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Manicblades

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Everything posted by Manicblades

  1. Some of the questions as I see on amps that might come up is about drops and the amps on it from what ever source crates daily weekly etc... Looking at the amps That we receive also apply to alts in our legacy. Say we level a character in our legacy that uses alpha strike and aural command at .20% and use it on another character as well. Does the exp we get from quests taking out mobs while using these amps adds to the next drop in % percentage to go up say .25% or more, do to the use of that amp till we get a crate or a drop. Also this may only drop from an alt in legacy but not the character that has been using those amps and basically leveling the amps it self? The next part is also for our classes as we see npc mobs out there that have the same skills or profession as our character. By taking them out does it give any sort of xp or % to our skill or even amps. So basically level our gear/amps, skills. Which may also be called power leveling gear. Some mmo's you have to take out certain mobs to level your weapon or armor to get better stats or unlock the special ability. Is this the case here with amps? I have seen on drop that most of the time it goes great for an alt, never for the toon or rarely for the toon I'm xping/questing with. Seams that way to get ppls to spend credits on rerolls for the amps. Is it like the slot machine for drops and amps 60 to 2 chance to get your amps you want? I have received some random amps. So when we use the particular amps the random stops? does it key more on the leveling of the amps or is it straight up slot machine mechanics? Can we get an answer from our DEV's? Is this where your going to lead into leveling gear/amps? Say a stepping stone? Going on quest to level gear/amps/weapons/armor. Maybe our content creators input?
  2. How long does it take? For those that say 3 hours why does it take so long? Here is the behind the seen understanding. Planning and coordination is important as they have to work together as a team. Servers are brought down and loaded or install the patch for the version of upgrades fix's new events etc.. This takes about 30 mins to install or restore. Keep in mind that there is more then 1 sever. So 5 servers. Once all 5 servers are patched teams have to verify the coding and patch is working as indented. If it's not then It's marked on a test server that is in debug mode to look at the code and see the problem and recode a patch/fix for it. Some sort of Exception handler or recode. Once all servers are gone through and checked debugged and recoded. Again the teams have to go through again installing the fix's and then load it again and reverify it is working as intended. So this is about 2 hours. This is like installing all your files onto a blank hard drive(Takes about 30 mins) Server may take longer as it has much more data then a laptop or desktop. Doing this as a multi server environment. (So look at it as installing 5 laptops from scratch just add more time do to it being a server with 10 terabits of data or more) Timing and teams working together and reporting the information is important. Servers are located many miles away. So 3 hours that's fast they have a great team. Remember some recoding they might take a whole lot longer on or place it for when they do maintenance the following week as long as it doesn't change the environment to much. This is the leader's call. once that's done they reverify the patch. Call is made to allow clients to connect and that's when the servers are up. Again 3 hours that's because they done things professionally and is a great team. Good Job all!!! Now the costumers understand. Hope you kids understand as well. Be patient take the time to read the forums. My 2 cents.
  3. I agreed, I died many times as well. I did completed it. With practice you do get better just don't get so frustrated. I still need the rishi and fleet datacrons. Fleet you need items for and a group that is willing to do the quest. Rishi you need a lot of time and patience. I do have a lot of extra's but the ones I need on the disks. Willing to trade for the ones I need.
