Jump to content

Turbowombat

Members
  • Posts

    18
  • Joined

Reputation

10 Good
  1. I have a friend who I recently got to buy the game. His system was a cheap prebuilt and he knew, according to the minimum system reqs he'd have to get a new graphics card. So after getting a cheap but sufficient card the system is as follows: Windows 7 Athalon II dual core 2.8ghz processor 3g DDR2 800mhz RAM Radeon HD 4550 with 1g on board RAM Minimum sys reqs are (from memory, so I apologize if this isn't exact) Dual core processor 2.2 ghz or better 2g RAM (for windows 7) Radeon x1800 with 256mb onboard RAM or better. So why is he getting 3 fps on the game? Yes the drivers are up to date, game is fully patched and set to the resolution of his monitor and all graphics settings are dropped to the bottom. I know SWTOR has some systems that it just doesn't like. Until recently it would drop textures on mine unless I ran it at low and in compatibility to XP, even though now I can run everything on high a few patches later. Any other ideas? Suggested upgrades?
  2. As far as I know you cannot currently do this. You might want to drop a note into the suggestion box, which is a subforum of general discussion, though I'm pretty sure this has already made it in there.
  3. 5% = 145 accuracy rating at 50. The equation is Y= 27.467X^1.025. There is no soft cap and the transfer to armor pen is abysmally bad for dps compared to other stats. Also this will not cap you for your basic attack (white damage) but that's only used to recover resources and shouldn't be considered when determining what stats you need. The reason you want 5% is because your yellow damage has a 100% hit chance, but default defense rating is 5%. When accuracy passes 100% it eats into defense rating at the same rate. So 105% accuracy vs 5% defense = 100% accuracy.
  4. I hear it takes more skill to play with your feet too. Should we all have to use our feet? I hear it takes more skill to use only one hotbar and never bind your keys away from 1-0. Why does BW allow us to rebind our keys? "it takes more skill" is a terrible argument for voluntarily making an awful control scheme and not letting players customize it to their liking. No one is suggesting they want I-win buttons or rotation-in-a-box buttons. We just want more fluid keybinding options.
  5. A bit off topic, but given the nature of star wars, this had better be a game someone with only 1 arm can play. Seriously how many arm get chopped off in canon?!
  6. Mercenary is the same way. For this reason I will never play either class. Also Star Trek is factually more realistic than Star Wars. The difference is Star Wars actively tries not to explain things (and it's better for it) because it's "future fantasy" not science fiction.
  7. Regarding #9 My policy as an operative is "you break it you buy it." If the dps breaks cc, your health bar becomes the buffer zone between that mob and the tank. As far as I'm concerned you're nothing more than a shield I threw on the tank instead of ccing the mob. I'm an operative, I have countermeasures and a vanish. It's not going to touch me; it's entirely your problem until it dies or you do.
  8. But really aren't hotkeys a program to help you play this game? Isn't the quest tracker a program to help you play this game? Why shouldn't we be allowed basic macros to make using the focus target a viable option, to declutter the interface, to actually have more than more than 48 key bindings (since we do have more than 48 abilities per character). disallowing mods just removes free research and development into what your players want. In the mean time Bioware wastes money on teams rapidly making stuff that we're asking for when we're more than happy to make it ourselves.
  9. I had this happen with one of my characters. Not only will it not be reequipable, but for me at least it now does no damage on autoattacks. I'm still using the weapon but without a color crystal at the moment
  10. Go to belsavis, he should be on the orbital station near the shuttle.
  11. there are customization vendors on various planets. Also you should have received a customization as part of the quest wherein you get your first companion. When you equip a customization, it changes the look of your companion; hair, skin color, eye color etc. Also if you have a security key, most security key vendors have companion customizations.
  12. 1.) patterns can be obtained through mission professions like slicing and underworld trading. Slicing has the best return rate on patterns for cybertech it seems. Underworld trading comes back with a lot for Armormech and synthweaving in my experience. 2.) patterns can be learned by reveres engineering existing patterns. If you go to your skill trainer for your crafting skill they'll have some patterns for you. Make these, then reverse engineer them. You'll get about 20% of your original materials back and have a random chance to learn a better version of that pattern. 3.) increase crafting skill by crafting items. See above. Be sure to check back with your trainer every 20 points or so. 4.) at end game bosses in Hard Mode Flashpoints drop patterns for gear higher than required level 49 and/or artifacts.
