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IanArgent

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Everything posted by IanArgent

  1. Ilum has one of the best skyboxes, but the dailies were forgettable and nobody ever seems to bring up that the original endgame for Vanilla (which started on Ilum) has one storyline that was the same across both factions and all classes.
  2. Bah! I was looking forward to a bunch of the shells in the higher-end GC crates.
  3. I'll bet the for-cosmetic-purposes empty shells that used to be in GC crates are gone, with no way to get again, right? (That's really annoying)
  4. People were complaining that the bracers never dropped for a while before I took a break. To the point that I wonder if they ever dropped.
  5. I've been out of the game for most of a year, so right now I'm just blowing rust off, leveling to 75, and figuring out the new gearing system. I've never had to be a really good solo player for HSF, because I could almost always talk my wife into doing an HSF with me if I really wanted to do one. She's not ready to come back yet, so that's no longer an option.
  6. I did that for the cheevo shortly after Aurora Cannon became soloable with a vigilance guardian. That was a tedious fight. (When I was repgrinding Section X, I took the advice of "simply ignore that boss, toss the mission item into the core, then jump into the water and respawn at medic, back at the entrance, done and dusted.")
  7. Sure, but that's an awful lot more work than just binding them to you when you get them before destroying them.
  8. Each of the Heroic Star Fortress bosses has a slightly different power set, and one of them (either Alderaan or Voss, I forget) has a self-heal that I've never been able to solo due to not being eble to kick out enough DPS. It *can* be interrupted, but not by every interrupt. I'm positive it's a git gud problem, but I don't want to put in the effort
  9. The striated black/purple crystals interact with collections oddly. They unlock in a character's collection once they're applied to a weapon, but you can't unlock them for the legacy. I typically cycle them through whatever weapon I have handy on a starting character to unlock them after I've pulled the container from my mailbox, but because I do this, I don't know what happens if you DON'T. (BRB, checking a placeholder character I have) OK, they show as Added TO Collections From Another Character, but the "unlock" button, while present, is not functional. I see no purple outline, black core, crystals on the Cartel Market right now. just orange, red, and pink outline. There's also the green/black crystals you can get from the Rakghoul event vendor. Those don't go into collections, though.
  10. I always found the fight in the last room before the inner ring to be deadlier than the final boss fight. Not harder per se, but deadlier. The boss fights are hard because of the ridonkulous healing (especially once the bosses are below 30% health) that they have; they're basically stupidly difficult DPS checks. You need to get the Alliance Specialist buffs, both the passive ones and the temp power bar abilities, which means not only getting them up to influence 10, but also beating the optional minibosses and picking up the crates they guard (which means looming around for them).
  11. For the vast majority of the time I've played the game (since the pre-order bonuses for Starfighter, but I took last year off for Destiny reasons), crafting has only been "wroth it" for cosmetics, augments, and biostuff.
  12. I still want a personal starship stronghold. Not the same as our class-story starship, but something like the guild flagship, only priced and sized to an individual's means and needs. One that we can move from system to system as the whim takes us. A yacht, not a long range fighter.
  13. I figured "just grind out new sets" would be the simplest answer, and I was planning on doing it anyway. I haven't played since live day event 2018, and even then I hadn't completed KotFE on most characters, and am as chronically short of money as I've always been, so easy up the ladder. I already got one drop with a set bonus and the new bonuses on it, so I'm not opposed to doing it the straightforward way.
  14. Bit of a Necro here, but I basically took all of 2019 off, only to cont back and have most of my characters missing some or all of their set bonus. Anything to be done at this point? (I opened a ticket, but they're asking me for what armor I'm missing. I long since scrapped the old shells.)
  15. Looks like it's called "enable moveable secondary windows" or something like that, in the interface editor.
  16. Work around would be to use "moveable windows" (I forget what the specific option is in the interface editor, because I set it so long ago). This makes all the windows stackable, and you can have all the windoww open and they don't course I won't tell you it's a fix, because there's reasons you might not want to do that, but it's a work around. And, depending on how they implemented the window, it might not be possible to go back to the old way.
  17. The article fairly clearly states that the new preview window is basically a side effect of them cleaning up several messy subsystems that have needed fixing for a long time now. Remember, what we see is but a fraction of what's going on in the engine.
  18. One of the banes of my existence at work is "the existence of a problem does not guarantee the existence of a solution." Nor is the impact of a bug related to the ease of fixing it. Whatever caused this was important enough to be put into a patch. Since they're not reverting it, whatever change is correlated (assuming it's only related to one change and not an interaction of two or more) is more important than this issue. As a side note, because I actually have some hand-on (if ancient) knowledge about the DYN change announced (next patch?), that probably has been sucking up everyone's effort for a while now, because it's a huge win for the future. Enough of one that it probably pushed everything down the priority list. And it's a lot of work to do right. (And if it launches bug free, I will be shocked.) Once everything stabilizes after that, let's see what happens. (Anything that increases automation for object interaction design is a huge win for reducing dev and QA time. I would have been incredibly shocked if they worked on anything else that took time from that, that wasn't mission-critical).
  19. You're missing a whole bunch of steps both before and during that, including "Find what's broken" and "determine if it's even a primary effect of a single change or an unintended result of the combination of several changes." Not to mention "is rolling back the change possible" and "will rolling back the change do something worse." This is (in a weird sort of way, I'll grant) mission-critical enterprise-grade software engineering. You can't "simply" do anything. I'd be shot at dawn in my own cube if I suggested anything so simpleminded as an action plan for even a much more severe issue. Rollback is only an appropriate solution if the system is hard down. Otherwise, you fix the problem.
  20. I love me some good old-fashioned latin grammar arguments.
  21. Hah. The problem is that both good writing and bad writing cost about the same. And de gustibus non disputandum. I didn't find the Knights storylines to be any worse than the rest of SWTOR writing (though I think the lows were a little lower and it never reached the heights of the best of Vanilla). The problem was that it was a Standard Bioware Storyline crammed badly into a Star Wars universe.
  22. Anything that saves devs time (which the underlying DYN system change does) makes it cheaper to develop content. This in particular attacks the expensive part of content development: zone implementation. Story is cheap, almost free (Writers work cheap). Voice Acting is inexpensive but time consuming (the second part being why the "classic convos" approach was tried in KotFE, IMO.) Dev time and QA time is both relatively expensive and time consuming (tautology, but I can't think of how to word it better). Anything that trims the amount of time needed to build zones, place models, and have them interact properly with one another is a *huge* force multiplier.
  23. The main point of the fix is to make it easier to develop content in the future by reducing and automating a lot of the handwork of developing interactables. (20 years ago I did zone development for a never-launched MMO. Handcrafting interactables was the bane of my job; and I could get away with a lot "simpler" interactables because of the state of the art of computer games at the time.)
  24. Had to have been sometime after 4.0, because they didn't exist prior to 4.0. There was a big rejiggering of loot sometime relatively early in the 4.x cycle - 4.2 as someone says sounds about right. It doesn't particularly bother me, as the gloves cover up the wrist slot, but it is annoying.
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