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katanaacredus

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Everything posted by katanaacredus

  1. Your answer B was what I needed and resolved the question precisely. Thank you!
  2. I cannot seem to find the information I need online. Been to EA Helpless, the SWTOR failed all attempts to load from their own link, and tried but cannot find this addressed in other searches on forum. I am hopeful that somebody’s experience might help fill the gap here. I am considering moving one character to another server (maybe two), not the entire group of toons. I see it saying online that Strongholds and decorations will transfer with the character transfer but suggest that the original ones can be reactivated. I don’t want to lose the current Strongholds or the decorations (or even have to reactivate and reset the decos) on the originating server just because I move a single character to a new server. Questions are: If I only move a single character, what impact does it have on all my other toons? Do my original Strongholds get deactivated on the originating server where I will still have 16 characters? Do my decorations actually move to the new server or are they just duplicated there? If I have Stronghold unlocks (rooms) on the originating server, do they apply to the Strongholds already placed on the destination server or do they have to be purchased again?
  3. Thanks, good to know. I'll have to watch for it in the future, only light I recall is the spinning one over the mob access doors. While your info will be helpful to many folks, it is still a poorly designed/coded encounter, no player should be able to kill the pivotal mob before the mechanic is complete, no matter how good the player is or how well they are equipped. Keeping the mobs inside their room until fully spawned and the "spotlight" makes contact would make a world of difference. Another fix would be to keep the mob immune until the link is established.
  4. It is not even for those that pushed into 220s, I am currently playing a fresh 65 Gunslinger in all 208 non-augmented gear and had the problem. If this was a design assumption, well we all know about assumptions, most are asinine at best and should never be the standard for creating anything. With all due respect for your thoughts, this is not actually an issue of gear level as much as it is a poorly designed encounter based on possible bad assumptions. If there is a potential issue with mobs being killed before properly spawned, they need to change the encounter so the mobs are fully spawned before they can breach the doors from their side rooms. Edit - This came up in another thread: So really that mob needs to remain immune until the required link is established, still a poor design element. End of edit In an industry where the status quo is to "kill it fast and hard" or you must be a noob, especially when solo, why would anyone expect to find an encounter where they cannot go full speed ahead with proven tactics that would normally produce the results as anticipated? Putting the blame on players for being too good is just not right. The problem is not the player but a poorly designed encounter if it cannot be played at your best level without breaking it.
  5. I know this is a bit of a necro, but saves me a lot of typing . I had about the same problem today, stuck in combat so no leaving the area by any means. The only way to escape was to /stuck since it kills you if used in combat. The over DPS issue explains why I got about a dozen waves of 3 mobs from the side rooms before it bugged, must be some kind of loop prevention. Anyway, after 12k in repairs (from /stuck deaths), I went back in and did "slow DPS" and found the encounter advancing after a single wave of side room mobs for each phase. I have never in all the years of gaming had a situation of having too much solo DPS that it bugged the encounter. Unless I messed a memo somewhere, I always had the impression that MAX DPS is supposed to be optimal. I think Bioware needs to review their code, this kind of problem should be more than just a little embarrassing to them. In the past I have had to hold back DPS to not get aggro from pet/companions, to not pull aggro from tank, but having to hold back DPS as a workaround to keep an encounter from bugging is just plain crazy.
  6. Agreed, just not sure if doing the same comps over again would positively impact the Legacy, or even the character in question. Guess I'll try some of the conversations then check to see if anything changes on other toons.
  7. That is all wrapped up in a nice and pretty package, but it smells like it contains something fecal. Your zeal is truly amazing; however, you are trying to make correlations where they do not exist. A single run of six characters does not equate to your claim of operating 200 characters at the same time. I did a similar test with my own characters, while my characters are not at max influence I did receive appropriately similar financial returns on each single run of six characters. Beyond that point it just seems like you go into some mystery fantasy zone. Your calculations are skewed, flawed, contorted, and basically FUBAR. Here is why: While the comp can likely finish the mission in your stated time frame, you cannot process the completed 36 missions (six per toon x six toons) in the same amount of time. Your 3 min 27 seconds, or 207 seconds, only allows 27 seconds per character to process and resend the comps on their new missions. In reality, it takes an average of about 75 seconds per character to gather the proceeds of the six missions, empty the lockboxs, sort out the keeper items (schematics and gifts), sell the vendor items, and resend the comps back out with two missions each of ranks 7, 8, and 9 (expecting there are no clicking errors). Thus, 75 seconds times six characters comes to 450 seconds or 7 minutes 30 seconds total time per six character cycle required to process said characters booty, about double of your stated 3 min 27 seconds. Since you are claiming this single person that is ruining the game for you (cutting into your profits most likely as others have noted), keeps 200 characters online 24/7, that means it would take him 4 hours 10 seconds per cycle, best case scenario, to process his 200 toons missions. This scenario does not seem all that logistically manageable or profitable in regards to the cost of operating. Even if you automate some of it, I seriously doubt this person (or anyone) has an AI capable of making all the decisions needed to farm at this level and able to click the right buttons (This in not Star Trek and there is no Lieutenant Commander Data). If such an AI existed, it would be a real waste to use it on a game to make scraps. When trying to make a case, it is best to use logical information, plausible data, and don't present results that look like fine Swiss cheese. I can only come to the conclusion that any of the following observations may apply: This has absolutely nothing to do with protecting the game economy. You have ulterior motives for your multiple threads, possibly to remove your competition. You are some kind of sick attention deprived troll. You may be mental and actually believe your drivel. Quite frankly, you need to drop your agenda to damage other competing players/persons/companies with this kind of bogus witch-hunt, you are only going to hurt the player base as a whole.
