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DarthDak

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Everything posted by DarthDak

  1. That would indeed be very nice. The current implementation is sorely lacking in this specific regard.
  2. Spot on. Easy to implement and would solve a lot of things, letting everyone level at the pace they like. Those who want to go crazy fast, can do so. Those who want to slow down can do so. Everybody wins. I am sure someone will step in and declare this a terrible idea, because reasons, one of which tends to be "I can't understand why anyone would want to do that, so nobody should be able to." and to which I can only respond with a sigh... (Anarchy Online did this years ago. One single checkbox. Just do it, already. If changing the UI is too much, make another Acute Module that enables a (de)buff that turns all XP gains off for a period of time, and that can be cancelled if needed. Gives the same flexibility in the end.)
  3. Unfortunately, they are (still) class-restricted and cannot be used by Shadows / Assassins. To be sure, in case something had been changed in the last patch, I double-checked: The armor pieces are not restricted, but all weapons and off-hand items are, including shields. And there are still no shields for Shadows / Assassins. Every (advanced) class has all necessary items, regardless of role, except Shadows / Assassins, for which the shield is missing. It sure looks like an oversight to me, and should be fixed. (I have reported this before, including via in-game ticket. No change, so far, obviously.)
  4. The level 8 equipment vendor on the fleet has complete modifiable sets of equipment for all classes and specializations, with one exception: There is no shield for assassins (and presumably shadows, on the Republic side) for some reason. The focuses are there, as are the generators and shields for the non-force-using classes. There are also no other vendors selling modifiable shields any longer, where there used to be. This means, that for assassins (and again, most likely also shadows) there is no way to get such a shield except from getting lucky with drops. Completely different from all the other classes. Looks like an oversight-bug to me. The level 8 equipment vendor's stock should be amended with the missing item.
  5. Yup, agreed. Or, to make it even better: Add a checkbox to each of the mounts in the in-game list, where you - the player - can manage those you want included and excluded in the feature. Et voila, every single player can now have his/her own ideal list of mounts to be randomly used. (To make it simple, make it so that the mounts are included by default. With the exception for Rocket Boots, which really should be excluded by default, in my opinion.) While at it, do the exact same thing for the random pet feature, and be done with it.
  6. I can confirm this. In particular for the "Introduction to Group Finder" mission, for which I have verified it as happening consistently over three different characters. The last one gained three levels upon turning that one in, as it gave just above 88k XP. Far more than the mission itself stated it would give. It may be intended, but in that case the mission information should be adjusted accordingly, so that it shows the actual amount of XP you will gain on completion. Or it's not intended, in which case the XP given should be reduced to the amount stated in the mission information. Either way, something's wrong.
  7. Precisely. Bring the shells back, but make them empty (i.e. without pre-fitted modifications.) Adjust the prices accordingly, as needed. Would solve most (all?) concerns.
  8. Good suggestion. Do the same thing for the random pet as well. Shouldn't be overly difficult.
  9. Probably already suggested, but anyway: Just mail the item to all eligible characters, including a short description of what it's for, just as you do with many other items. Include a short passage mentioning the vendor at the fleet, should the item ever become displaced. That way you don't need to change anything else. Simple.
  10. No, I don't. The rested XP is finite, under my control and applies to kills only. Some people play the game in a way that's slightly different from how you do it. Different people enjoy different things. For those who like to play that way, it's obviously no issue. For you, it might be. That's ok. It's ok for different people to play (and enjoy) the game differently. On-topic: My annoyance with the double XP weekends is that they are "forced" (for lack of a better word) on me, and others, who for various reasons don't care for it. I have no issues with the concept as such, and it's great that many love it. It would be even greater if there was a way to turn it off for those who do not. Freedom of choice. I don't want to take it away from you. I want to be able to take it away from me, should I want to. That's all. (Please note: Not playing on double XP weekends is a work-around that costs game-time, and is not a solution. Being able to turn it off and continue to play, is a solution. Solutions are better than work-arounds. That's why the annoyance persists, and probably will continue to persist, until an actual solution is made available.)
  11. Indeed. Best of both. The above is what it should have been from the start. Please make it so.
  12. We have a winner. The above is, in my opinion, a great suggestion.
  13. Earlier and elsewhere it has been suggested that alternative animations for certain abilities be developed and made available for purchase, either via cartel coins, legacy level and/or a combination of those or other means. One of those was precisely Emerald Lightning as an alternative animation for Telekinetic Throw. The only thing that would change would be the animation, and possibly the color, depending on character alignment. It would also be completely optional, so that everyone gets to decide whether to use it or not. I like options. Personally, I would jump on such an option immediately, since I dislike throwing pebbles.
  14. This is a very good idea, in my opinion. Pure win on all accounts: - Purely optional, allowing for more choice for those who want it - Purely visual, thus causing no balancing issues - Possibilities of further customization based on dark/light alignment Make it so! Oops, wrong canon. Sorry.
