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Laendser

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Everything posted by Laendser

  1. Raise, or better yet, ELIMINATE the bloody limit! BioFail at their finest, always forcing square square pegs into round holes. If it doesn't fit, it gets broken. BTW, I fully support any idea that would remove the hassle to have to travel to fleet or the very few other places that have mission terminals. A powerful Sith Lord, member of the Dark Council, but yet has such a short leash that the dog has to run back to fleet every time it wants to continue licking its own azz. Pathetic, these forced controls.
  2. You talk about the WHAT that BioFail did for the dye system (and even jump on the bandwagon and hint to its blaring faults, though to not at least admit as much would be political suicide at this point), but won't touch the WHY. WHY do you believe BioFail made such a difficult and un-user friendly system? WHY?
  3. News Flash: "BioFail finally figures out how bolster works, at same time pigs learn to fly!" "Would you like to know more?"
  4. The only thing I'd like to see from the Original Trilogy is the Death Star. Target BioFail Austin and commence firing!
  5. The worlds may nevers know. TBH, I don't think BioFail even knows.
  6. This game is miserable. Fixed. On second though, have you considered it to just be "working as intended"? That actually explains a lot.
  7. Bespin Port. New Augments could be added to the game that would give a bonus to RE chance. Crafters could create RE crafting suits for this purpose. But that would actually take a trifle amount of work and even worse, it would mean revisiting an already in-game system, so that right there is a big no-no in the eyes of the BioFail BugWare dev team. NEW gimmicks are the ticket, not improving on existing systems to make them more in-depth and diverse. Don't hold your breath!
  8. Sounds like PvP as a whole. Oh wait, 2.4 will change ALL of that!
  9. People complained about the total lack of a dye system, SYSTEM being the operative word here. The dye fail we have now is utterly pathetic and extremely overly difficult to actually bring about the "customization" it was billed as. Being given a half-azzed dye fail kludge and money grab gimmick instead of a working system naturally makes people upset, myself 1000% included. What most people fail to take into consideration is that once something is implemented, it rarely if ever gets revisited and/or improved. On that condition, if something misses the mark, then people feel as if it would have been better to not have had anything at all added, because then we'd be back to the hope that we'd get another roll of the dice to see if BioFail BugWare would "hit the mark" the next time. It's a way of exploring alternate realities, the IF Game. "If BioFail hadn't utterly flopped on the implementation of the dye system (by DELIBERATELY BEING GREEDY), would we have had a much better system available to us, one that is user friendly instead of overly complex for no reason (other that to milk as much money as freakingly possible for BioFail's gain, over our loss)?" To fix the dye fail into a working SYSTEM, dye-able items should have been given a minimum of 2 dye slots, one for the primary color, one for the secondary color, and possibly a third for a tertiary trim color that seams to be present in a lot of armor/clothes items. This would give total freedom to mix and match colors at will, instead of being pigeon-holed into canned color combos that are freaks of nature mostly. Notice that this makes no mention of where dye modules come from, which is really unimportant/unrelated to HOW THE SYSTEM WORKS. Having 2+ dye slots makes the system work much better in achieving user flexibility and freedom. Where the dye modules come from and how much you might have to pay for them would still allow BioFail BugWare to squeeze cash from a stone (if it so choosed to do so), but at least the customization aspects would have been fully realized. One other random thought: Would it be so damn difficult to have an option to "match to X" for items, i.e. match to legs or head piece, rather than everything only being able to match to chest? How much of a boon to the vaunted "Customization" would that feature add?
  10. iankalo, I agree with your ideas and support a change to make the crafting mission icons to be unique. That said, we must always remember that developer teams for the Cartel Market and the regular game are separate and distinct entities. Sadly, your idea falls onto the regular game side of things so I wish you all the luck in the world to ever see a change to this confusing problem as art assets are negligible at best to anything outside the realm of the Cartel Market. "May the Fail be with you, always."
  11. Izariel, I support your ideas, however you failed to mention the copious amounts of Cartel Coins we would gladly have to give for customization of any sort. All purchases of this sort would naturally be done through the Cartel Market.
  12. OP, good suggestions, however, good luck convincing BioFail BugWare to implement them.
  13. None. By the time you level the skill or learn a schematic, the gear tier is raised and back to the grind you go.
  14. Heezdedjim, I fully support your idea. That said, I have ZERO faith that something as reasonable as this would ever be taken on by BioFail BugWare. Good luck with that. Snowball, meet Hell. Cartel Market über alles!
  15. I'm still upset that Game Update 5 removed the E11 Carbine MkII and Imperial Detonator schematics from munitions traders. Overall though, it was a fantastic patch!
  16. Please keep in mind that information in this post is intended to reflect a speeder's rate of travel, not that of a bipedal humanoid. Best-Case Scenario: Usain Bolt has been clocked at a top speed of 27.44 mph while sprinting. The sprint buff as we all know applies a 35% increase to movement speed. Using Usain as an example, per SW:TOR mechanics, if he lost his sprint buff, he would drop down to a normal movement rate of 20.33 mph, which for ease of round numbers I'll round down to an even 20 mph. I'll call 20 mph to be the "Base Movement Speed", or BMS. Continuing along with this scenario, if Usain was to mount a high-end speeder and receive the 110% increase to his BMS, he would be traveling at a top mounted speed of a whopping 42 mph! To put that into perspective, the Ford Model T car, first produced in the year 1908, achieved a top speed of 40-45 mph from a 20 hp motor and is ubiquitously known as being the first commonly owned automobile. Per this scenario, the first car™ would probably win a race against any "speeder" in SW:TOR! It only gets worse, see below! Worst-Case Scenario: I think most would agree that seeing SW:TOR characters moving around with the applied sprint buff are moving nowhere near as fast as Usain Bolt has demonstrated while sprinting. In my judgement, SW:TOR characters (with sprint buff applied) look to be moving at a rate comparable to jogging, or roughly 6 mph. Under this scenario, the BMS would be 4.444 mph if the sprint buff is dropped. A 110% increase to this speed for mounts would net a top mounted speed of 9.333 mph. I'll graciously round that up to a wholly dismal 10 mph! Again, under this scenario, all SW:TOR speeders would lose a race to a pig! Random Thoughts: If the actual coding for base movement speed is indeed 6 mph, for speeders to have a respectable top speed of oh, say 55 mph, then high-end speeders would need to apply an increase in movement speed of over 800%! Even then, we would probably see threads with topics such as this: http://www.youtube.com/watch?v=10X3zJpMDMo So as you can now clearly see, quibbling over BioWare to add 10% here or there would produce results that would be nearly imperceptible. Percentage Calculations
  17. If BW does add in a mute toggle, it should have selections for each individual companion, not a cheap all-or-nothing single toggle button. I would certainly appreciate toggle-able companion vocalizations if we would ever get so lucky to have such a new feature.
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