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Evel

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Everything posted by Evel

  1. People did that with Onyxia after the first expansion pack - not with the current itemization.
  2. I agree. I hate this change. It prohibits me from being able to click on the item (crafting materials) and holding it over a stack in my Cargo Hold to see if it is the same stuff to stack. Very dumb and inconvenient "feature".
  3. Yes, but I will admit it is starting to lean more the other way with the plethora of broken quest I have encountered just reaching level 50 (2/6/12). I would have expected by now that quest of this nature would have been fixed by now. Also I was very unimpressed with how BioChem was "fixed" instead of bringing the other professions up to par.
  4. My only complaint is that there seems to be a delay in skills showing up (not grayed out) that are actually available. I see it happen a lot with Assassinate on my Sith Assassin.
  5. The guide on Sithwarrior.com recommends first getting Accuracy to 10% and then focusing on other things. I too have not heard much other than that about Accuracy so I would be interested to hear how it can be mixed in with all of our other defensive stats.
  6. 15% is hardly "massive". I am sure other MMO's liek Age of Conan, Warhammer Online and RIFT would be happy with a 15% drop.
  7. So I applied to attend, but I had a question. I noticed the * for people that filled out the application responsible for their own lodging, food and airfare. Are the guild that were invited by BioWare that did not have to fill out the application paid for by BioWare? Also, while I have much respect for fan sites like DH, CCR and MERC. I sincerely hope you are not inviting them as well since they were able to attend the Fan Site Summit back in November. If opinions and new ideas are really your objective then guilds other than ones hosted by fan sites would offer new perspectives for BioWare. Otherwise it makes the Guild Summit look like just another Fan Site Summit for marketing purposes instead of what the advertised intent is. Just my two cents.
  8. I would hope this is at the lowest part of their priority listing over other major features missing.
  9. I agree with theonepanda that Thrashing Blades is indeed the bulk of our damage and really the center of our rotation. It is also for the very same reason you choose 2/2 Torment in the Madness tree. I just cannot wrap my head around the importance people are placing on LR versus Shroud. Sure SoD sucks in terms of a 3 point talent for the gains, but being a tank is first and foremost about surviving and 3% health is still more health. LR is situational at best and until I hear of some encounters that absolutely require it I'll stick with SoD.
  10. Keeping Dark Ward up is part of the skill with playing a Sith Asassin based tank. If you do not want the maintenance (or uniqueness) of the class you may as well roll a Juggernaut. It is fine as is.
  11. We say the same thing to those that play an MMO and expect solo content at the end game.
  12. There is still much debate on this on the sithwarrior.com forums. Some people claim to use Force Shroud more often than every 14 seconds and some don't. If you do not use it every 14 seconds then you will gain much more benefit by the 3% Endurance boost - even if it is only around 600 HP decently geared. Personally, I am still leveling so I am not finding the need of using Force Shroud more than every 14 seconds so the HP boost is good for me. Now when it comes to Operaitons there may be a case to having it over the 3% Endurance. BioWare could do us all a favor and boost that talent to make it more... worthy of 3 points even if it takes moving it up the tree further and making it 2/4/6 instead of 1/2/3.
  13. Here are my suggestions for Guilds: http://www.swtor.com/community/showthread.php?t=225161
  14. /Slow Clap Well said.. well said. It is not even needed at this juncture.
  15. I was referring to a single thread/exe. With everything on high a single thread/exe usually sits between 2-3GB. The other one is usually well lower than 1GB (generally around 500MB). So do not assume I am adding anything together. It sounds more like you have a problem with your memory modules that when it reaches a threshold it is accessing a bad sector in your module causing it to crash. I'd run a full sccan of MemTest to see if it detects any problems.
  16. Have never crashed and I run Windows 7 64-bit with 8GB of Memory. I've seen plenty of times to TOR using more than 2GB of memory alone.