  4. I must agree with a lot of the others about cost on rerolls. Some of us must support other alts as well. Then support our guild. Looking at content far as cost and the environment. The economy, credits for repairs, travel, crafting, etc... The things we do to play and enjoy the sage. When we buy an armor piece or mod it does a random roll of the 30 possible updates. Someone said, slot machine of those from a click. We get an amp and it's not what we want. Cost us 39k credits + or minus, depends on our Item Rating but rounds up to the next higher Item level. The cost is very high do to the others cost and return of the area where we get credits, tech fragments from. When people go shopping most people know what they need or want. So, they want the higher item rating and say en garde 2% It would be 1 in 30 to get that at say 50k credits for 300 plus item rating. So, you reroll 30 times. 1.5 mil credits and still you might not get the 2% do it again another 1.5 mil and still not get it. Now I'm broke. took a chance and lost. Lesson learned. Why not have a price like say a car I want to buy, the price tag is $49,999. It’s the color I want, and it has all the bells and whistles. Only pay for what you want or need. Now say you get something with the +2% you keep it for an alt. Which is ok and good to do. What about armor say it drops in a crate. You look and see an amp you know your alt will need so you take it off and it cost 40k credits. This is what I'm talking about the economy and costs. You want us to go earn our funding. That what we tell our kids or vagrants to go earn your money or what you want or need. You got that item from a re-owned crate. The item can be sold to a vender for 9k but you xp-ed in high content area. You spent 40k 3 times do to dying on the instant. What in the economy will get you that 120k credits back and the removal of the mod 40k credits say in one instant or two? then add in other cost say your crafting cost to make an item for a guildy that is learning the game and needs better gear but you don't charge as he/she is new to the game and a guild member. I think there needs to be a bolster for credits based of the character level and the item rating. To get that credits back that would be about 8 heroics or 12 dailies. Yes, it helps with conquest points and supports the guild. How does it help with credits? The only means is to craft items and sell but the cost there is high for the higher-level gear. Now I'm seeing why people charge way too much on the GTN. Cost of the mats and a little profit. If one charges way too much it will not sell. Learning the lessons before we have too. Finding the right balance. The balance of the equation. my two cents.
  5. Crafting costs; for the vender items cost credits along with the mats in game. Inflation of outrages prices for the end game quality items on GTN. How we deal with this issue in real life? Say contract with say workers at a port. Paying them so much and the contract is bought. The next year do to the cost of living and those tiring to better their quality of life want more money/credits. This would effect many people in the environment and the community as well as other companies in the same environment. So they just add in the price of the community inflation rate or just a little bit less then that rate. Some say you have to give to receive. Others say you have to make sacrifices to get what you want. OR, others say you have to go earn it. Drives in life or in-game. Learning lessons in a better way. Humility, is a good teacher. It isn't always the best way for people to learn. People learn in many different ways. How would a person in charge set prices that is fair? Cost of materials, pay for employee's and a little profit. Simple but oooh how is goes into depths of each. The Devs looking at the data to see how things are going from their end and our end is posting our comments about it.. Looking at why they change from old system that was working fine. Hey everyone the crafting is working fine so lets fix it!!! change it so it's broken!!! So now it's broken!! Team good looking out !!! Sarcastic!! Some say, let it be. It will work itself out. People are judged by what they do, not what they don't do. Bring balance to the Force.
  6. My two cents, I think you need to fall back as it use to be, when green for green for the green mats for the low end crafting. When you get to prototype, then you add in the blue item as well as the green mats. For artifact grade, you add in the purple mats. Keep in mind that we only get maybe 5 a week per legacy. For other's it's hard enough to get our personnel conquest and just get 2 for that week. So I think it should cost 2 purple mats for artifact grade crafted items. Then the legendary you add in the ember just one, So what it cost is so many green mats, blue mats, purple mats, and an ember. Maybe a quest only item. Crafting green items shouldn't cost any blue mats at all. So item rating 268-274 only green mats. Item rating 276-284 green and blue mats. Item rating 286-298 green blue and purple mats. Item rating 300-306 green blue purple and yellow. Augments: Not too sure about them didn't get to test it as devs not having the test server up for testing. Looking at getting credits back? Well for crafting and selling when a lot of people are just getting their gear from quests flash points operations etc... The crafted gear should be as slight bit better so people would buy crafted items versus quest items. Then PvP quest item should be the best. Should have it where we can get the schematics to craft PvP gear from the PvP vender. I'm not sure what you all trying to push here for coins or credits up to Devs to decide and how to make things fair. This is also how some kids learn about cost and income. Earn your funding and also support the economy and community. Through teamwork as a guild group Ops group or even faction. It always take two to tango or to play football or any sport you have to have an opposing team. Here it is teams/faction Wit the Star Wars saga. We all know the game environment effects the players in the environment. Same goes in real life. Instead, it effects our personnel life condition and then it effects our environment and those around us. Again, my two cents.
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