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JDarkRain

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Everything posted by JDarkRain

  1. Yes they should. HOW they obtain the schematic is a different story BUT that is by defination what a cybertech is a crafter of ALL VECHILES in the game
  2. May 14 2012 Cybertechs should be able to CRAFT the longspur recon and Longspur blaze and other vechiles in the game like the campain ones that take multiple HardModes to complete. Allow a schematic to be bought from ALL venders so that ALL VECHILES in the GAME can be crafted by Cybertechs. DarkRain
  3. May 14 2012 For the vendor on Empire fleet that sells longspur recon As long as the player HAS the 1500 warzone comms .... even though he does not have the valor 50 level he SHOULD be ABLE to BUY the item and PUT it into inventory BUT NOT be able to use it. Currently the player cant even buy it unless he has Level 50 valor ... even IF he has SAVED the 1500 warzone comms. DarkRain
  4. May 14 2012 Server Juyo Preference settings: Keybindings for each new character get RESET to default instead of the selected settings already defined by the player. Allow keybindings to be saved (as you do with the interdace editor) in a text file and swapped to the newly created alternate character so the player does not have to manually REDO the settings for EACH new alternate character. That is unnecesssary and quite tedious. ( There are many serttngs in the ketbinfings that need to be changed from the default to the main charater settings ans that is WAY too redious and time consuming ) DarkRain
  5. The Following Items are Still Bind On Pickup AND Cannot be RE'ed to give to others with an AUG Slot added: [imperial Pilot Belt] [slave Girl Top] [slave Girl Bracelets] [slave Girl Bottom [slave Girl Slippers] Please FIX this so that the items ARE Bind on Equip and NOT Bind on Pickup and ALLOW a decent percent chance like 40% to 50% for these items to be RE'ed to gain schematics so that AUGs can be added to the items and that other players can use them. IF you wont change the BOP setting then ADD an AUG slot to ALL PREEXISTING above items in the game INCLUDING the BOUND ones that many players have in theit inventories or are personally using or are worn and being uses by the players companions. All my companions use the belt and the female companions use the slave gear. DarkRain
  6. HopelessChip, thank for your review i will try to address your points ... if i can on the issue of Rested state LEGIT BUG .... I know that it doesnt and thats my point ... its supposed to. This is a legit bug that has already been acknowledged by the support staff as being a bug. There was a ticket that was esclated to a developer ... as to when a possible fix for EVERYONE who plays the game who knows. IT is a LEGIT acknowledged BUG. As far as the pre 1.2 orange items like Saber Initiates Headgear, Saber Initiates Chest, Saber Initiates Pants I am not a synthweaver .... I dont know if they can or can not be RE'ed to get schematic from currently in 1.2 update .... I DO however KNOW that THEY DONT CURRENTLY have an AUG slot. THERE SHOULD be a way to add one AFTER the fact. Meaning for an EXISTING iitem that DOES NOT currently have one on it. Even Georg Zoeller states form this url (at bottom) http://www.swtor.com/blog/community-qa-friday-march-30th-2012-game-update-1.2-special "We have also heard at the Guild Summit and through community feedback on the Forums that many players have built up a significant stack of custom appearances for future use in their cargo holds and would really like to upgrade these with an augment slot to make them fully competitive as end game gear. We absolutely support this and will be introducing the ability to do so in a future Game Update." ITs A BUG AND NOT in 1.2 Update ... AS to WHEN they WILL add this IMPORTANT MISSING ABILITY ... WHO KNOWS your point on Modding Stations may be valid that they are an artifact left from early beta ... HOWEVER ....MY idea was to give them an ACTUAL PRUPOSE in the game which u dont even acknowledge. MY POINT was to MAKE then USEFUL and not remove them BUT to allow for players to use something that is ALREADY in the game but WITH a BENEFIT to the PLAYER. YOU IGNORE THIS CONCEPT ENTIRELY. Currently any player can remove an mod from his inventory by PAYING a CREDIT SINK LOSS ... using a LEVEL 50 item as an example thats about 22 to 25 k in a credit loss to the player. MY POINT was to allow for the Modding staitons to ALLOW the player an OPTION to REDUCDE this CREDIT sink / LOSS / ITEM or mod to be removed and changed form orange items. YOU IGNORED everything I stated ... ITS a GOOD idea to REUSE something thats aready inside the game BUT CURRENTLY HAS NO USE no useful purpose in the game. on the issue of the Medpack NERF being GLOBAL 1 medpack per use/ fight instaed of being restricted to PVP only WHICH could HAVE BEEN EASILY done by the DEV's heres my response ... I give u some example of SOLO PVE where MULT Medpacks are required OR U DIE. No ifs and or buts .... its a fact. NOT in how I play ... Ex Planet HOTH Enemy (1) Ancient Probe Level 50 elite 91 K hp. He has 2 simultaneous ARTILLERYS and a gun .... IF U ARE NOT using MULT medpack in this fight as a MELEE limited char