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XLJedi

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Everything posted by XLJedi

  1. I have two in my guild, father & son... if more family members or friends sign-up we'll expand.
  2. I'm waiting to see if the guildship in a real guild would serve any purpose in a one-two man guild scenario... if it had a link to strongholds, and maybe allowed for mission pickups, teleporting, etc. I may consider it. For now though, appears to be too much of a pointless credit-sink for one-man application.
  3. I have a couple of these Cartel Market Certificates. I notice they can be used at fleet in the strongholds area to purchase "agents" (I think that's what they're called?) which are basically NPC's that seem like they might be vendors, but the descriptions do not say. I'd love to get some vendor-types in my stronghold but wondering which of the NPC's are actually vendors and what do they sell? I assume the Jawas are similar to the ones that take pvp junk items and cartel pack drops in for exchange... do the med robots and bartender work like their counterparts? ...are the dancers just for show? Thanks!
  4. I get kicked on Jedi Covenant about once per hour... almost as if a time limiting feature is kicking in and the server is going through some sort of rolling brownout to keep wait times minimal. Pretty much destroys any sort of commitment to running an OP for the time being... In my case it drops me to the SWTOR load screen, shows a load bar at the bottom of screen, loads halfway and then permanently locks. Forces me to exit game at that point and relog. Not the best strategy to employ midway through an ops boss battle.
  5. My focus is on the cross-faction freebie stronghold first with specific focus on pure-utility item location. Hope there are more useful utility items to be seen... I see you can put, for instance, a bartender in your stronghold. If they are clickable and allow you to purchase/sell junk it would make the stronghold feel much more alive. The gather nodes were exciting to see at first... then rapid disappointment when harvesting one seemed to effect the respawn time on all of them. I'd like to see the ability to add or employ more vendor-like decorations. Presently the stronghold feels like its missing some basic gadgets that are present in our ships. The repair droid or equivalent merchant for instance. Also would like to see: Quick Travel Nodes Daily Misison Terminals Mission Dropboxes Trainers or Trainer Holo Statues Practice Dummies Would also be nice to see hooks put on the ships so the utility items can be moved to more useful locaitons... and perhaps FINALLY add that Mod Table to my starship! ...oh and could someone point me to the bathroom?
  6. Heard Manaan was cool ...wish I could play it! What's the status on this?
  7. Trying to figure out how to craft and/or purchase a "Cargo Hold" decoration? ...not the Legacy Storage thing you get in the mail. The standard "Cargo Hold" Anyone?
  8. A geared Guardian is a brute... somefin sounds fishy to me. You're 30 though... maybe give it a few more missions til you pickup Doc at Bugtown.
  9. I'd like a speeder bike that actually moves faster than, well... the motorcycle I currently have in my garage. ...or maybe just add a shopping basket to the fronts of the current speeders to properly complete the picture.
  10. I would like to read a few of the "several accounts" please... Do you have any real links or references to share?
  11. I fail to see a problem at all... it's simple math... but it's a moot point anyway as I suspect no reduction calculation would actually be required. Most likely the base stats are ALREADY being computed based on mods that are already in there and you just can't edit them. I'm guessing they just have a checkbox or on/off switch that allows the player to see/edit the mods that are already present in the armor/weapon. The mod kit would simply enable the slot for editing and the existing mod would then be replaceable. There wouldn't need to be any reduction calculation... it's just enabling the mods that exist already (but you can't see them). I don't know this to be fact, however it seems highly logical that a programmer would've structured it this way. The real problem is the limitation on the number of schematics that has to be managed. From what I've seen/read, I'm assuming (I think a fair assumption!) that there is no more room for a new tier of schematics. ...allowing mod kits would solve that problem.
  12. I have some crafted purple schemes now that behave that way as well... only problem is they Bind-on-Pickup, so they can't really be used beyond your current character. However, now with the Legacy armor... I am able to create gear that is stocked with Armor/Mod/Enh, rip those out, and transfer to another character!!! Although it's expensivie to operate that way, it does make my Synth a little special in that he can produce things that are normally reserved for Cybertechs and Artifices. I think there's a dilema the devs are struggling with in that IF a crafter can produce purple Bind-on-Equip gear that has mods in it... it quickly diminishes the value of Cybertechs and Artifices because now you have the ability to create transferrable gear that normally requires 3 crafters to outfit. So it sorta puts me back in the mode of, it needs to be something like what they do with the augmentation kits so you don't have Synthweavers creating Mods/Armor/Enhancements that are transferrable.
  13. Generally speaking, I'm all for it... however, I'd take a totally different approach. I know there is a limitation to the total number of schematics you can have. I assume to allow an orange version of every existing schematic it would RAPIDLY max that out. SO, with that in mind... I'd prefer to see it work just like the augmentation kits. In other words... I'd like to see Armor, Mod, Enhancement, Color Crystal, Barrel/Hilt modification kits that can individually add the slots to any (appropriate?) piece of armor or weaponry. Also, knowing that there is a finite number of schematics allowable, the above solution would possibly solve the problem of having waaay too many schematics on hand. I'm not exactly sure why I'm not allowed to "unlearn" schematics that I don't need? ...especially if there's a limited number of schematic slots anyway?
