawn for do sell. Most important of note is expectation. If i do not know what to expect, and abnormalities surface, I may "knee-jerk" into thinking it is broken. Knowing this is intended is a blessing of sanity. I am not one that likes to gamble and will not do so, that compels me to choose to buy rather than make in some cases. I have not been repelled from this game under how it is now since returning, so perhaps then dev can be complimented for getting it right.
  5. Edison? I don't think Tesla had so much difficulty "out shining" Edison with the neon light, when Edison would not work with him. Didn't take Tesla nearly 9000 tries either. Also i have done reverse engineering of both electronics and computer programming myself and it doesn't take so much effort as 9000 tries. Edison was just over-rated, Tesla was much more gifted. Edison was slow to realize he was burning the elements and how the "fire triangle" works. 1) I understand the conflict here and am not going to argue this point. Perhaps it adds value to an item when it is not easy to get the perfect pattern. Your feedback is appreciated, thank you. 2) As for the question about upper level incrementation of crafting level and "yellow to green" regression. I have to confess here, i am red-green color blind and never realized that the regression from yellow dropped to a "green" tint. So i never perceived the regression as green. I just kept making stuff and the skill finally maxed out.
  6. Making credits in this game isn't an issue with me. My issue is with that which i find annoying. With what i find annoying, i try to ignore. If it is really really annoying, then i will post on the forum as done here. 1) I take issue with the possibility of making 25 items or more and not getting a spawn through RE, when research is available. To not is just wasteful, yet the expectation is: to lower my expectations. 2) Perhaps we should at this point just agree or disagree if crafting should track your attempts through RE to get an item upgrade. If you think that the crafting should be revised so that you are guaranteed to only have to make 30 items of 10% chance to get the maximum of the 3 new pattern spawn, then simply post "Agree", else post Dis-Agree. This may lead to statistical data for the dev team to make a change or not make a change. You may preface your position on this; but please at the end of your comments add two blank lines then state your position of "Agree" or "Dis-agree" to make it easy to tally. 3) as for making credits, you do not need to group or use the GTM, just do daily's like: Black Hole and Section X. If the redundancy bores you, do any of the other daily's to change it up. I do not do flash points, 2 man, 4 man, PVP or anything requiring the assistance of others. Too many bad experience in other games with others, to seek a group any more. Not that people are unfriendly in this game, i find the converse true, folks are mostly very friendly and helpful. I just have an old pc that lags badly when i group, so i cannot group and do not. What i do for work is plenty challenging and rewarding, when i play a game i just want to mingle and goof-off. Anyway thank you every body for the feedback. My Vote for Reverse Engineering is: it needs to be changed so it isn't possible to make and RE 25 of the same items with no results other than frustration try again. So then to this i say: "Agree"
  7. Thank you for your feedback. 1) Yes i understand the math and the difference between chance and probability. Although thank you for showing the numbers. Normally i get satisfactory results which leaves me questioning when i get zero results and probably should have gotten a result. Even more so when normally i get 1 out of 10 for a 10% chance or at least 2 out of 25 if not 1 in 10. This had me thinking the design included a reasonable bounding of the probability so as not to have cases where the RNG could have one making and trashing scores of created items through RE to get zero results. So i asked if this was broken. 2) There are no implant available to me higher than 400; although there are stims available of level 410. So, looks like i have to make stims i don't want, to level so i have the next rank of implants. (YUK! bad design IMO) 3) If the case is the spawn is wholly based on probability and has no bounding to assure a player will not experience 25 to 50 or more successive tries without results, then that needs to change to assure a reasonable player experience. Mats are expensive or very time consuming to gather, to just throw away when the RNG is horribly against you. Very unattractive for game play experience IMO and repelling me from enjoying the game. So i asked if this was broken. Where there are things i enjoy about this game there are things i find repelling. Each increment of repulsion makes me less likely to invest in more virtual items as it makes me think i am likely going to try other games until i fine the perfect game for me. Though i will still likely always return here and play until it gets annoying again.
  8. When this game 1st launched i had a run of 50 green vibro knives not spawn a single pattern upgrade. Long story short on that, the ticket i opened asking about the RNG results and if it was a bug, was deleted and never answered. After quitting for over a year, due to annoying lacking customer service and all my friends leaving for the same reason, i returned to find that items now post the percent chance of a pattern upgrade through RE. Today i ran 25 level 49 blue implants with my toon having a 410 crafting level. Neither did i gain crafting skill nor did the 10% chance spawn a new pattern out of 25 RE's. Is this broken? I understand chance vs odds. This seems broken though when it seems outside the norm of what normally happens. Is it too much to ask to have a bound added to the chance so RNG doesn't repeatedly make me lose the probability bet and get really annoyed at the loss? My Expectations were: 1) An item sorted by level and showing the level number in yellow, would increment my skill level. 2) An item having research available and showing a 10% RE spawn chance, would produce at least one and maybe two pattern upgrades out of a run of 25 freshly crafted identical items waiting in my inventory for the RE run and new pattern spawning. 3) I understand chance vs odds. What i was expecting is what normally happens: a 10% chance has normally returned at least two upgrades within a run of 25. Only once, which was at the game release did i have a horrible experience of 50 not returning a single upgrade, from a green item. Now when 25 returns nothing i think the RNG is broken. (RNG - Random Number Generation) Note: I do think this is a good game and have enjoyed playing portions of it again; but there are still aspects that annoy me, so i try to avoid them. I am a subscriber and also spend money on the cartel market. However the more annoyances i encounter, the less i am willing to invest in virtual items. That is i play for fun, not for a head-banging challenge or to be annoyed with bugs. Ultimately how much i spend will be based on how well i enjoy the game or if i just think it is full of bugs and lacking support.
  9. Having had an avoidable issue with character rename, I would like to offer feedback regarding a suggestion how it may have been prevented. 1) The input text box appears to have allowed me to input a name string longer than is allowed. 2) The confirmation message also appears to have displayed the over-sized string as an allowed length. 3) The name was truncated without obvious knowledge it would be truncated. Rather than argue if i simply am wrong or not and it may or may not be possible what i claimed, the fact is: it wasn't made obvious by any interface feedback the string length limit. Suggestion: 1) State in clear view of the input textbox the string character space limit, allowable characters and non-allowable characters. 2) Popup a message that alarms the user of an entry that is invalid or over the length limit. 3) If the input text exceeds the limited length, on the confirmation message add another message stating the name will be truncated and will not be the exact name originally entered. 4) Do not allow the acceptance of a truncated name or entry of an oversize name (please make this fool proof). Perhaps upon attempting to type too many characters, clear the text box and pop up a message saying that is too long please try again.
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