  13. You'll note certain missions say "Heroic 2+" or "Heroic 4" this indicates how many people are generally required to do the mission. When you select an enemy, if it has a silver outline on its portrait and a silver star over its head, it means it's strong. That enemy is probably about as hard as 2 or 3 regular enemies. If it has a gold outline and a gold star it's elite, meaning it's not designed to be engaged with only 1 person. If it has a white and gold outline it's probably a named boss and drops blue gear but is designed to require an entire party of 4 to take down.
  14. Let me start by saying I have no intention of touching the word "mods" or "custom UIs" in this thread. That's an entirely different discussion. This is about a developer, server-side macro system. One of my friends who is experienced with MMOs mentioned to me that there are too many abilities in this game and they don't feel they're correctly optimizing their rotations. It's too much of a good thing; each ability is legitimately useful in a certain time and place and so they don't feel they can safely take any of them off their hotbars, and in most cases feel that most abilities need to be close to the hands for easy access. If it hasn't become clear yet, my friends and I NEVER click abilities, ever. In WoW I managed to fit literally every single ability/spell my 85 Shaman had onto one simple hotbar, including mounts and off-spec abilities. How? Macros. I never cheated or exploited with them, and if I had intended to do that I certainly wouldn't have done it with macros that are stored server side. I would have made my own scripted macros so it would be harder to prove what I was doing. lacking a time delay function macros wouldn't help a bot anyway. Here's the simple logic of why I macro: 100% of all attack abilities will be used on exclusively hostile targets. 100% of all healing and buffing abilities will be used exclusively on non-hostile targets. So why is it a given hotkey needs to be bound to an attack ability when I have an ally targeted and vice versa? If I have an ally targeted, every one of my keys should know that and transform similarly to when I go into cover. Why can't my #1 key heal if I have an ally selected and shoot my gun if I have an enemy selected? Better still this makes focus targeting a dream come true. If I hold a button, say shift, the macro will calculate my target as per focus and react accordingly. So if I'm attacking the boss and the tank suddenly needs a heal, I just hold shift and the button I was spamming to hit the boss is suddenly healing the tank. No extra key bindings, no extra clutter on my HUD. TOR already claims to be able to do this, but in order to do this the shift key has to be designated as the focus modifier for ALL keys, rather than on a per ability basis, and I need to use up two slots on my hot bars for both the abilities and hit separate buttons to activate them, in addition to shift. The process of doing this eats up so many potential keybindings that I don't even use focus targeting in SWTOR, much though I'd love to. Needless to say in SWTOR the HUD is very cluttered by level 50. If you want to be effective you have all your hotbars out and full. You've likely rebound your keys to make most of them hotkey accessible. The only major function of simple server side macros in this system would be to reduce clutter and allow players like me to make a more efficient layout. Disallowing macros does not stop anyone from botting. This game, more than other MMOs, would benefit greatly from a macro system. Lacking macros, the focus targeting becomes near useless since there's only one possible way you're allowed to use it and it eats up over 1/4 of my hotkeys. Here's an example of the kind of macro I want to make Bioware, and though this may not be a very common request, know that at least I will probably never leave this game for another MMO if a macro system that allows this is added. /use [harm] <attack ability> /use [noharm] <healing ability> /use [mod:shift,target=focus,harm] <attack ability> /use [mod:shift,target=focus,noharm] <healing ability> /castsequence [mod:ctrl,harm] <relic,attack ability> /castsequence [mod:ctrl,noharm] <relic,healing ability> /use [mod:alt,target=self] <healing ability>
  15. I don't understand this position at all. If you look at WoW and compare it to games that disallow mods, you see no significant decrease in exploitation and farming, yet WoW uses the mods to basically let players perform free R&D, testing and developing. When a mod becomes too common, they just adapt it into the base UI. It's like asking your players what they want in your game, except instead of getting a forum post, you get it made and implemented for you for free. How could any MMO say no to this? It's like banning player wikis.
×
×
  • Create New...