  8. I should have stated my toons are all 65 and Legacy is 50 so XP is not a factor. I do however appreciate your input.
  9. If you have done all the companion conversations on multiple toons of a given class, is there a need to do them again on yet another (third) toon of the same class (i.e. 2 smugglers done)? The only downside I can see would be not leveling their influence, but I have no desire to have those comps active after starting 4.0 content anyway.
  10. I may have been misinformed, but I was told that the process recently changed. Since the code now has to be used as the first step in creating an account or returning, spamming chat is pointless as the target person has already passed the point of being able to lock in. There is no more getting recent new/returned players to just use your code after-the-fact. See below for the current process. Refer friends who have never had a SWTOR account. Invite previous Subscribers who have been unsubscribed for 90 days or more. Tell your friends to use the link as the first step in creating a new account or logging back in to an existing account. By clicking through the link to create an account or log in, they will be registered as your "Referral." http://www.swtor.com/info/friends
  11. It is not an exploit until officials at Bioware declare it as such, it is not up to the player to decide. Exploits can and do show up at times, and are dealt with in a way that Bioware is comfortable with, even if the players do not agree. I am not intending to be mean but it may sound that way, the truth sometimes is not the kindest thing you may want to hear. Honestly, if you whispered that nonsense to me "baiting" a response, I'd just ignore it too. You have suspicions, unsubstantiated and no real proof. I'm not sure how you know that all these people are on 24/7 unless you are also on all those hours without a break, but that could explain your psychosis. Let me guess, you are SwtorDetective and posted your "proof" there to somehow substantiate it here. "Nonsense repeated does not become truth." So you did what is expected of a normal player (non-seller of credits), you had a suspicion and put in your report, PM'ed the powers at hand, congratulations, you're done. Move along and enjoy the game, it is no longer your concern, you did your part. Here is where you are failing if indeed you do not sell credits yourself: Multiple threads loaded with basically nonsense. I seem to recall that this may be a forum infraction. Misusing a basic game element is in itself not an exploit, how they do it may be considered cheating but unlikely would ever be considered an exploit. This would be determined by officials at Bioware, not by you. Anyone can play as many accounts as they please, as long as they have the required hardware to support it. If they pay for all those accounts they have every right to play them as they see fit, it is not up to you. Expecting instant resolution. Investigations take time and can be painfully slow to the observer. You are assuming way too much, here is the reality: Devs know how to flush a cheater; it takes time to produce the proper documentation. Your report is not the only one they need to follow-up on and investigate. Don't accuse the devs of not caring, they have too by default but usually do so because they love the game as much as anyone does. Devs rely on the game for their income; they will not ignore an aspect that could cause that source of income to cease filling their bank account. [*]The one that hollers the loudest is commonly the most guilty. OOPS! Sorry, that was intended to be mean.
  12. Dear Tait, I see where you are coming from that you cannot find a bug in the actual core romance as there likely is not one. The problem being injected is that patching appears to cause an unexpected complication, please read below. Having a character get the “Romance Bug” in chapter IX, I decided to try again with another character. I ran my Sniper through SoR, Ziost, and the KotFE chapters. I knelt, I used Valkorians power every time, I flirted with Lana every time I had the option, I think I even flirted with others occasionally (don’t remember which for sure) and I still was able to get the “(Flirt) I need/wanted to talk . . .” option and did in fact lock in the romance with her. This was all completed back-to-back in a couple days. After reviewing multiple threads on the problems with romancing, Lana in particular, I have found a common element that seems to fit most (if not all) of the players who are not able to get the cantina romance option. As with my character that is not being offered that option even after taking every chance to flirt with Lana (posted on her earlier in this thread), there was at least one if not multiple patches between when players had started and then subsequently completed the KotFE chapter sequence leading to the romance in chapter IX. It would appear that for some reason, the patching process is dropping/negating the flags that the system uses to tally the score which in turn makes the romance option available. This dropped/negated flag issue may very well be the root of most of the reported romance problems where people are not getting the expected NPC romance that should be available after jumping through the correct hoops. The fastest solution would be to grant players the appropriate flags upon request or allow KotFE to be completely reset so that people can complete it without a patch messing up the flags. TL: DR version Complete KotFE chapters I through IX interrupted by patch(s) = failure for system to grant appropriate outcome. Complete KotFE chapters I through IX without patch interruption = proper completion of the sequence allowing the anticipated romance.