  17. If your spec is what it is in your signature then you are down by 2% Defense over most other Assassin Tanks as our typical core build includes the 2 points spent in Premonition. Just something I noticed that could affect spiky damage (even if minimal). Edit: You could go with something like this to gain that 2% http://www.torhead.com/skill-calc#200rId0krskbsZZf0cM.1
  18. Being privileged to see guilds evolves from EverQuest to World of WarCraft to Warhammer Online to Age of Conan, I have lots of opinions on how guilds should and shouldn't work. First we'll start with the fundamentals and then work our way up to the dream feature set: 1. Guild Interface. It is apparent that the current guild interface was not meant for main stream. It is enough to get the basic organization done, but it is far from a superior interface than that of your predecessors. The initial Guild Dialog is sufficient with the information shown though it would be nice to have a dropdown option to add under Guild Rank OR a sixth column added for "Last Online" which would show the date and time the member was last online. A lot of guilds like to perform maintenance on inactive members or "alt" characters and this is currently not possible in the current interface. The Message of the Day could use more characters along with a larger window at log in. This is especially important given scheduling of operations cannot be done in-game via a calendar like WoW. The Guild Details (General) Dialog should offer more details than simply a larger window of the initial Guild Dialog. It should display a characters Crew Skill along with their current skill which can be shown as "BioChem(400)". It should display a characters dominant skill tree which can be shown as "Immortal(Tank)". The Guild Details (Ranks) Dialog is clunky at best. The icons next to "Rank" look more like a auto-sorting option. With all of the space for additional columns it would have made MUCH more sense to add a very thin column in front of "Rank" with Up and Down arrows with a heading or "Adjust" or "Re-Order" of sorts. The "Add" and "Remove Rank" buttons are great, but why on earth is there no "Edit Rank"? Instead of being able to simply edit the default name of "Recruit" we have to create a brand new rank, move all of the members from the previous rank to the new rank and them delete the unused ranking. If you are worried about your metrics behind the scenes being able to know which ranks are what, you should have created them with the basic names and then allowed us to simply add alias to visibly change the names. A new tab needs to be added to the Guild Details for a "Log". This log would detail who has been invited and when, who has left the guild and when, when someone was promoted/demoted and it could also include withdrawals and deposits to the upcoming Guild Bank. I presume this will be the location for permissions for when the Guild Bank is added in March. One permission I would like to add (if it is not already) is "Requires Authenticator" for the Guild Bank. If this option is checked then only individuals of said ranking can have withdrawal access the Guild Bank if they have an Authenticator attached to their account. If users do not have an Authenticator then they only have deposit access. Again, this is an option so Guild Leaders can choose to enable or disable this feature. 2. Guild Calendar. I will admit that I hated the idea of the Guild Calendar when it was first implemented into WoW as I worried about traffic to the website dropping since it is what we used for signing up for raids and such. Traffic did drop, but they made the calendar so functional and easy that the website was soon out of sight, out of mind in terms of using it for raid signups. Allowing members (based on permissions) to create and manage events is crucial for guilds. Having the ability to have a sign up list for members to sign up for events based on their roles (i.e. DPS, Tank, Heal) and class with the event owner (or associated members with permissions) the ability to accept or decline sign ups. Then come raid day simply start the event and use the calendar to invite all accepted attendees. 3. Guild Leveling. Warhammer Online had a good implementation of Guild Leveling (ala Living Guilds) in which all members could contribute whether they were soloing, grouping, rvr'ing or raiding. It gave people something to strive for as a whole whether it was unlocking the Guild Calendar, Vault or even new skills, mounts or titles. Guild Leveling would be a great way to enable guilds to work towards the ever anticipated Guild Ship, which I imagine to be similar to a player city in other games (see Guild Ship section for details). For SW:TOR I can envision Guild Leveling having similar unlockable features: Rank | Reward | Description 01 | A guild | Successfully formed a guild. 02 | Guild Bank | Guild Bank (w/ 1 Slot) 03 | Guild Calendar | In game calendar to plan events. 04 | Taxes & Tithes | Taxes can set a percentage of member income to be given to the guild. Tithes can allow members to increase their donation percentage at will. 05 | Bank Expansion | Bank Expansion (2 Slot's) 08 | Bank Expansion | Bank Expansion (3 Slot's) 10 | Guild Capital Ship | (See Guild Ships for Details) 13 | Quick Travel Access | Quick Travel access point 15 | Operation Access | Access to Operations from Guild Ship 18 | Mail Access | Access to Mail from Guild Ship 20 | GTN Access | Linked kiosk to GTN on Imperial Fleet 23 | Guild Crafting Orders | (See Guild Crafting Orders) 25 | Guild Auctions | Allows guilds to put up auctions that only guild members may buy 30 | Capital Ship Piloting | Ability to relocate Guild Ship to orbit planet 35 | Improved Mounts | Faster & Lower Dismount chances available for purchase This is obviously just some off the cuff ideas and the interim levels could be filled with various titles or if well thought out enough a complete skill system like Warhammer Online had that could provide bonuses across the guild. Could be bonuses to actual stats while in raid groups to something as simple as offering crafting bonues (i.e. +10 Crit to BioChem, etc.). RIFT also had Guild Quest which could be a nice additive for Guild Leveling that say at Guild Level 6 the guild receives a quest for space combat that is based on your capital ship. There could be an 8 or 16-man version of it where you could have a small group of individual fighters that have objectives (ala tanks), turrets (ala dps) that are based out of the ship that do high damage and shield operators (ala healers) from the Capital Ship that heals the fighters and turrets. The missions could get harder as you increase Guild Levels and rewards could be in the way of improvements to the Capital Ship as well as credit/title/commendation rewards for the individual players. 