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Cherlo

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Everything posted by Cherlo

  1. I didn't see any posts around location achievements. There are many suggestions around achievements in general but I will focus on the Location section. Getting the location section to %100 is a fun way to play the game. Most start it and get close to %100 for the starter planets, then get discouraged after discovering that most are impossible to get to %100 now. Here's a few suggestions to clean up the location section. Relocate the PVP acheivements. Most are no longer achievable as most PVPers have moved on to warzones or space. Relocate the macrobinocular acheievements. These prevent players from completing any planet until they've reached 50+ with both a republic and empire character. It's very discouraging to an achievement hunter new to the game. Relocate the Coruscant Eradication achievement. The Eradication achievements are reasonable for planets which you intend to play all 8 classes through, but Coruscant is Republic only. 5000 kills is unreasonable for only 4 classes, and Dromand Kaas- the Imperial counterpart- does not have this achievement. Relocate the Eradication achievements for Taris and Balmorra for the same reason. It would be nice if there were a single Eradication achievement for these planets, as that's reasonable for 8 classes. Note that I'm not suggesting that any achievement be removed. Some players have spent alot of time getting these achievements, and they should be commended. Generally, achievement systems deal with this issue by 'retiring' these acheivements to some place of posterity. I think Jedi Master Siegford Grey should be reclassified as a World Boss achievement or should be reduced in difficulty to a regular champion. The Rakgoul Overlord should be removed from the champions list and made it's own achievement outside locations or changed to spawn at a reasonable frequency. I've leveled all classes through tatooine so far and that's the suggestions I came up with. I hope someone's listening, but I'm afraid this sort of thing just get's lost in the noise. Thanks, Cherlo
  2. "Coruscant Eradication" is very unreasonable. You can run all 4 classes through Coruscant, collect every single achievement except this and you are only HALFWAY to 5000!
  3. The combination of the stuck cooldown, the quicktravel cooldown and the fact that you have to remain perfectly still for quicktravel to work is the kiss of death. I've been stuck here with a ticket open forever. I try stuck every 2 minutes but i slide back to the same place before I can type stuck again. It's infuriating. Al they have to do it make one little tweek to fix this and damn the pvpers.
  4. To to test this, someone will need to drop the best known mod, an Advanced Hilt/Barrel/Armoring 25 into a custom gear piece and see if it's assigned gear rating becomes 140, the current max gear rating. If not maybe there are higher level mods that we haven't seen yet, or they intend for us not to go beyond a certain gear rating with mods. I've only gotten up to an advanced 22 mod so far (what you can reverse engineer from vendor mods). I can't recall the rating it made.
  5. Looking at the gear databases for custom gear, the gear rating appears to be assigned through a lookup table. The gear listed is already loaded with the mod, so the assigned gear rating from inserting an armor mod may be different than the rating on this gear. You may find the gear rating change if you extract the mod and then put it back again. I haven't tried this yet but I'm very curious to see what would happen, especially with pieces that have the exact same mods but have different ratings. Probably a mistake in the gear database or an oversite by the game designer. But generally, the gear rating appears to be about 2.3 times the mod level after level 40. The low ratings start out at 3.5 times the mod level (a armor mod 8 -> rating 28) . The formula (if there really is one) is probably 2*mod level + some constant. But there's alot of contradictions looking at all the gear so some game designer probably tweaked the ratings to make the lower level gear better. Someone will probably have to experiment with all the armor mods to see what the real rating assignments are. Using the pre-loaded gear, here's some numbers: mod level --> rating 51 --> 118 (a blue X Armoring 23) 50 --> 116 49 --> 114 48 --> 110 46 --> 108 45 --> 106/4 43 --> 102 42 --> 100/2 41 --> 98/6 30 --> 76 24 --> 62 11 --> 34 8 --> 28 (blue X Armoring 1) And these are a mix of greens and blues. Most likely a purple armoring mod will assign a higher rating and a green will assign a lower rating. And the actual armor value is based on the slot type and armor type, like a heavy chest is about 6 times the rating. I wish I had a cybertech (or whatever skill makes armor mods) so I could experiment,
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