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jkennaly

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  • Location
    San Diego, CA
  • Occupation
    Automation Consultant
  1. Same issue here. I've gone back to sh, relogged, every time i try to clear the debris the ui fades like the cut scene is about to start, and then... im just sitting here staring at this log. No cut scene, cannot advance.
  2. What you're describing sounds like you are playing in the 30-54 bracket, not the 55 bracket. Leanr all you can now, because it will be tougher when you are playing against other 55s. First, the levels don't matter much in WZs. There is a mechanic called Bolster that evens things out, so the fact that you are 20 levels higher than your opponents is not very important. Most players would lose going against 2 opponents, especially 2 opponents that have played together. In a WZ, no one is fodder. Your best bet to start off with is maybe follow someone of your class around at first, and see what they do. This will let you learn the maps and get a handle on the faster pace of PvP. Another suggestion would be to accept that is a totally new facet of the game, that you will be learning from scratch, while playing against people who have been doing it for years.
  3. The best part is, it was necro'd for the specific purpose of somebody saying they acted like a jerk towards small children.
  4. These two things are not even remotely equal. Let's say you are starting from scratch, with no prior history. I'm also assuming we are RE'ing blues to purples, with a 10% chance of success. You start to RE. Your chance of failing 60 times in a row, before you begin, is about 0.18%. Not very likely, but with all the players in the game we can safely assume that this happens multiple times a day. To the person is it happening to, it feels incredibly frustrating. I don't know that I have ever failed 60 times, but I know for sure I failed 50, and it was painful. The counterpart to failing 60 times in a row is succeeding 3 times in a row, which is almost half as likely at 0.10%. I don't think I've ever had this happen, but it is again likely that every day, a few lucky souls out there hit this. Even if you are doing RE's with a 20% success rate, it is ten times more likely that you will fail 60 times in a row than succeed 10 times in a row. The odds of these are very low (1 in a million for 60 failures, one in 10 million for 10 successes), but the failure is on the order of something that might be happening once a month or every few months.
  5. There is a gap at 410 where it is hard to find things that will actually increase your Artifice level. My advice: try Dye Modules. Make 10 Dyes, and then you will be at 420, where you can switch back to Enhancements.
  6. That sounds like a good idea. http://www.swtor.com/community/showthread.php?t=727496
  7. You might need to go to yur crafting trainer and buy some higher level recipes.
  8. The set bonus is on the weaponmaster armoring, not the generic 72 armoring. So even if the stats on the mod are the same, only the weaponmaster piece has the set bonus. You can buy the weaponmaster piece, swap out your 72 might armoring with the Weaponmaster armoring, and that will get you the set bonuses.
  9. While this might make the MM better, one artifact of the current system-the same players playing each other repeatedly, in a lot of different combinations- is that it makes the ratings very accurate within that group.
  10. I think this is exactly what Ilum was supposed to evolve into. But it turned out the graphics engine couldn't handle large battles, and on top of that, even a slight faction imbalance at the server level led to a massive effective imbalance in ability to control the planet. It's just really difficult to make this kind of thing of fun, without putting so many restrictions on it that it becomes more like PvE.
  11. The skill levels usually increase based on the mission itself, and not on whether it is a success or failure. Try getting a harder mission and running that.
  12. I played this game a lot for a few months after launch. I played a lot of PvP then. Just in the last couple weeks, I started playing again, and when I come on the forums, I see a lot of people complaining about "having to grind a new set of gear", with a lot of other complaining about bolster. Shouldn't these complaints cancel out? I mean, either bolster makes the best gear pointless or not. It can't be both. And even more importantly-what is the difference between grinding out gear and playing the game? If you play the game a lot, don't just automatically get the new gear within a few weeks? At launch, getting new gear was insane. You would open the bags, and just hope you got the piece you wanted. And when you didn't, you outfitted your companion with another piece of PvP gear that 90% of the server couldn't get, but you had to get rid of before they filled up your whole cargo hold. People complained, and they changed the system, which obviously works way better now. But people now still complain, and even worse just viciously slam the devs, who have obviously worked very hard to fix the launch issues. Of course these things can't be fixed overnight, but as someone who saw the beginning, and the current state-trust me, it is way better now, and almost all of the issues that were bad in the beginning are totally gone now.
  13. Wait I thought the definition of ganking was "getting beat by someone better than me". Is that wrong?
  14. The OP is written from the perspective of a high end trader with extensive resources, but not everyone is in that position. The OP probably does not do very much actual crafting-and almost all the crafting done is probably very high end, with some additional continuous R&D to generate new purples for sale. The OP is trying to cover every potential market, and is familiar with prices across the board. The OP is in a position similar to Amazon-lots of money to manipulate markets, lots of knowledge of those markets. A lot of the producct sold is bought from others who have made it, because it is faster to by it at a good price than make it. In exchange, the OP is taking on some risk here-the market could shift or collapse, and the OP can be stuck with unsaleable inventory that must be released at fire sale prices. Not all players can support that risk. Instead, they are struggling to stay above water. They are out there running quests and picking up mats, and then knocking out whatever they can so they can afford repairs and skillz and whatnot. For these people, maximizing profit is not nearly so important as reducing risk-the cost of not being able to buy a skillz upgrade is much higher than a few thousand credits. Basically, there are two markets: the primary market, where the producers sell to the OP and other rich individuals, and the secondary market, where the OP sells to consumers. While the profit margins are higher in the secondary market, so is the risk and the capital requirements. Selling in the primary market is not necessarily a mistake, if the seller does not have the knowledge to evaluate risk, or the capital to support it. Selling far below the second-lowest price encourages speculative buying-in other words, the OP is more likely to buy it. And this happens even if there is no demand in the secondary market.
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