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fatheroftheyear

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Everything posted by fatheroftheyear

  1. You need to restart it a few times using SWTORWrapper.exe. Every time it restarts itself to update the fix won't get re-applied automatically. I had to click through it 3-4 times like this before it worked properly.
  2. It looks like someone made a tool that implements the memory edit without a debugger: https://i.imgur.com/aflOW9h.png
  3. This won't do anything. Multiple people in this thread have already tried disabling the E cores completely without success.
  4. This doesn't work. Disabling E cores would have resolved the problem in this case, but it doesn't.
  5. I am also experiencing this issue with the launcher and a 12900K. I am using the standalone launcher, not the Steam version. System: CPU: Intel Core i9 12900K Motherboard: ASUS ROG STRIX Z690-A GAMING WIFI D4 RAM: 2x16GB DDR4 4000 GPU: Nvidia GeForce RTX 3070 (Driver 496.61) OS: Windows 10 Pro 21H1 64-bit The issue occurs with the default 8+8 core configuration and with the E cores disabled. Disabling the E cores has solved issues for me in other games, but it doesn't have any impact here. I looked at the launcher logs and compared them with another PC that works normally. On the 12900K system, the last line in the log before it crashes is: 2021-11-16 08:28:36 INFO Timezone: 420 For the working PC, that line is followed by one like this: 2021-11-16 08:28:36 INFO SpecsHash=xxxxxxxxxx.xxxxxxxxxx I have replaced the numbers in the SpecsHash with Xs because I don't know if this value is sensitive or not. I can provide the output of the launcherDiag.exe tool in a private message if requested.
  6. IMO the cap should be raised to somewhere between 20,000 and 30,000. A 6pc set bonus + Amplified Champion piece + tactical is 24,000 tech frags. It seems reasonable for the limit to allow for buying at least 1 set of gear pieces. The mount refund timer is only being used this much because the cap of 10,000 is too low.
  7. Second to this. The new design takes up too much space, and hides one of the sections showing useful information. The amplifiers panel should be a pop-out that can be hidden. The amplifiers panel is useful when creating a gear set, but after that it just gets in the way. Making it something that can be hidden would resolve this.
  8. Please make it possible to collapse/hide the amplifier addition to the character sheet. This should also be hidden by default, or the state should persist. (so the hidden/visible state persists if you close and re-open the character sheet) Nobody wants more UI clutter.
  9. I'm very concerned about the amount of RNG this adds to Hatred. Additionally, Hatred is very force starved in general and this would likely make it worse. I strongly suggest completely reworking this tactical item or replacing it with something else entirely. The other items listed for Deception and Hatred look ok at first glance, but I will reserve judgement until I can test them on PTS.
  10. I suspect the intent was a QoL change for the opener in PVE. Currently it's not optimal to open with Phantom Stride because you waste the ability to use the first Discharge under Recklessness (or if you popped Recklessness beforehand, you waste 3 static charges) In current PVE it's optimal to use force speed to close the distance to the boss, then Recklessness + Discharge -> Phantom Stride + Discharge -> Ball Lightning. With the new way: Start in stealth -> Phantom Stride + Discharge (autocrit) -> Recklessness + Discharge -> Ball Lightning If you combine with Shadow Step: Start in stealth -> Phantom Stride + Discharge (autocrit) -> Recklessness + Discharge -> Phantom Stride + Discharge -> Ball Lightning
  11. I am currently unable to travel to my Nar Shaddaa stronghold. Clicking the button to travel appears to do nothing, and then the game behaves as if my connection dropped. I am unable to interact with anything, and I hit invisible walls if I attempt to move more than a short distance from where I attempted to travel to the stronghold. Restarting the game allows me to log into that character again, but I end up in the hanger on fleet. Additionally, I am unable to log into any character which was last logged out inside the Nar Shaddaa stronghold. I get an endless loading screen. This it happening on the Satele Shan server. The other strongholds appear to be working correctly for now.
  12. I had this show up for me once today. All my characters in the guild except the one I was currently logged in as appeared with an unfamiliar legacy name. Logging out and back in corrected the issue though.
  13. I can confirm. I was able to get the rotating mission from the droid marked <Time Limited Missions> I am unable to get [Weekly] Masterwork Data Crystal
  14. I tried this today, and it appears to work. Thanks!
  15. I also have the same issue. Killed both of the world bosses, and I did not get credit toward Flesh and Steel or [Weekly] Masterwork Data Crystal Great...
  16. I don't like the idea of these perks affecting endgame PVE. IMO things like the stat buffs should not apply to instanced PVE content which does not have bolster. (so HM/MM operations) 258 gear is already going to be a huge nerf to the effective difficulty of HM/MM operations, and some of the guild perks would only increase this effect. I also share the concern that this will cause many smaller guilds to disband in favor of joining huge guilds. I think the best way to address this is to avoid creating generalized "must have" perks. If perks are specialized enough, it will better balance large and small guilds. The stat and crafting bonuses stand out at the most likely issues in this regard.
  17. The way I interpret the change is that the 242 rating requirement only applies to master mode of the new flashpoint. That said, I would prefer if only a select few flashpoints end up getting this requirement. There is a VAST difference in difficulty among the master mode flashpoints. The average item rating value itself is a great idea. It will save a lot of time on gear checks when pugging harder content.
