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DavidKatski

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    Southern Oregon
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    Well, this game for one
  1. I don't have an issue with any of these changes. While I do use my SH's to travel and exit onto certain planets like Nar Shaddaa and Coruscant. I utilize that method as means of saving time rather than avoiding paying credits. It's much quicker to jump to my Nar Shaddaa SH and exit straight to the Promenade then to go through all the extra steps it takes when flying by ship and exiting in the docking bay. So, if there is to be an added cost to exit to planet from my SH, I don't have a problem paying it as long as it still saves me time. I might also point out if it hasn't been brought up that I'd be willing to pay an extra cost to travel to the Heroic Missions terminal from the Activities menu too. In fact, I don't know if it's feasible, but I'd be willing to forego credits as a reward in the all the higher game content (Level 75 and higher Story, FP, and Ops) including killing mobs and such for a little extra CQ points, Tech Frags and such. I certainly don't feel that the measures you're wanting to add to fix credit inflation is going to break the game. I've been playing this game since launch and have no plans of leaving. I'm hoping, if the Bio Ware team is willing to see this game go for another ten years or more. The Old Republic timeline is open to have new content introduced for many, many years to come.
  2. I have two suggestions. There is an awesome banner that hangs outside the Jedi Library on Ossus. I think it would make a great deco. https://imgur.com/sQ7rzBL Second suggestion would be to have a stronghold title called "Safehouse". If I had to choose between the two, then the Ossus Banner deco would be my first choice. Thanks
  3. I just wanted to give all of you at Bioware a big Thank You. I've been playing this game from the start and have had very little issues with game play that I could not find a fix or a workaround. This last issue with my Imperial character was the only time the game was actually broken and my character could not progress. Logging into that character today I felt a little trepidation when I attempted to see if I could advance and was very happy to not only complete the instance but finish the entire Manaan Invasion story. You all do a tremendous job to craft a challenging and immersive game and to provide customer service for any number of issues that may pop up from time to time. While I cannot speak for the entire SWTOR community, I'm fairly certain that most of them like myself, appreciate all that you do to make this game fun and exciting. Thank you again and I look forward to all the new content that is coming within the next year.
  4. Thanks for the advice @SteveTheCynic. Done and done.
  5. https://imgur.com/OBNxMiZ I know this has been previously reported however there does not seem to be a valid fix for it that I've seen. This bug is in the first Manaan story where your character and Major Anri have to click on a console to control a cargo droid to load mines for the underwater droid to place when you click on the next console further down the corridor. On clicking the first console the droid manifests in the same room as the console and not in the loading bay where the mines are located. I've checked other posts that have listed "fixes", but none of these correct the problem, they only allow my character to escape the current bug and then pick up the mission at the starting point. Once I click on the console again, I encounter the same problem. I've tried it in PVE and PVP mode and have reset the phase once I've escaped with no change in the outcome. My Imp characters that have not progressed beyond this point are stuck and cannot experience the rest of the story nor any other content unless a fix is done for the next update or a skip is introduced. I would appreciate any help that you can provide to remedy this predicament. Thanks
  6. Kudos to the Dev team! I'm glad you all are taking the extra time to get all the I's dotted and the T's crossed. I think it will be well worth the wait. Meanwhile, I can work on getting those achievements that were leaving accomplished and in the bag!