  15. No, you are not alone. It's annoying, ugly and poor quality. Here's to hoping it'll get fixed some day.
  16. Buy them and re-sell at a price you think is better. If they are undercutting madly, then there's a margin for you to exploit. People are free to set whatever price they want, be it low or high. If an item sells, then the price was low enough for someone. If it doesn't, then the price was too high for everyone or the item is simply not in demand. Anyhow, instead of complaining, take advantage. If you're right, you can make a fortune.
  17. That's about it, I'd say. The other reasons being put forth are mostly rationalizations. Of course there are lots of valid criticisms for this game, as well as most other games. Constructive discussions are possible, but those are not what this thread's topic is actually about. It's a well-known issue, portrayed clearly in http://art.penny-arcade.com/photos/215499488_8pSZr-L-2.jpg and described in-depth at (for example) http://en.wikipedia.org/wiki/Online_disinhibition_effect for those interested.
  18. My personal recommendation is to go with Cybertech, and the two associated skills for materials. Since the Armorings (and Hilts/Barrels) are the most expensive mods by the number of planetary commendations at 7 commendations each, combined with the fact that you need way more armorings than you need hilts and barrels, it follows that you should be better off making the armorings and buying the rest. The numbers, depending on class, for your character: - 7-8 armorings (49-56 commendations) - 1-2 hilts or barrels (7-14 commendations, plus optionally 7-14 for your companion) - 9 mods (18 commendations, plus optionally 2 for your companion) - 7 enhancements (14 commendations, plus optionally 2 for your companion) That's what I do. I make my own armorings and I buy (for planetary commendations) the mods and enhancements. That way, you never run out of commendations, while levelling. Just make sure that you keep your Cybertech up to date and your materials stockpile healthy. If I have a large number of commendations left over, I buy stuff for my primary companion. Specifically, I upgrade myself every four levels, with new barrels/hilts, armorings, mods and enhancements. Relics, implants and earpiece if nice upgrades at reasonable prices are available on the GTN. Companion equipment I tend to go with greens, for cost. Upgraded whenever something drops or I find a decent upgrade on the GTN, typically every four levels at the same time as I upgrade myself. Since I've been here a while, I have alts, so I also make my own hilts and barrels as well as medpacks, stims and earpieces. Sometimes implants as well, if I can be bothered. But while levelling I'd say you do indeed get the most from Cybertech, if you want your character to stay reasonably upgraded. Others may have different suggestions. The above are mine.
  19. You should get this thread moved to the correct forum, namely Suggestion Box. It's at http://www.swtor.com/community/forumdisplay.php?f=349, in case you didn't know.
  20. Hm. When you say "gives 36 armor" above, I suspect you're referring to the "Armor Rating" of the armoring. That is not the amount of armor it will give to the equipment item, but it is related to it, as follows: When inserted into any given armor item it will give the item that armor rating. The rating then corresponds to a certain amount of actual armor depending on what kind of armor it is. If it's Heavy Armor, it will give more actual armor than if it's Medium, and so on. As others have mentioned already, an Adaptive armor piece will adapt itself to the character wearing it and take on the "strongest" armor class that character's class can wear. Thus, it will behave as Light armor for those classes that can only wear Light armor, Medium for those that can wear Light & Medium and as Heavy for those classes that can wear any type of armor. I hope this helps, in addition to the other helpful posts already made in this thread.
  21. No, you didn't make that clear. You didn't mention the rest of the idea with a single word. You criticized the money aspect of it. That said nothing of what you thought of the rest. There could have been more posts coming addressing other parts as well, with no way for anyone else to know. If you wanted to make it clear, it would have been trivial with a few more words, but you did not. Your last post made it clear, however. I'm also fine with credits excluded from the concept.
  22. That's nice. I am trying to be constructive, and that's what I get... So, apart from the money aspect, you're in agreement, then, it seems?
  23. Programmer since 25+ years here. I'll give my personal take on the questions you pose, while relating to my post previous in this thread on how I personally would like to see a legacy bank implemented. Here goes. None of it. What is in the legacy bank stays in the legacy bank until explicitly removed. That eliminates a whole slew of potential issues and bugs. No automation, which is a good thing, in this case. Due to the previous point, there is no decision to be made, nobody to make it and thus not a thing to be added to the check list. With one exception: If the character to be transferred is the last remaining character on the source server, the legacy bank must be empty in order for the transfer to happen. Emptying it, is again a task for the player, in this case using that last character. Exactly as it does right now. The same limit imposed on receiving money from mail, from the GTN, and from direct trade/sales, should be applied on withdrawing money from the legacy bank. No difference. Thus fewer issues and potential bugs. I would never state any sufficiently complex programming task to be easy. Ever. I've done way too much programming over the years and have a hard enough time to explain this fact to non-programmers in my daily work. Given the restrictions above, combined with my previous suggestions for how a legacy bank could (should, in my opinion) work, it should definitely be doable for EA/Bioware with a reasonable effort, and also a thing that would gain quite a lot of positive feedback from the player-base, should they decide to do it, I think. That's my take on the matter, for what it's worth.
  24. What's the purpose of that comment? Is it to belittle this particular issue, or is it a more general thing?
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