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Homegrownn

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  1. while DaoC had good pvp if you really want true pvp, look to how Ultima Online did it they perfected it, and its gone downhill ever since its a shame that game model is so far gone from how games are now adays
  2. when over HALF of what the skill generates is money, not materials or other things, if the money generated isnt more than what you put in, then its a worthless skill on my server mission discoveries sell for about 1-2k for the 340 purples the schematics i have gotten sell for 1-5k and augments dont seem to sell well at all but thats all this skill gives you when the lockboxes are half of your missions, and the lockboxes no longer provide a profit (all day i have been slicing and i have netted about 4k in about 3 hours with 3 companions and 400 slicing) yah the other skills dont just provide pure profit, but thats not what they were for, slicing doesnt help any of your other skills out, the stuff you randomly get from them outside of the lockboxes arent in demand so its only job was just to make money, if it doesnt do that, what is the point of slicing now?
  3. if your saying slicing should be used as a gathering skill thats just pathetic who would want to use one of there 3 crew skill slots for something that at most grants you a very minimal amount of gold per box when you could be getting crafting mats that are prolly worth as much if not plenty more along with the fact that you can use these the only reason that slicing was worth a damn was that you lost out on a valuable resource to getting crafting materials and other items for a flat gain in money, and it REALLY wasnt that much just from the missions unless you just botted it all day long, it was a combo of the fast respawn on boxes in high zones along with the missions that got it out of whack, now its a damn near worthless skill im all for balance, this is NOT balance
  4. this is where your totally missing the point the way the skill is now, its absurdly weak to have slicing, maybe before it was OP because of the ppl farming high level lockboxes with impunity and low respawns along with the missions, but as it is now you can send your pet to lose you money, or you can farm the boxes which return so little money its not worth it why would you want a skill that barely pays off and only when you find lockboxes while your out questing when you could have any of the other skills that give you mats you can sell, or create items, or whatever, from missions, along with the same type of harvesting nodes you find as a slicer people complained that slicing was OP and needed to be balanced, now that it was nerfed into oblivion, people dont seem to care so much about balance as they care that everyone else isnt getting something they werent and just because you got mats instead of actual money, there is still plenty of value to those items, just because you dont sell them or whatever doesnt mean that you didnt profit from it now all slicing missions for lockboxes just lose you money basicly, what the hell is the point to that?
  5. because all of the other harvesting and mission skills require so much effort and skill that slicing is obviously missing
  6. i guess the moral of the story is what is the point of the lockbox missions if they dont on average return a profit any more how would all of the other crafters felt if one of your crew skills the main purpose of it was replaced with "click this button so that in 36 minutes ill take a few hundred gold from you"
  7. the problem with this is if you have slicing and another skill lets say underworld trading you both can do missions and both get rewards, but now the reward for slicing is less than what you paid for it, where i know the high end underworld trading materials sell for rediculous amounts slicing has no purpose as it is, it doesnt help your other crafting skills like all of the rest do, it was meant as a way to print money without having to do the crafting, that was the tradeoff now its good for losing money
  8. you realize all of the mission and harvesting skills you can afk use just like slicing, only now slicing doesnt even return a profit, while the others at the max level will be giving you plenty of materials that if you didnt know already, can be traded for money! your sitting there sending your minions off to print money reguardless of which skill you use, most people just dont get that point since they just use their materials now what good is slicing? losing money for a slight chance at a mission dsicovery (that on my server sell for about 1-2k each) or a schematic (that sells for less), or a random augment vs harvesting materials that you can use for your other skills or sell for plenty of profit on the market
  9. im 100% for dual specs, or at least a flat rate for respecing or a decaying cost (not sure if this is the case but i heard it wasnt) now switching AC isnt a good thing, but switching your points in your chosen class doesnt really hurt gameplay but will make it easier to find groups / accomplish the things you want to
  10. anyone who thinks dps meters hurt a game is just someone who has gotten booted out of groups and raids due to not pulling their own weight if you dont like them, dont use them but for endgame content, if you want to be able to figure out how to improve your performance, without a dps meter your basicly just guessing some ppl prefer to do the best they can and expect their guild members to do the same you need a way to look at the numbers to figure this out if you dont like them, dont use them, but dps meters DONT take away from the game or "play the game" for you sure boss mods arent needed, but they do allow for WAY more advanced encounters, but i can understand not wanting this because at the end they do start playing the game for you but dps meters dont do this, they just show you what you and your friends did, and the boss did. quit whining and learn to play if dps meters ruin the game for you
  11. if it was only 15 minutes i doubt ppl would be complaining so much so far i have spent about 3 hours in the queue today alone due to my original logon (about 30 minutes), goin to get breakfast, logged back on after that (about another 30 minutes). played for a bit, afk'd got disconnected, another 40 minute wait, played for about 10 minutes, crashed, been in the queue for another 50 minutes or so so 2.5 hours of queue time, prolly 3-4 hours of game time, and still waiting now with 109 ppl in front of me 15 minutes is one thing, this is going to get out of control if its not resolved by launch
  12. most mmos truely start at max level some ppl enjoy the questing some ppl enjoy the endgame content your not gonna see any endgame content at the low levels, so why not skip that and get to what you enjoy
  13. yah 100% agree this sux, just spent 30 minutes waiting in the queue, got on, ran to the quest area i was going to, crashed to desktop, logged back on right away, now i have a 50 minute queue... this HAS to be fixed, having to wait in the queue sux already, risking getting booted out due to random issues and having to wait more is a deal breaker if it goes on too long also with this is what seems to be a pretty short afk to logout duration i got up to make dinner last night, didnt take too crazy long but after about 15 minutes i was logged out due to inactivity so not only can i not crash, but i have to make sure im near my computer at all times if i dont want an hour wait to get back on plz fix
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