  7. TR6-C is a sentient tracker/hunter droid who was created by the Star Cabal in 3958 BBY. The Star Cabal commissioned a brilliant scientist, Dr. Trixie Gentik to construct a highly sophisticated assassin droid that would be capable of tracking down and destroying HK-47, the assassin droid created by Darth Revan. HK-47 had become a threat to the Cabal when two of its members were murdered by the droid. Revan, not knowing the two were members of the Cabal, had marked them as targets for HK’s assassination protocols. So, the Cabal hired Dr. Gentik and her team to create an assassin droid superior to HK-47. However, without the knowledge of the Cabal, Dr. Gentik was able to successfully integrate human engrams into the cognitive module using a combination of Rakatan and Gree technology. Using her own engrams as the source she created a sentient cybernetic brain which she encased in a Dallorian alloy body equipped with advanced pyrotechnic weapons and countermeasures. She named her prototype TR6-C (Tracker Six-Cybernetic, otherwise known as Trixie or Trix for short). Upon completion and successful testing of the TR-6 unit, the Star Cabal eliminated Dr. Gentik and her entire team, but not before realizing that TR-6 was sentient with Dr. Gentik’s thoughts and memories. The droid went on a rampage throughout the facility but was finally subdued using a combination EMP/Carbonite grenade. Cabal scientists were able to install a neural restraining module, thus effectively suppressing Trixie’s memories and emotions. Cabal agents then sold the droid to the Exchange, ensuring that it would end up in the possession of Davik Kang. Kang was a rising boss within the Exchange’s operations on Taris and the Outer Rim and the Cabal analyzed a high probability that Revan would mark him for termination, thus placing TR6 with the best opportunity to confront HK-47. When Revan was betrayed by Malak and defeated by the Jedi, the Cabal shifted their focus to Malak. TR-6 and her mission on Taris were disregarded as they attempted to mitigate Malak’s rampage throughout the galaxy. With the destruction of Taris by Malak in 3956 BBY, it was assumed that TR-6 had been destroyed in the bombardment. All operations regarding her mission were terminated and the Cabal focused its attention on the G0T0 project. TR6-C was in the undercity tracking a Weequay swoop rider when the bombardment began. The scale of the destruction caught her unprepared and she was buried beneath the rubble with no way to escape. Here power cell was damaged, and she went into hibernation mode to protect her cybernetic brain. TR6 lay dormant, trapped beneath tons of debris for over 300 years until she was unearthed in 3647 BBY/6 ATC by a civilian salvage team hired for the Taris Resettlement Initiative. The salvagers, realized that they had stumbled upon something extremely rare and valuable. They replaced her damaged power cell and attempted to reactivate her. With the new power cell installed, TR6 awakened from hibernation only to discover one of the salvagers attempting to install a restraining bolt. Her defensive protocols kicked in and she torched the entire crew before they could defend themselves. Awake and confused, “Trixie” was no longer suppressed by the neural inhibitor and set off to find out where she was and how she got there. She discovered the salvager’s camp and scanned the data pads she found in a small freighter. Accessing her own data banks, she realized that it was three centuries later, and she was on what remained of Taris. Searching the ship’s computer, Trixie accessed the codes that allowed her to leave Taris without being fired upon by the spaceport guns or the orbiting Republic ships. Once in orbit, she scanned the star map and set a course for Nar Shaddaa. Once on Nar Shaddaa, Trixie sold the freighter and its cargo and began to gain a fierce reputation as a bodyguard and enforcer for local casino owners. She caught the attention of the Hutt Cartel and was invited to Hutta where she gained employment as an enforcer for the Hutt Crime Lord Suudaa Nem’ro. While on Hutta, she met a Devaronian smuggler named Garik and they formed a partnership. Trixie and Garik now spend their time, smuggling black market items for the right price, running con jobs on unsuspecting merchants and business owners, and collecting bounties. As of today, they have a small, dedicated crew and are part of the Arba Crime Syndicate.
  8. There seems to be a bug completing the Beastmaster of Tython achievement . My Beastiary codex displays the Horranth as listed and I can read the info listed for it, but the Horranth still displays as uncompleted in the Beastmaster of Tython achievement. I have done the exploration mission to kill the matriarch and patriarch Horranths twice and with two separate characters, but it does not trigger the codex entry when I kill them. Additionally, when I attempt this mission, my character is supposed to destroy the eggs as well, but I'm unable to interact with the eggs. Cannot find any other info on this one.
