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Dart_Xi

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Everything posted by Dart_Xi

  1. It looks like a good post. Pity I don't understand it. Can anybody decipher that post?
  2. That is the problem here. People start counting from the GTN default sell price. Its very bad. Let just grab cybertech earpieces that you mentioned. Purple 49 lvl default earpiece price 3375. Even with X5 multiplier your price is lower then 20k. But to craft earpiece you need 2 Mandalorian iron, which price is minimum 10k each in GTN. And you need some other resources too. Plus you need to charge for work. And other example is that Armorings and Mods use the same amount resources, but Mod default GTN price lower then Armoring in 4-5 times. My suggestion for pricing: 1) Figuring out cost of the materials that you need to craft (just to verify for yourself not to work in minus, because in some items GTN can be crazy) 2) Check the price of the materials on GTN (Why craft when you can sell mats for better price?) 3) And then add some charge for your work (I'm multiply for 2, sometimes lower, sometimes higher) 4) Check the price of your crafted items on GTN and figuriing out can you drop some price or can you add some. Or maybe better sell mats or other crafted items. - Dont look prices for non-crafted items. They are one-time items
  3. In normal EV dropped for me schematics of 24 Mod. And as far as I know "Mods" but not "Armorings" can be learned from campaign/bh gear. Everything else i guess not craftable. Can anyone from Top Popular servers look at the GTN are there crafted Armorings 23+ to be sure?
  4. Hello, I need to clarify something about modding system. So cybertech CAN'T craft: 1) 23 Mods and Armorings 2) 25 Mods and Armorings Cybertech CAN craft: 1) 24 Mods form patterns 2) 26 Mods from campaign But can cybertech craft 24 or 26 Armorings? Doesn't matter from which source. 1) Are there drops patterns for 24 or 26 Armorings? 2) Can we RE for schematics those that in campaign? 3) Can we RE for schematics 24&26 armorings that just drop in Operation (not in gear)? PS) Can we RE 24 mods for schematics that just drop in Operation?
  5. There are "Grade 8 Crafting Material Box" from those vendors too. With "Molecular Stabilizer" or "Synthetic Energy Matrix"
  6. You can get them through PvP and Space Missions as well. You need "Grade 7 crafting material box" from pvp and space vendors There are random drop from them. You can get Alien Data Cube, Baradium Flux, Biometric Crystal Alloy, Rakata Energy Node, Self-Perpetuating Power Cell
  7. Hello, can anybody confirm that you can learn schematic of the armorings (REing it), which you pull out of black hole/ Campaign gear?
  8. There is no difference between Rep and Emp same crafting skill. Only looks would change
  9. Can you please find this post from dev? Because Im very interested in this info and didnt find any proof that REing armoring from campaign armor can give schematic
  10. Would love to see increased limit on GTN. As a cybertech who trades mods and armorings and ears. 50 items is very low. You can cover only little part of your market even with 3 trading alts
  11. Sorry, I stole you crit yesterday. 4 in a row
  12. The question is: Will cybertech get something at all in patch 1.3?
  13. Purple mods is not for trade. It is for you and your alts. To trade is blue
  14. Tell it to my customers, who buys mods and armorings through leveling alts. Especially tell it to tanks PVP is not the only thing in SWTOR and nor every one play it
  15. 1. How about Trooper - Armormech? For oranges to put your mods in. 2. If smuggler, then maybe just slicer with gathering skills for Artifice and cybertech? 3. Smuggler will be good armstech, but i doubt there are demand on this prof 4. biochem is good for any class I think it best to determine what you want to achieve?
  16. Still Can't Maybe a big good thread about it will get answer from dev about it? Because i didn't saw any official answer about plans in that direction.
  17. Quick question. Does the orange gear gets BoP, when put augment in it?
  18. Yeah i would ask for more than 50 slots on GTN. For Cybertech who selling mods and armorings for different classes and levels its not enough at all
  19. Read developer tracker! http://www.swtor.com/community/showthread.php?p=4405177#edit4405177 1. On crit crafted gear post 1.3 there will be augment slot of that item tear, but it can be upgraded to max tier through audment kits. 2. You can add Max tier augment slot on ANY gear. You dont need to crit craft in 1.3
  20. Happened all the time if you craft different things and zoning often, including loging off. It always switch the order in which it crafts at the start, but then it mess everything up.
  21. Same thing with my Cybertech. No zoning while crafting different things. For most cases they just changing the order in which it crafts, but to much zoning and everything is messed up. So i m trying to craft same things if I want zoning.
  22. Cybertech. 1. What was the reason not to give craftable tanking Mods to Cybertech? Do you planning to add them? Or maybe there is already some way to get them? 2. Are you going to add something new to cybertech? Can we expect any consumables? Such as teleporter or something that can pull out mods from gear with no cost?
  23. Sorry, for not answering your question, right now I'm only intended to reverse some Mods ) But I need to ask how much Black Hole Mods cost on other servers? Is it worth it?
  24. Hello everyone. Guld Bank wasn't the main feature of the patch 1.2. But it was for me and I think for any other active guild crafter. But honestly I expected more then just several vaults with some slots in them, because for guilds who actively uses crafting system even 7*90 slots not enough, especially when in patch 1.2 you so focused to benefit players play alts. Since many players start to play alts, guild needs to wear them and save all this stuff in guilds bank. 8 orange items for every class for bunch of players. Incredible amount of Mods, armorings, enhancements, augments, crystals, barrels and hilts for different classes every 4-8 lavels to put it in orange. Earpieces, implants and etc... So you already have stuff to fill bank completely. But there are also very large amount of slots used for craft needs, such as: crafting materials, missions and recipes. There are 150+ types of resources. And even if each type will take only 1 slot it would take 2 bank vaults. But about one-third of them needs much much more slots. There is a problem and there are many ways to solve it. Some thoughts from me: 1. Add new vaults with much more slots in them, but only for crafting materials 2. Or don't use guild bank slots for resources. Use counters like for money, but for every crafting material separately, which would show how much resources of each type stored in bank. 2. Add Guild Recipe Book. Something where all guild members can save recipes for future crafters.
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