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EQFetish

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  1. Alderaan open world PvP player kill acheavs appear to be bugged. Edit: NVM, apparently the kill counter for each planet requires a minimum target level.
  2. Saw this same bug today, multiple times. On one attempt we cleared Purple phase and Regulators started chain spawning every few seconds. We killed at least 6 of them before wiping. On another attempt I think we failed purple followed by chain spawns. These were Regulators not Rectifiers (fail add) or Recognizers (small adds). Thought maybe this was a new mechanic to penalize for not channeling, but we confirmed it still happened while channeling.
  3. I think the best all around option would be something similar to how Matrix cubes work... Sell a "Disassemble" option that breaks the set bonus off as an independent component. Then provide an assembler machine that combines the set bonus item with an appropriate armor piece. This allows for both cases... Set bonus on custom shell, without pre-determined armor mod stats. Additionally, this would allow applying the set bonus to un-slotted gear. I would even suggest these set bonus items be tagged to fulfill the set req for a set item, but not be limited on what armor piece you can combine them with. This would allow you to apply the DPS set bonuses to your armor, while applying the heal set bonuses to your ear, implants, wrists, belt for simo bonuses from both sets.
  4. Ehm, no I'm saying since there is no Will Matirx with tank stats... 2 Blackhole relics might be better than Blackhole + Matrix For everyone else, Matrix > a second Blackhole Relic.
  5. LOL, so you're reasoning seems to be... A) The Dev are idiots B) What Devs implement will be made bad C) Ideas are bad because devs will implement them Sorry but that's just wrong. Ideas have merit regardless of other's ability to execute on them.
  6. /signed Reward the explorers.
  7. Ehm... any half decent implementation of streak breaking on RE would reset the fail tally every time you switch items, so no you couldn't use greens to guarantee success on a purple. Similarly, streak breaking typically resets between encounters. So no, not a "Very bad idea" if done with half an ounce of thought.
  8. Easier said than done. Devil's in the details as they say. Most of the details I listed would need to be considered even if just for legacy... like where do the mats come from... where do the results go... what about no-trade stuff... how do you view progress without changing toons... what if u change toons and a companion is busy? IMO it would be only marginally more effort to make these options available for guild and public work-for-hire.
  9. I'm in favor of this, not only for legacy but possibly tied to guild resources or maybe as a game wide work-for-hire system. Provide a shared cargo hold for crafting mats. Tradeable mats and results can be designated from/to personal inventory or the shared hold. You could not however use mats from the companion owner's account. Missions for a given companion would be limited by the owner's skills. Owners would have the option to de/list companions for hire when on/offline and to legacy/guild/public to avoid having companions tied up by other players. Owners could set a fixed or percentage based commission fee, paid by the sender. Small, like 5% broker fee goes to Bioware for the convenience. Owner earns skill ups, not the sender. Players can view the status of missions they've commissioned and what their companions are working on. Players may cancel a job commissioned by another player, but at a steep penalty. Requester gets a full refund. Player forfeits seconds spent on the job x2 in credits.
  10. Normally I'd agree with you... way to many "Caution Fire Burns" signs for idiots these days... but in this case, after setting up typical Shift, Alt, and Ctrl binds for hotbars... its far to easy to fat-finger Alt + Tab instead of Alt + 1, or Ctrl + Tab. An option to disable this for the dexterously challenged might be nice and is not uncommon for similar games.
  11. Which frankly is backwards. A tangible benefit for the primary (and additional) toon you do play is more valuable than an appearance unlock for additional toons you MIGHT play. I know at least 10 players that purchased the Human unlock just for the companion buff, but will never buy another species unlock as they stand now. They will however level alts of random races just to max companions for the Pre buff on their main toon. Granted, the unlock is a benefit so the non-human races should get a reduced but still tangible benefit for the existing toon. Something equiv to 1/2 or 1/3 the benefit humans get would be reasonable. Edit: I would strongly recommend you audit the actual purchases of each species to determine the player perceived value vs. price. I'd bet good money the purchases for Human will greatly out-number any other species.
  12. No, not when compared to the bonus for Human, which gives a tangible benefit to the already lvl 50 Human character. lvl 50 Human: +100 Pre gives their companion about +500 HP, +20 dmg, and +14 heal vs lvl 50 Chiss: No benefit to the existing character.
  13. I had a similar idea for appearance armor and an appearance tab, again to both provide players the freedom to customize appearance and bolster crafting. Basically appearance armor could only be equipped to an appearance slot. Appearance armor would have appearance mod slots for customizing the look in ways you couldn't with typical protection armor. Some possible mod slots... Pattern: Alters the texture applied to the armor model. Primary Color: Alters the primary color of the pattern. Secondary Color: Alters the secondary color of the pattern. Effect: Applies lights/glow/particle effects to the armor piece. Adornment: Additions to the base model, for example spikes, fins, pipes, pouch, cape, cloak, plating.
  14. I'd much rather see species unique bonuses, like... Cyborg +5 Cybertech critical, +5% companion tech power Rattataki +5 Underworld Trading critical, +5% companion surge Twi'lek +5 Treasure hunting critical, +5% companion accuracy
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