max 30 meter raged fighter ... U WILL DIE PERIOD. I done over 70 times and in 3 groups and we got hosed by this 1 guy WHO is ONLY A PVE boos related to a HOLOCRON quest for the HOTH str +4. Why dont use a MELEE character like a sith warrior and fight this guy with only yourself and ur companion .... lets see how long u last without mult medpacks ... THERE ARE MANY other areas in PVE that I can SITE if you wish they ALL result in DEATH of the player UNLESS hes using MULT medpacks in a solo pve environment. THIS situation ALSO applies to Hard modes and flash points. I have done the Black talon Hard mode 4 times with 4 different groups and without MULT medpack we ALL would have been NUKED in under 3 seconds .... If you want, Ill personally take into Balck talon Hard mode to PROVE my point. YOU can have healers all u want ... they only can do so much while u are taking major hits from a boss ... UNLESS U PERSONALLY are HEALING yourself DURING the fight with MULT medpacks ... with or with out a healer in the group U WILL DIE. PERIOD. THAT is A FACT from my direct experiemce. U MUST be using mult medpacks in this situation or ur dead. thanks for the praise about the brightest idea of the post for the guild bank post. While I do diagree on what considered important ... I acknowledge your points and an grateful for your insights .... have fun in the game ... and hopefully thses comments may be seeds for future thoughts DarkRain
  7. G-girl Its NOT exclusice to fighting MOBS only ... THE RESTED state tip SAYS ALL EXP AND is DOES NOT say its Limited to acrtual fighting only. Its a legitimate bug that does need to be addressed. Look anytihing that helps the player attain the proper amount of valid and correctly earnrd exp SHOULD be properly given to the player. As stated the Player is BEING Jipped 50% of th proper amount that he fairly earned as a valid reward IF the plater was in the RESTED state at the time of the reward. This is due to ALL players classess. you should br happy that this is a legit bug that the Help desk has admitted to. You too are owed missing valid exp for class and for lefacy is is owed to u since did the questing and were onlu erewarded 50% of what you were actually owed. DarkRain
  8. Rested State Quest Experience Reward Bug (All Classes) ========================================== Ex. Ground missions, Class Missions, or Space missions. If a player gets a reward of 100 experience for completing the mission, HE SHOULD GET 200 in the RESTED STATE. INSTEAD, the player only gets 100 !!!! Do the devs intend to fix this MAJOR issue since it effects ALL classes. The Experience LOSS over time as a player levels is HUGE and forces the player to do 2X the number of missions to level the Player Character. This issue is ESPECIALLY Important for obtaining the Proper AMOUNT of LEGACY Experence. IF the Devs DO intend to poential fix?? In a weekly patch or a major Patch update and which one??? Pre 1.2 Update Orange Items ================================= There has to be an Optional WAY to ADD a Aug slot to Pre-existing Orange Items and Still Use them in Post 1.2 and Beyond. Players SHOULD NOT be FORCED to get a NEW DUPLICATE Orange Item from a crafter simply to obtain an AUG slot on the item. The Optional way can cost credits and or resources and time BUT will ULTIMATELY provide the MISSING Aug slot to the Orange item. Examples of Orange items that crafters DONT have Schematics for BUT SHOULD be allowed to ADD an AUG slot to Saber Initiates Headgear, Saber Initiates Chest, Saber Initiates Pants Also, there need to be a way for crafters to LEARN these items schematics Modding Stations ========================= Currently there is NO purpose for the existence of modding stations. The player character can simply remove mods, enchancements, armor, etc by PAYING a credits PENALTY and then removing the item. Modding stations ALSO make the PLAYER PAY the SAME PENALTY amount of CREDITs. Instead make it so the Penalty Cedit payment is REMOVED or SUBSTANTIALLY LESSENED, to entice players to use the stations and SAVE credits. If the Devs intend to address this issue, They will have to ADD Modding stations to all planets ESPECIALLY TATOOINE which does not have one. (ie Mos Iely) Do the devs intend to Address this issue?? IF the Devs DO intend to address this issue, When can the player expect to see a potential fix?? In a weekly patch or a major Patch update and which one??? For 1.2 Patch: Cybertechs Granade NERF ============================================== ARE you CRAZY ????? LOWERED ????? AS its is, a player only gets to use grenades ONCE per FIGHT because ALL fights EXCEPT BOSSES are finished in 90 seconds or less time. 3 MINUTES ensures noone will ever use a grande from cybertechs UNLESS they are USED AT the START of a FIGHT and that the granade actually HITS the TARGET. Most targets MOVE out of the Target zone making the throw effort and time spent to hit wasted. The cooldown SHOULD be 5 sec or 10 sec or at worst 15 sec NOT 3 MINUTES. Look VETTE throws a granade with similar damage almost every 3 to 5 seconds. DONT NERF VETTE. ALLOW players to have the SAME options as Vette. The damage output from granades is NOT that great so reducing the cooldown to a SIMILAR time LIKE VETTE would ALLOW a BETTER and REALISTIC