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GloamingLeuceti

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Everything posted by GloamingLeuceti

  1. Its GL to get a 340 TH mission for less than 20k on my server, hence why I'm leveling a slicing alt. In the mean time, I'll just charge no less than 40k for artifact quality. I'd rather charge less but the economy on the Rep side is stupid.
  2. Stupid BOP materials for crafting stuff thats crapper than the gear you find in the HM itself.
  3. Really? People are still whining over this? I have a slicer that is making regular credits, with just 2 companions, and thats just the credits... If I was to actually sell all of those missions I gave to my other characters It would be a small fortune. Slicing is not an "i'm rich" button, but it DOES make money. Seriously, get over it.
  4. I really hope that these people with comprehension issues are not reflective of the IQ of the general comunity. Feedback to Bioware; I understand that your trying to communicate future development to the community, but unless you spell it out in a war and peace post there are always going to be those in that the community that conflate what you are actually saying with their own personal worst case scenario. Either hold off till you have more details, or ignore that segment of the community. I look forward to seeing the changes implemented, especially the expanded schematics for several skills that are lacking variety at present. Oh and can someone please tell us your working on the item que bugs? Thanks
  5. yes, that happens too, but thats not all that happens. It DOES in certain situations remove the item from the que and or reset the que with other items. In short, its buggy as hell and can cause you to loose rare components. Mostly it appears to be affected by loading into chunks. The only safe way to craft a que of rares is to sit in the same instance till the items are complete, or log out all together, and I can't imagine that is what bioware intended.
  6. Not just a display bug. Instance 1. I had 3 orange crystals qued behind some grade 2 blues, did a space mission and when I came back the orange crystals were gone and I had a que of 4 blues with one blue crystal in my inventory... I canceled the lot, thinking it might be a display bug and only got grade 2 mats returned, equivalent to the 4 that appears to be qued... Instance 2. Qued up 3 grade 6 blue quality crystals, left my space ship to return to the fleet, after zoning into the fleet I had a copy of a grade 3 crystal in my inventory that I had made earlier and placed on the market, and my que was empty. Logged out to another character (after cursing and /bugging it) and when I loged back in an hour later still no grade 6 crystals.
  7. Your not crazy, its bugged, I've bugged it with detail. Not only does your que re-sort (which frankly I could live with) You will also at times have items disappear from the que entirely, without a refund for the resources it consumed. Sometimes it even replaces items in your que with items you have already made. Needless to say, when the latter two things occur and you loose the resources for purple grade 6 items it is painfull.
  8. Bioware have already communicated that they are working on making set bonuses transferable too. They are running with the design idea of removing penalties for customising your look, and combining it with enhanced customisation of your stat mix. Personally I think its a bold and exciting spin on the tired old mmo approach to gear; - Players can pick and chose their appearance Its apperance slots without the need to have a seperate window, its all consolidated into the one equiped gear window. - Players can adjust the stat distribution of the gear they wear. There is no one end game set you have to wear, you can mix the stats around on every single piece. How many players do you know that don't like choice?
  9. Armstech will be usefull with the ability to remove barrels from raid gear, augmented orange weapons with raid mods will be better than normal raid weapons, and you can pick your model. I imagine the same is intended to apply to synth weaving and armormech, being skills that provide non raiders with good gear and ALL players with choice in how their character looks. I expect the hinted at augment changes will be something that lets players add augment slots to non-critted gear and drops, for a price. Raiding will provide unique models and/or mods they can take out and slot in to the gear of their choice, again, for a price. Overall I like the way its shaping up, and just hope it happens both soon and in conjunction with a cleanup of bugs that have been haunting crewskills since the late beta re-vamp.
  10. Cause everyone else rolled biochem... Think about it. Why would they do that? What would happen to your ability to actually sell biochem stuff if everyone else was not better off just picking up biochem? hmmm?