  14. I believe the Legacy gear already allows for this... granted the only set bonuses that will stay intact are the higher level campaign gear with mod-based bonuses; but still... Thanks to server events, I now have 2 full sets of adaptive legacy gear! The last event also scored a legacy rifle for barrel transfers... All that's left now is a legacy saber for hilt transfers and we'll have everything.
  15. Emotions? I give it a miss. ...and to put it under "Quality of Life"? Can't figure out how it's gonna help the quality of my gameplay at all. People running around with stupid grins all the time... Seems like it may be annoying at best. Hopefully the emotions will auto-wear-off after a (not too long) set time. The rest of it sounds good and am looking forward to it. Would like to see "dual spec" or "legacy ship mod table" as a couple REAL quality of life improvements.
  16. PLEASE!!! ...I have to keep running to fleet just to add an aug slot? ...really? ...and they consider allowing you to run around with a stupid grin on your face a "Quality of Life" improvement??? Gimme a workbench on my ship please, and you can keep your sad clown face emotes.
  17. So just add a single solo-mission gearcheck requirement for these "special" ops. Complete the mission, you qualify for the op? ...even better, add it to the dailies. Gonna need more dailies anyway, going to these mega-servers. On a side note: Did the dev really say they hardcoded only 2-slots to the LFG tool for story-mode ops??? Hail to the FAIL!!! nice work!
  18. The "formal wear" pants that you can buy for super-cheap at the social vendor on Coruscant are pretty nice. Also some of the "pilot" pants you can buy with space commendations look pretty good... maybe check those out? Some of the most "Normal Joe" style outfits I think are at the social gear vendors on the various planets.
  19. Yeah... a little curious. I would think you hide the head and swap the chest. At that point you'd have a somewhat decent look if it wasn't for those things on your hands.
  20. Yes, they've said that... my irritation is directed at the new BH armorings that DO NOT have the set bonuses tied to them. I really don't care that they didn't retro-fit the old stuff and understand the programming limitations. For awhile I did forego the bonuses and actually had people in the LFG tool get into arguments with me over it and leave! Which in itself, is a little unbelievable (griping to a 25k tank that his defense is weak w/o bonuses while running lfg tool pug groups on Kaon!) but such is the nature of our community. I just got tired of the nonsense and put the stuff back in the columi sets. I s'pose when they add all the HM ops to the LFG tool I'll start running em with more frequency... my biggest gripe with the ops is not really the op itself so much as having to deal with all the issues and drama of 8 or 16 people that cause the things to span an entire evening. Not to mention the rather poor game engine that runs the battles like powerpoint presentations on half the parties PC's... mine does OK, but my machine is pretty good. The 4-man's just have a quicker pace.
  21. You have no set bonuses... am I not correct? Do you even know what I'm talking about?
  22. Honestly, I can't recommend to anyone any other crafting skill for continuous endgame value other than BIOCHEM. Other crafting skills became pointless once they: 1) allowed the production/sale of augmentation kits that span almost every other crafting skill! 2) disallowed the augmentation of a piece of gear without binding it (unbelievable!) 3) merged the servers and now you can buy everything you need on the GTN below $100k (keep in mind lvl 50 dailies net you $300k per day!) The only possible other skill to even consider is maybe Artifice... but it adds no endgame value... only a few different colors... +41 crystals are easy to come by and I suspect in the next few months we'll see another round of unique crystals that can be bought with "event tokens" thus continuing to add to the devaluing of artifices. And for the record, my main was and still is a Synthweaver. My alts will all be Biochems until something is changed... I like custom orange gear, but by (failed?) design it won't hold set bonuses... so it becomes rather pointless once you start gearing your lvl 50.
  23. Forgive the rant, but... I thought we were promised that we could have our own unique appearances with our endgame gear and yet here I am still wearing the same stupid Columi / Tionese outfits and swapping out Black Hole mods to keep all the set bonuses intact. Why the massive fail BW? Did I not spend enough time in your opinion grinding thru months of nearly pointless dailies and LFG pug groups to earn the BH comms to buy the gear only to find out you stripped the bonuses from the store-bought variety of BH gear??? Now what? ...I gotta grind thru some other nonsensical ops to get the campaign gear so I can FINALLY wear the robe I want? Was it really your intention that people should grind for what? ...a year? ...to get to a plain brown robe that can maintain a set bonus? How long do I have to play with Consulars in wedding dresses for you to be happy? ...do you have any idea how dejected my son was to have to put his 50 shadow in that outfit??? Gimme a break already!
  24. Not looking for a workaround... that's exactly what I do now. Wanted to see some confirmation that it IS a bug, I'm not the only one, and to bring it to light so the issue gets addressed.
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