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dingwog

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  1. I was at the Austin Community Cantina and asked this exact question. The lead developer of GSF said this. They designed the expansion with the a mindset that it had to be KB/mouse only for several reasons. First is they know everyone has a KB/M. They didn't want to make GSF a game that requires you to use a gamepad or controller or give an advantage to one group. Most of his answer was based around this idea. I then was able to talk to him for about 10 minutes and by the way he is awesome and incredibly excited about what they created. I asked him about PVE and he said initially they worked on it but realized that the can of worms it opened at the time would lead to an even longer dev time. They decided to focus on PVP but hinted that PVR is a possibility. He meantioned many times that these features will all be based on the popularity of GSF. If PVP shows a ton of interest,and activity then maybe we can get some PVE. The controller support will all be based around popularity and demand for the feature. He said I should start a forum post about it as he doesn't recall seeing many on the topic. I guess this is the first and we can see what kind of support we can get from the community. Even still I wouldnt expect anything for 6-9 months.
  2. I agree with Compass. Made an easy 3.5 mill in preparing for 1.2 and plan to do the same in 1.3. Also the slot on Max level armor only cost 25k c and not the 50k meantioned a couple posts up. They lowered the cost but the math is still sound. It will cost 2+ million to augment all of your gear right away.
  3. Yes I suppose 50-60k would be about right but could see charging more. It takes a RE of ten green/blue/orange items to craft one augment slot kit. Taking a look at a level 49 craftable green synthweaving item, Heavy - Carbon Fiber Armguards. You can learn this on your trainer and it takes 2 Primeval Artifact Fragments, 2 Cortosis Substrates and 2 Upari Crystals. Primevals & Uparis generally go for 800-1000c per unit and you can buy Cortosis for 450c per unit. That's a total of 4100-4900c per crafted Armguards. If you need ten for one kit, that's a grand total cost to a crafter of about 41k-49k per MK-6 augment kit. I think maybe 50-60k would be the minimum we would have to charge to maintain a steady profit. Of course margins could be increased if you farmed nodes and critted on gathering missions but this is strictly based on running crew missions at the standard yields. Thoughts?
  4. It costs $25k credits to apply a MK-6 slot to an item.
  5. Hey all: Over the past few weeks I have steadily been collecting mats to craft MK-6 Augment kits once 1.3 goes live. I know many of us are on the PTS testing and I have seen a few kits for sale on the GTN but that is not at all a good indication of the price I could charge on a live server. So my question is, what is the MK-6 augment kit worth to you and how much would you pay for one? Keep in mind you will still need to slot it in your item and the current PTS prices are @ 25K credits per MK-6 slot.
  6. How many of us got our Shadow tanks copied over to PTS? I'm not a fan of the changes, as I am a leader of a pve Ops group, but I'll need to test and give feedback to BW before 1.3 goes live. Everyone needs to understand that these are "proposed" changes and if it really is a AC killer then perhaps we can get BW to adjust their nerfs. Not eliminate mind you, but adjust. I am thinking the combo of armor reduction and healing reduction is just too much. I am not saying it is likely but if a few of us get on PTS to test, give constructive feedback in a well thought out post, maybe the changes won't turn out as bad as day one speculation. And finally, you may have noticed Commando/Mercs got a re-adjustment on the PTS, after the brutal nerfs that they got hit with in 1.2 While our voices may not be heard before 1.3 is live, the beauty of MMOs is that they are always adjusting. It's not all doom and gloom, especially after all the great news on transfers. At least we will have people to play with. Thoughts?
  7. So here is the most important question I have: Let's say some of our members of our guild don't "get the memo" and don't sign up for transfers. BW funnels us in to a server and they close that server to any new transfers. Will the stragglers who missed the window not be allowed to transfer to where we end up or will they be forced on to the next server? Think this needs to be clarified.
  8. Yes that is exactly what this means. Pre 1.2 mods, ie. Armoring, Mods, Enhancements, do not carry any bonus on the mod. Pre 1.2 shells, ie. Rakata, Columi, Tionese, carry the Set Bonus on the shell itself. This means you can take mods out of Battlemaster gear and slot it in your Rakata gear and gain the expertise stats but still keep the Rakata bonus found on the shell. Post 1.2 gear with Set Bonus, ie. Campaign & War Hero, do not have the Set Bonus on the shell but rather on the Armoring mod itself. The Set Bonus found on these Armoring mods also overwrites any pre-1.2 Set Bonus. In addition these Armoring mods can only be slotted in like gear, ie. Campaign Chest Armoring can only be moved to a Chest shell. What this means is you can take Chest Armoring out of your War Hero Chest shell and slot it in your Rakata shell and the set bonus will overwrite the Rakata Set Bonus. Hope this helps.
  9. No this is not possible. Modding an item will bind it to you. This is to prevent players from lowering the level of an item. Armoring changes the level of armor and hilts/barrels change the level on weapons. For example Smuggler cowboy hats are available at lvl 46. This is to prevent a high level friend from removing the mods and giving it back to you so that you can put your own lvl mods in the item, thus making it wearable at a lower level.
  10. I never have anyone out but Theran. Pimp him out with gear and the combo is untouchable.
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