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SithLordaeron

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  1. Those of us who use blasters cannot preview what a new crystal would make our weapon action look like. I suggest that when a preview window is open and the weapon is drawn, the character model should fire the blasters occasionally.
  2. And they should pace around behind you guarding your back with the weapon drawn.
  3. His #2 doesn't make sense either. An currently available solution is to roll alts! And the way the OP can level cap before 55 is to simply NOT BUY ROTHC expansion. This request is just a thinly veiled attempt to bring vanilla-wow style twinking to lowbie pvp.
  4. When you get close to 50 I promise you won't feel weird about wanting to romance 18 year olds, and it won't matter whether you are male or female. Giggety.
  5. Ah this brings back memories of my first battlegrounds in wow. All the cool kids had already twinked out level 19 characters with the best gear available from Deadmines and Wailing Caverns and then enchanted it with enchants only available as rare drops from Molten Core. And they had gotten their buddies with level 60s to fight for them in Gurabashi Arena so they could run to the chest and loot it, doing it enough times to get two arena trinkets. And then they queued for battlegrounds with a pocket healer who was twinked as much as they were. It must have been great fun for them to one shot all the noobs who had never played battlegrounds before and to /spit on and teabag them. But all that ended when Blizzard began awarding experience for battlegrounds. Twinks could still queue for battlegrounds after turning experience gain off but then they had to fight against other twinks and what fun was that when they could actually get beaten one-on-one? If Bioware were to implement that system here, do you suppose Free to play users would be encouraged to subscribe when every time they queue they get annihilated by twinked out pre-mades?
  6. How about letting things that stack go ahead and stack to 100? Come on Bioware, are your data structures encoded in EBCDIC?
  7. Awesome. So now you should understand that half the time someone tries to learn a new schematic they will get it in 3 tries or less. (that is, if the 20% chance number were accurate). I'm rounding the 48.8% off to half here just to make it easier to discuss. Now what I'm about to do would only work for large sets of data but I'm going to use just a small set as an example. If someone learned a schematic after 5 RE's and the next one after 1 RE's and the next after 3 RE, that is a total of 9 RE's and 3 successes so the average number of tries to learn would be 9/3 or 3 which comes directly from the 20% chance to learn in the tooltip. Everything would work out nicely in that case. But if, (in a large dataset,) the average number of tries before learning a new schematic were higher than 3 that would indicate that the chance to learn is actually lower than 20%. Gambler's Fallacy doesn't even come into play here. This is all hard math based on the fact that half of the time a success should happen within 3 tries. Now the problem is that we don't have an actual dataset. I only started keeping count after feeling like something was seriously wrong because of the many, long strings of unsuccessful RE's I was seeing. So what I have to go on is just a best guesstimate of my average RE's before success. But at least it is a large dataset even if it is a fuzzy one. I have been playing since launch and I have toons doing every type of crafting in both factions and on two servers. So while I don't have a hard number, I am absolutely sure that my average number of tries is much higher than 3. As I said in my first post I routinely have to blow up 10-30 blues when chasing a recipe. Not every time. And I have seen back to back successes (extremely rarely though it should happen 1/5 of the time). But overall I am positive that my average is much, much higher than 3. And I've noticed that there seem to be other factors at work: When RE'ing green items, I see a much higher chance of success and people have reported that their level makes a difference. There are some blue crafted items which the tooltip indicates have a 10% chance of success so obviously their formula takes more into account than just a random number < 0.2. Also a friend who does a lot of crafting says that she RE's on average about 5 times before getting a recipe though I didn't ask if that was the same for green/blue/purples. An average of 5 works out to 13% chance of success. By the way, she later adjusted her estimate to 6. She has an optimistic personality and was trying to convince me to RE my greed rolls instead of equiping companions with them, so I think her first estimate was overly rosy. And the OP says he RE'd 15 level 30 armorings without a hit which is pretty typical for me as well. So my suspicion is that the 20% number only holds true for green items and that the blues are 10% and purples may be even lower.