4. Guild Ships. When I first heard the idea of Capital Ships two years ago at GamesCon(?) I got excited. There is so much you can do with the idea and I really hope you flesh out the design work and get it implemented sooner than later. Guild Ships in my opinion should be like a player city - minus the whole construction aspect. That is where Guild Leveling comes into play that after x number of levels the Empire/Republic grants your guild access to a Capital Ship. As you gain rank you gain features. Eventually I'd like to see it replace the Imperial Fleet as an option with exception to accessing class and crew skill trainers. We can keep those on the planets and fleet. Obviously the benefits of the Capital Ship would be quick access to operations; GTN, mail and having the ability to submit Guild Crafting Orders (see Guild Crafting Orders). Plus it opens a whole new experience for space combat expansion that can involve multiplayer experience. I know you worry about taking away the "social" aspect of Imperial Fleet and visiting major capital cities, but I believe that logic is flawed anyways - especially to those that join guilds. Most people that join guilds often do not do PUG's and/or could care less about what is "going on" in these zones. The idea behind Capital Ship Piloting would be to have the ability to move the ship away from the Imperial/Republic Fleet to park at another planet. The idea could be further expanded upon later, but the initial thought was that it would open up the ability for members to use a new exclusive ability called "Air Strike" that would be on a 1-hour cooldown that could call a air strike on a certain area (more powerful version of Orbital Strike). It could be used in emergency situations - nothing to over powerful just a nice unique ability to add some flavor to the ship orbiting the planet you happen to be on. 5. Guild Crafting Orders. Someone else had briefly mentioned this on the forums and I know I mentioned it back in beta, but I wanted to add it to this long posting again since it has to do with guilds. The Guild Crafting Orders is basically a new interface exclusively available for guilds that pools together the guilds schematic's and allows members to place orders for crafting professions. For example, Player1 needs an "Advanced Magenta Intrepidity Crystal" created. In the interface he could select Artifice which would display ALL schematics available in the guild which could be pretty significant. He could then select the Quality of Artifact to further reduce down the schematics. Other filters could be included much like the GTN interface. After player1 has selected the schematic there can be the option to either a) provide the materials b) provide the credits (up to a certain amount) or c) contact for details. After the order is submitted anyone in the guild that has this profession and schematic will be contacted to accept or decline the order. If it has been accepted then it will not allow other crafters to accept it as the "order has been filled". The crafter would then be able to mail the Advanced Magenta Intrepidity Crystal to the customer. Upon completion it could not only provide the customer with what they desired, but also a small account of experience for the guild as a whole. This system could further be expanded to the GTN as a whole allowing people to submit orders on the GTN for specific items, but I would still like to see a Guild Only option. 6. Guild Information (Offline). I doubt many guilds are as meticulous as I am with knowing who is in the guild, what level they are, what advanced class they are and what role they will fill for a raid, but you know how hard it is right now to get that information from TOR to say a spreadsheet? Yea talking about taking a screenshot of the Guild Details and manually typing in the information into a spreadsheet. Not fun when you have 160+ members (including alts). What I would like to see is simply a roster on the website. An armory of sorts like WoW would be extremely nice, but even a simple roster is a great start. On that simple roster either make it to where I can easily extract the information OR provide a means of downloading as a .csv or .txt file to import into a spreadsheet program. What I use the spreadsheet for is to determine which classes and roles I need to recruit based on raiding. Again, I am sure I am one of the few that does this, but others would greatly benefit from a roster all together.
  19. Learn2Read Permanent = Forever If you cannot comprehend that I don't know how else to help. BioWare wants people's decisions to matter and one of those decisions is the direction of your class post level 10. If you don't like it - reroll.
  20. No. Choices should matter. Don't like? Guess what! You can create another character - up to 8 in fact on the same server. Get over it.
  21. Do you have any Light side points as if you've made both Dark and Light choices you will need to sum the two values. Even though there is an indicator that says specifically what you are. I have no issues wearing "Dark I or above" items and I am Dark II.
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