  11. Sure, and then add loot to drop tables and commendation vendors for reusable stims/adrenals and medpacs that are better than the consumables made by Biochem... You do want balance right?
  12. Really, the crew skills forum drowns in tears on a daily basis. I understand the angst, they need to fix stuff, it should have been fixed prior to launch. But they have commited to fixing stuff, they are making changes fix biochem. In reality its hardly a nerf, the re-usables are going to be just as strong as the consumables. Hopefully with the other plans anounced the other skills will end up with products just as good, both to sell and use. Obviously the intended benefit of taking Biochem is to save you money and time with creating consumables. And its the same benefit other crew skills will enjoy, that is relatively cheap gear and a way to make them involved in the games economy of trading products with other players. In the long term it means people will be taking Biochem to sell products to others, with the added benefit of free-use consumables that don't consume all the harvested materials they collect. After equiping themselves they will be collecting resources purely to make stuff for others and selling products that others will want. If anything this will be a buff to biochems, because there will be more willing consumers of their consumable products. Biochem is also still the only crewskill that gets consumables, and everyone knows that consumables are the most usefull income stream at end game, IF, people are willing to buy them. The current situation has everyone taking Biochem themselves so they can use end game products on par with other biochems. They are not interested in selling products, They just want the best stims/adrenals available. Even if they did want to sell products, there is no market because any one serious about using consumables wont pay credits day after day for a product that is inferior to what they can get by just taking Biochem.
  13. Just add the item to the Augment mission loot tables. Makes the most sense and might actually make slicers get over their QQ.
  14. Exactly, hence the decision to make the biochem stuff tradeable.
  15. Actually those that read the crew skills forums regularly are well aware of several posts going back about a month where a number of people discussed how their guilds had requested them to drop their skill for biochem. But by no means would I expect Bioware to base a decision on forum posts. They are perfectly able to run some stats on the number of active characters that use biochem vs the other skills. I really wouldnt be surprised if they were seeing 40-50% of players using Biochem over the other skills. Add to that the simple number crunching required to work out how much of an advantage permanent stims/adrenals are and you have a pretty obvious case for making some changes.
  16. Yes, so /bug it to ensure it gets fixed. There are also enhancements that have the wrong stats at certain levels. There are threads about it, but they drop off the radar untill someone else bothers to get above 350 artifice and see the problem.
  17. Not only are the 43 and 48 enhancements "umanagable", they are completely screwy. There are duplicates with exactly the same stats across different schematics There are miss-allocated stats, like the assault 20 (or 19, I forget) that mysteriously offers +shield rather than the +surge on every other assault level There are stupidly absurd options that maybe, if I'm generous, one player in a million might actually want, like +absorb with +surge (what the? a shield secondary stat with a crit secondary stat?) TBH they need to completely re-do the enhancements. Its blatanly obvious they rushed it and never bothered putting it through quality testing before launch. I only hope they actually invest some resources in cleaning up the mess before some crewskill revamp comes along and makes a bigger mess.
  18. You can still make a decent income from lockboxes too, if you sell the blue/orange items you don't use on the market. But expect to loose some money on a mission now and then, and only vendor the green crap. Overall though, the gems are probably less random income.
  19. Not a good trade off for tanks though. Maybe some armor enhancing Augments would fix that.
  20. Another symptom of a half baked crew skill revamp that was rushed out the door like the bar girl you don't want your wife to know about.
  21. Too bad its obviously bugged for artifice, it absolutely NEVER crits on a mod (crystal/hilt/enhancement) with artifice. I've made hundreds with no crits. Offhands I can get crits for often enough for me to know what the frequency should be, but not one crit on mods.
  22. yeah, crewskills are a bit nutty and need some serious attention, forget the whinge about end game competitivenes for a few months and just fix the bugs ffs. I'm still having qued items disapear while I do space missions, causing the resources to vanish as well.
  23. Not that there are really any end game schematics for artifice that can be made T2... but hey whatever.
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