  8. I keep count of my RE's and I routinely have to blow up 10-30 blue items to learn a schematic. As the OP said, this should not happen. It could conceivably happen but the chances are miniscule, yet it ROUTINELY happens to me. I think my current record for RE'ing blue items before learning a purple is 36 items. That was on my cybertech, learning a mod schematic about a year ago. I spent hundreds of thousands of credits just on the UT metal component. Do you know what the chances of that happening are? Do you even know the approximate chances of a success after 3 RE's? If you can reply with the correct answer (will take you about 10 secs if you have a calculator) then I will take your opinion seriously. Otherwise you are just spouting off at the mouth. Yes, OP, there seems to be a problem with their Reverse Engineering. They ought to fix it or explain to us what the actual chances and factors are. Before RotHC was released I RE'd dozens of item modifications and barrels to get the stabilizers. I never learned one schematic even though the tooltip indicated that I had a 20% chance each time. Some people think that the lower your level is in relation to your crew skill that they get more crits and schematics. All my toons were high level before I heard that so I cannot test.
  9. If there is already a way to do this I haven't found it. I want to not see other people's titles and here is why: On my healer there are many times when I observe something happen in a flashpoint or operation and I need to quickly select a person in the raid frame. For example, maybe I'm in a pug op and I see the boss lob a holy hand grenade at someone and I see who it went to. Or someone is shackled and I need to force pull them. Manually clicking their person is difficult. It just isn't as easy to do that as it was in WoW. Plus sometimes they are stacked with others and sometimes they are moving or I have to move. The best option then is to read their name select them in the raid frame. But when people have these crazy titles turned on like "Sith Queen Pwnblob, the Ballbuster" or "Wookie Life Partner Handsolo" and everyone is using a different one of these titles, it takes too much precious time to process it and pick out the name so that I can find Pwnblob or Handsolo in the raid frame. Just reading through the 8 or 16 names to find one takes long enough. They die before I can even make out the actual name. I beg of you, "Lord Bioware, the Understaffed", add a checkbox that will let me NOT see people's titles, or better yet just make them turn off automatically when in combat. That way everything looks normal while standing around at Fleet.
  10. Press Escape, click Interface Editor, check the box called 'Enable Movable Secondary Window'
  11. I like both your ideas. I'd like to see both implemented. That way I could sort by name to easily combine stacks. Then sort by grade, especially if it retains the relative order of the previous sort (like most spreadsheets do) so that you end up with things sorted by grade and by name within each grade.
  12. I have two requests for this. One is super, super easy. The other would take a little coding. 1. I want a checkbox called "Have Mats" which when checked would make the schematics which I don't have components to make just disappear from the list. Sometimes I want to be able to see only things I can currently make. It would take my CPU about a microsecond to iterate through my schematics and do this. There would be no added load on the servers. 2. I would like a tree structure for the schematics so that I can see the green item (such as Focus of Overwhelming Power) but then by clicking a "+" symbol next to it I can open it up and see the blue schematics I learned by RE'ing that green item: (for example, Overkill Focus of Overwhelming Power) then same thing to see the purple schematics learned by RE'ing those blue ones (i.e. Hawkeye Focus of Overwhelming Power).
  13. This sounds like a decent idea. Most of the posts I've seen regarding companion AI just complain that they stand in aoe. They do, of course, but I suspect that if the designers made them run out of it then that same code would make our enemies run out of Orbital Strike as well. A "regroup" command which would make them stop casting and come to your side immediately would be kind of like putting them on passive until they come to your side and then turning it off but only require one key press.
  14. I have stacks and stacks of Red Goo. Yes, there are things that can be crafted from it but the other mats for those recipes require more of some rarer component. So over the course of these months I ended up with a surplus of just Red Goo. Obviously everyone has a surplus since it doesn't sell on the GTN even when listed at very low prices. The only recipes that take a lot of Red Goo are Tionese implants that, for some unknown reason, are BIND ON PICKUP. Was that a mistake? Why would tionese implants be BoP? Anyway, I am asking that you give us something useful to craft with Red Goo that doesn't also take much less common components such as Immunity Cell Culture or Mutagenic Paste. Perhaps it could be a recipe to make you turn into a ninja or pirate or a wookiee for 10 minutes.
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