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Mfumba

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Everything posted by Mfumba

  1. Would you all agree that as far as oranges go, really any set (low level or high level) is fairly valuable since it's an aesthetic thing? I've found myself liking the look of some of the lower level stuff and thinking that might be goo to get all the schematics for. lvl 50 schematics seem like they are valuable mostly because they are just a bit harder to get depending where they drop.
  2. You should definitely add a UI section as there is a lot of work that could be done there - at least unloack frames - option to hide avatars - add target of target - allow minimize or hide menu bar up top. I know what my player name is thanks. Don't need it written out at the top of my screen - auto-ignore quest completions from crew skills. At least allow this for when in a WZ, FP or Op - allow tracking or untracking in groups by planet or quest type (i.e. allow me to uncheck a whole planet at once and check the soace missions quests all at once when I go from from world questing to doing space missions You should also mark off the things that are implemented now. Especially with patch 1.1 coming and changing some things.
  3. The orange's are the most confusing thing for me with Synthweaving. I get the green -> blue -> purp. And I love that. So far I'm noticing something I make purp at say lvl 35 isn't outleveled by a green till lvl 41 or so. There's a good 5-7 level spread on the purps I make before they are replaced by quest gear or sometimes even flashpoint gear. But what I don't get is how oranges make anyone money. They are 100% aesthetic from what I can tell. People still need to buy all the mods to give it stats. If I make a lvl 50 orange with no actual stats yet, and then I make a purp that has all the stats applied already with no slots (assuming it's not an augmentable piece), shouldn't that purple be worth WAY more? That's where I'm assuming the money is gonna come from. Discover all the Purple's that are good for difference classes and sell those high level pieces. Am I missing something? Do oranges provide a stat benefit over purple's? Or only if they have an augment slot? Purples WITH an augment slot seem like the creme dela creme of crafting armor.
  4. This should definitely be an option. Something like "subdue crew skill popups" or something like that. Should be enabled by default in PvP but also an option to turn on or off in settings for permanent preference.
  5. A number of us on the republic side can't find her either. We're on the station in the trade area and nobody but the Crew Skills Trade Vendor shows on the map or is visible in the area. Perhaps they took it out?
  6. Absolutely down for a mobile app. Mobile integrations with existing games is the future. Increasing access to the game world away from the PC improves immersion.
  7. I love this idea as well. I think mobile aspects to MMO's really increase the immersion in the game. I've even thought of cool it would be to extend mobile access in some form to mini games or the trade network. Like a stock ticker or something. Or playing games that people can join while in cantinas or something. Mobile aspects to existing games is only gonna get bigger as time goes on. Now as far as managing crew, I don't think it will negatively affect the game. The problem is that as soon as you talk about people having an 'advantage' you head down a path of encouraging entitlement or fabricating issues that aren't really there. If you wouldn't tell somebody that it's only 'fair' they are limited to 2hrs per day, then you shouldn't tell them they cat play from their phone. If they are not exploiting any system, I don't see the issue.
  8. Excellent guide. Definitely worth a sticky. Thanks OP!
  9. Artifice is the one that makes mods right? I'm thinking of doing Scavening / Biochem and Synthweaving and using the money from the gathering skills to either buy mods, or giving the mats to guildmates to make me mods.
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