  13. Tait, So you say to let you know, so I'm doing just that with the details I feel are of benifit. On character Qel'sana (Jedi Covenant), I have taken every possible flirt option with Lana from the first of them in prelude to revan all the way through until "Relax in the Cantina" (Chapter IX). When I try to do Chapter IX, the normal dialog about "wasn't sure you would join us" starts up, then where is the typical "I need to see one of you" (with flirt option) script is normally at, it is replaced with “I was hoping to have a talk with one of you first” (no flirt option here) followed by Koth getting all indignant with me and gets in my face then storms off, Lana says she will reason with him later, then Theron says "I hope he was not the one you wanted to talk to." This has happened before where Koth and my character dislike each other and it made no difference in romancing Lana. This time however, again where the normal pre-romance flirt option normally happens, I only get the options to talk to Lana or Theron but neither has any flirt available, and the chat after that point is different than in the expected flirt sequence I have experienced before. I escaped out prior to completion so it did not lock me into the bugged sequence. I tried resetting the chapter hoping that may fix the bug, it did not. The option to lock in a romance is simply not offered even with consistently opting for all flirt chances with Lana. The only difference in leveling I can note as different from other toons I have pushed through here is possibly that I waited to do the cantina part of Chapter IX until I had secured my HK51 (I just really enjoy the interaction with him and Tora) and did not get back to finish it for some time. The other likely contributing issue is the same bug many people have noted was introduced with a patch, like things getting reset behind the scenes so at the conclusion, all of our choices are not tallied appropriately.
  14. moved to active thread (and less of a necro) http://www.swtor.com/community/showthread.php?p=8912458#post8912458
  15. I have just the opposite issue, using unify color but the gear does not match up on character selection, it appears almost as if for some reason it is showing the opposite of the selected setup.
  16. I have the same response on non-human characters. It seems like BioWare is losing a big opportunity to up-sell the hair styles by showing them but not allowing the purchase of same. I'd rather they just include them to the players that previously purchased the hair style pack to include "near human" species like Miraluka, Mirialan, Cyborg, and maybe Sith pureblood.
  17. Issue: coding error or hopefully unintentional visual effect Description: Recently a strobe effect was either adjusted or added to the table display of the tower for the mission “Tower Defense” that needs attention. When you go to Captain Barra at the Glarus Valley, Silvan Hills location (Alderaan), the very exuberant strobe effect that has been added is so bright it was actually painful, triggering a migraine (I was able to medicate before it went full scale). This should be recognized as a severe hazard for people that have problems with bright light flashes triggering seizures or migraines like I already mentioned. While it is irritating but not too overbearing in the static form passing by it, during the actual mission starter cut scene, the brightness and rate of flashing made it almost impossible to read and select a response (had to turn away several times). Please consider toning down the brightness and frequency of the flashes during this mission acquisition sequence.
  18. The problem is that in 4.0, there were changes to the skill level vs. the grades of missions. The tooltips were not updated on mission discovery items so they still show the old requirement for that grade mission.
  19. After many logout/login cycles doing crafting, the usable item showed back up in my inventory again, and I was able to collect it. Not sure if you folks fixed it or the bug resolved itself, but I am happy again either way.
  20. Issue: CM item vanished on attempted use (not the first time) Server: The Shadowlands When: 29-Jan-16, 9:48:38 MST Description: I purchased a GTN Kiosk from the Cartel Market and claimed it. There was a note in chat box that I received the item and had it in my inventory, when I right clicked it to “use” the new item, it simply disappeared as expected when you consume an item; however, there was no statement about it being added. Problem is it never made it into my decorations to place into my stronghold. I have had the same issue with the Treek contract in the past on multiple characters and servers. Attempted resolution for missing Treek contract: Get another contract from collections and use it – resolved Attempted resolution for missing Kiosk: Logging out and back in – no resolution Changing servers and returning – no resolution Changed to different Stronghold – no resolution Waited 1 1/2 hours – no resolution Submitted CS ticket – no response yet I need know how it can be replaced or added to my decorations without additional cost to me.
  21. Raw does not come close. When it was made by Artifice we could learn to make Initiative Enhancement 36 and Quick Savant 36 from the trainer. In the 4.0 changes, that was stolen from us and turned over to Cybertechs, now the closest a Cybertech can learn to make is Initiative Enhancement 29, anything higher from trainer is pure garbage with amazingly stupid stats. I don't know why they omitted the Initiative and Quick Savant from the rest of the 36s, it absolutely does not make any sense at all.
  22. I even tried to turn it in manually, no good. My map still shows needing to go to all four sites to do the heroics. Not too upset since it is pretty much a freebie, but it is logical to expect it to work when we are told it has been fixed to do so.
  23. I'm glad it is not just me, if there are more than 4 on the map my FPS takes a holiday without inviting me.
  24. At skill level 175 - 219, I could not use [Mission Discovery: Archaeology] (175), on each attempt I received a red error stating I had insufficient skill level. The item tooltip states that it requires Archaeology (175) and a second line the only says “Requires” with no additional info provided. So it should work but did not. After reaching skill level 221 the item became active indicating the item is incorrectly built with the wrong level requirement or the tooltip is wrong, either way these items need to be fixed.
  25. Still bugged, occurring on Alderaan also.
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