USE of grandes and allow player to have different Tactics in fights than the current NERFED 3 Min CD time WHICH is STUPID and completely unrealistic. For 1.2 update: Medpack NERF for PVE ============================================ I understand you MAY have issues with PVP BUT and I mean BUT DONT MAKE the Medpack patch GLOBAL for EVERYTHING. Restrict it to PVP ONLY AND NOT PVE or Flashpoints or Hard modes. Look I play a Melee character, a Jugg. There are many places where fights REQUIRE using MULT Medpack in a fight for a 30 meter limited movement class like the jugg or maurader to SURVIVE and IF the player does NOT SELF heal MULT times during the fight he dies and CANT continue. WITHOUT the ability to SELF heal MULT times SOLO PVE IS completely nerfed. YOU will then HAVE to LESSON ALL the HP of the BOSSES and ENEMIES AND REDUCE THEIR Damage Output to MAKE up for this screwup on up on your part to allow for SOLO PVE to be still DOABLE at levels 40 thru 50 For 1.2 Update: Guilds and the Guild Bank ================================================= Will there be a way for two people who have the same crew profession AND in the SAME GUILD ie 2 different cybertechs to train each other missing schematics the other DOES NOT have that they have learned thru RE. AND / OR can the crew skill ie cybertech leave a LEARNABLE SCHEMATIC and / OR schematic that has a fee paid to guild Bank to allow others in the same professing AND GUILD to speed learn a missing crafting item without having to RE the items themselves DarkRain
  9. Proposed CRAFTING ISSUE that effects All Players Professions and ANY ITEM in a basic default STATE ======================================== For Orange Items (AND or any ITEM in a BASIC unmodified FORM ie Med kits, Stims, augs, barrels, Sabers, vibroknives, Crystals, etc ) in the PRE 1.2 updste patch that DONT have an Augment slot from crit crafting, There needs to be a way for Crafters POST 1.2 patch to ADD an Augment slot to an EXISTING BOUND item of A DIFFERENT player than the crafter who NORMALLY cant work with existing bound items from OTHER players. THIS CONCEPT or ISSUE i propose EFFECTs ALL the different crafting professions. This is NOT restricted to ORANGE itens only.Could be med kits, augments, barrels, crystals, etc. Ex 1) I give an Orange Saber Initiate Greaves that by default DONT have a 4th slot ( for Augments ) on them. In real life, IF i have a pair of pants and wanted to get another pocket added, I would go to a tailor to do just that. Using the above example, I should be able to go to a Synthweaver or armorer or whomerver to EVENTUALLY after cedits and resources are spent to be able to ADD tha MISSING socket to the existing item. This should be some sort of MODIFIED TRADE / CRAFT that two player can enter similar to the Trade window now EXCEPT this is SPECIFIC for BOUND ITEMs to be worked on by the crafters with additions credits and ot resouces items to ABLE to be given to the crafter. The PLAYER who gives the content to the crafter should be able to an ETA messahe as to WHEN to expect the ITEM back with the extra fubctionalty. You could hice sould reward medals for x numbers of successful items successfully upgraded by crfters to fyrther add incentive to do this. Ex 2) Lets say I have a BASIC med kit or a CRYSTAL and would like it upgraded or ENHANCED there should be able for the biochem guys or the Artifice guys to add that functionality to make a better item from the basic standard default item. ASSUMEs credits and or resouces spent to do this to an exiting medkit and or Crystal. THIS CONCEPT would REALLY enhance Kotor CRAFTING in General. ITs not restricted to Orange items only but to ANY and ALL pre existing items that are in a BASIC UNMODIFIED form. Darkrain
  10. Rested State Quest Experience Reward Bug ( ALL Classes ) ======================================= Ex. Ground missions, Class Missions, or Space missions. If a player gets a reward of 100 experience for completing the mission, HE SHOULD GET 200 in the RESTED STATE. INSTEAD, the player only gets 100 !!!! Do the devs intend to fix this MAJOR issue since it effects ALL classes. The Experience LOSS over time as a player levels is HUGE and forces the player to do 2X the number of missions to level the Player Character. IF the Devs DO intend to Fix this MAJOR FLAW, When can the player expect to see a potential fix?? In a weekly patch or a major Patch update and which one??? Darkrain
  11. Modding Stations. Currently there is NO purpose for the existence of modding stations. The player character can simply remove mods, enchancements, armor, etc by PAYING a credits PENALTY and then removing the item. Modding stations ALSO make the PLAYER PAY the SAME PENALTY amount of CREDITs. Instead make it so the Penalty Cedit payment is REMOVED or SUBSTANTIALLY LESSENED, to entice players to use the stations and SAVE credits. If the Devs intend to address this issue, They will have to ADD Modding stations to all planets ESPECIALLY TATOOINE which does not have one. (ie Mos Isley) Do the devs intend to Address this issue?? . IF the Devs DO intend to address this issue, When can the player expect to see a potential fix?? In a weekly patch or a major Patch update and which one???
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