  18. This change effectively makes legacy weapons useless if used with a cartel market weapon tuning or crystal. I'm not willing to give up the convenience of legacy gear for something that's cosmetic only. This change has made all cartel market weapon tunings and color crystals useless to me. I will never buy more of either as long as this restriction remains as-is. The only way to make this change not horrible is if weapon appearance could be customized like an outfit. (so you could use cartel market items to customize the appearance, but keep stats on the legacy weapons)
  19. Very disappointed by the delay, but 1 week delay is better than having another patch 2.8 situation. (for those who remember how that went)
  20. I ran an 8M SM and 16M SM Xeno today and didn't get any Gray Helix components from either kill. Server: The Harbinger Faction: Imperial (both runs)
  21. I like the current set bonuses, especially for Deception. The autocrit Maul in the opener is especially nice. My only complaint is that the 2pc and 6pc procs share the same icon. I don't mind icon re-use in general, but there should never be a situation where I have 2 identical-looking procs that do completely different things.
  22. Since I don't do much ranked PVP, most of the below is from a PVE perspective. Problem: The 10m range on Death Field is a QoL problem in PVE. There are many cases where you can be in melee range of a target and not be able to auto-drop Death Field by double tapping the keybind. This occurs because some bosses/targets have very large hitboxes which allow you to be within melee range while being >10m from the center of the target. Best examples: Revan machine core Colossal Monolith (occurs mostly when you need to move out of blue circles) There are other cases where this can happen, but these are the most relevant Suggestion: Increase Death Field range to 15m Problem: The single target DPS for Hatred is low compared to the other sustained specs, especially considering the additional difficulties associated with bringing mDPS in this tier of PVE content. Possible solutions: (these are just ideas, I'm not suggesting that all of these be implemented) - Increase the surge bonus of Thrash (this was reduced in 3.0) - Improve force management to reduce the use of Saber Strike in a single target rotation (either more regen or reduce cost on some abilities) - Undo 3.1.2 leeching strike nerf (though this would need some tradeoff, see below section on PVP ideas) - Increase melee crit chance bonus of Exploitive Strikes (this was reduced in 3.0) Problem: In current HM operations, the survivability of Hatred is poor in cases with heavy sustained AOE or spike damage. Examples: Bulo - There is a lot of spike damage that goes out in this fight, and some of it is unpredictable which prevents mitigating it with Shroud. (barrel throw) This is especially dangerous if it occurs right after another big hit such as a load lifter. Additionally, due to the spiky damage profile, the slow self-healing is not very useful. Master/Blaster - The mines, especially if another player makes a mistake and runs into you. Underlurker - The constant AOE from the adds does a lot of damage and not much can be done to mitigate it. Shroud and MMC are too short to help much with this. Additionally, the adds do heavy direct damage to mDPS. (which is a problem by itself, but I won't get into that here) Deflection helps, but the long cooldown means it can't be used for every wave. Suggestions: - Make the 30% AOE DR from Deception a utility, similar to what operatives have. (this may cause PVP balance issues, and the Deception utility point concern would need to be looked at) - Allow self heals to build up a buffer when at full HP, as suggested earlier in this thread (if it causes PVP issues, make it go away if the PVP trauma debuff is present) - Increase the self healing from DOTs to 20% of damage dealt (only if combined with dotspread changes below) Problem: Hatred DOT spread is very strong in PVP. Suggestions: - DOTs spread to players become "weak" versions that deal 50% as much damage (combine with self healing change above to maintain similar numbers) Making the DOT spread behave slightly differently in PVP is the only way I can think of to address the issue in PVP without being a nerf to PVE. There is precedent for this sort of change: the changes last year to the Rage spec which reduced the damage of Smash to all but the primary target. This change would have a similar effect. Also, the number here does not need to be 50%. This is just an example.
  23. I take issue with #3 here because I have seen cases where standing next to the boss inside the cross is "out of range" for 10M abilities and 4M melee abilities. This implies that his actual position on the server is significantly different from where my client sees him. This is not to say that your point is wrong, but at least in some cases this is due to his position not being updated. Also I did not elaborate on how position lag affects phase walk. The best example case is when you try to activate phase walk just as you enter the maximum range. In this case your client might see 58.00m while the server is slightly behind and sees something like 62.00m. In this case it would appear that you are close enough, but the server does not agree. This results in the phase walk maker being removed without teleporting. #1 may not have been clear enough. I'm talking about the case where you use a knockback on a mob, and it appears to knock them off a high edge. The problem case is when the mob was not knocked off according to the server, but the client shows the mob as having fell down. For ranged mobs that don't move, this disagreement in position is not resolved and the mob will continue to shoot you from the ground. This is only a minor annoyance in most cases since you can LOS or use another knockback to force the mob to move and sync up again.
  24. This is true, but the game client would have an open socket listening on some port for incoming UDP packets. I did not see an open UDP socket at any point. Yet we see issues in SWTOR caused directly by excessive position lag. Obviously for an MMO the tolerance for position lag is higher than for an FPS, but up to a second of lag in some cases is certainly pushing it.
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