  9. Sith Marauder – V’arael Kun V’arael Kun was born in the year 3673 BBY on the Swoke Swoke world of Makem Te. As his name suggests, he is related to the Dark Lord of the Sith and fallen Jedi Knight Exar Kun. The Kun Family Lineage: The Kun family is one of the original noble families of Dubrillion who colonized the planet in 10,000 BBY. While never becoming an established royal dynasty, they were quite influential in advising the Falvians and the Basiors until their exile in 3998 BBY. With the rise of Exar Kun as the Dark Lord of the Sith and his war against the Republic, the entire Kun family was exiled from Dubrillion by King Uthur Basior when it was discovered that Duke Xaven, the head of the Kun nobility was secretly plotting to depose the King and place Dubrillion under the leadership of the Dark Lord. Duke Xaven and his co-conspirators were executed and the remaining Kun family were banished in disgrace from the Royal Kingdom and their names were removed from all royal records. Summarily, they were turned away from most Republic worlds and after months of wandering the galaxy, they were finally allowed to settle on Makem Te. V’arael is the descendant of Exar’s younger brother Valdur Kun. Like many in his family after the exile, he grew up in poverty and abuse. At the age of ten, he was put to work running errands in the Swoke Swoke iron mines. By the time he was thirteen, he was mining iron ore for twelve hours a day. At the age of sixteen, it was discovered that he was force sensitive when he killed a Swoke Swoke overseer by choking him using the force. Shunned by his family and hunted by the authorities, V’arael fled Makem Te only to be captured by slavers and sold to Rodian scavengers on the junk world of Raxus Prime. It was during his time on Raxus Prime that V’arael’s strength and power in the force grew. He soon learned that emotions such as fear and hate fueled his power and that embracing the pain of his harsh life gave his power strength. While on Raxus, V’arael’s sense of the force became amplified to the point of killing him. He could feel the force constantly vibrating in his body and hear it buzzing inside his mind. His health began to suffer as the noise of the force would keep him awake and the constant tingling even into his bones wore upon his body. By sheer strength of will and overwhelming wrath, he wrestled with the force and ultimately bent it to his will. He would later discover, using Sith holocrons, that an ancient Sith artifact called the Force Harvester was buried deep beneath the surface of the junk planet. He later surmised that the device amplified the force within him to such a high level that he was compelled to adapt his body and mind to contain and control it or be destroyed. Upon finding his new-found strength, V’arael dominated his Rodian masters. He slew all of them but one and compelled him to fly him off world. After viewing the astrogation charts, V’arael was led by the force to travel to a planet called Vaynai. They arrived without incident and using the force, V’arael was successfully able to wipe the mind of the Rodian pilot. He survived on Vaynai by manipulating others with his use of the force, either by threat of violence or mind control. It was during one of these forays that he caught the attention of a Sith Acolyte who sensed his power in the force. The Acolyte contacted his master, Tremel, the Headmaster of the Sith Academy, who instructed the Acolyte to take V’arael to the training grounds on Ziost. The Acolyte convinced V’arael to accompany him. V’arael arrived on Ziost at the age of 23. Having received no formal education as a child, much of his time was involved in learning how to master the basics of math, reading and writing. Using the force to accelerate his retention, he learned to read and write in Basic, Sith and Huttese. When he wasn’t in the class room he was on the training floor learning sword techniques using an Electroblade. In addition to swordplay he was also trained in hand to hand combat and basic force techniques for self-defense. For the next five years, V’arael grew in stature and power and his strength in the force far surpassed others at the training grounds. At the age of 28, V’arael received a summons by Tremel to report to the Sith Academy on Korriban to undertake the Sith Trials.
  10. Sith Sorceress – Feral Kai “It is commonly believed by many that the Nightsisters of Dathomir came into existence as a dark side faction of the “Daughters of Allya” also known as the “Witches of Dathomir”. However, there is strong evidence to suggest that the Nightsisters may have existed on Dathomir for millennia. The Daughters of Allya were founded by the dark Jedi Allya after she was exiled to Dathomir by the Jedi Counsel around 600 BBY. At the time of her exile, Dathomir was in use as a penal colony by the old Republic, although its history as a planet for incarcerating criminals can be traced back to about 3300 BBY under the Paecian Empire and possibly even as far back as 4000 BBY by the old Sith Empire under Emperor Vitiate. There was already a sizable human settlement in existence when Allya arrived. Her subsequent overthrow of the existing leadership, imprisonment of the male population and reordering of society under her as matriarch set in motion the rise of the force cult that would bear her name. Yet, in studying numerous records, it is clear that force sensitive humans have existed on Dathomir as far back as 36,000 BBY. Records from the Paecian Empire concerning Dathomir, make numerous references of the penal colonies being raided from time to time by “dark witches using fell magics”. Many of the Paecian bureaucrats however, simply excused these reports as fabrications for embezzlement of supplies by low-level administrators. One of the strongest chains of evidence for the early existence of the Nightsisters, lies within the records of the old Sith Empire. These records, though hard to come by, chronicle a number of Sith slaves from Dathomir and other worlds who were found to be force sensitive and sent to train at the Sith Academy on Korriban. Though many died during their training, the ones who survived went on to become apprentices, Lords and even Darths. A few even went to sit on the Dark Council. One such slave, a Dathomirian female named Feral Kai, was a Nightsister who trained as a Sith Sorceress. She discovered and mastered the lost ritual of Force Walking and used the power of captured Sith spirits to defeat her master. She took his seat on the Dark Council and became head of the Pyramid of Ancient Knowledge. She was known as Darth Occlus and was an ancestor of Tamith Kai, the Nightsister who allied with Brakiss to train acolytes at the Shadow Academy for the Second Imperium in 19 A.B.Y. Jedi Historian: Master Rachi Sitra 42 A.B.Y. Feral Kai was born in the year 3667 BBY to Basha Kai, a Nightsister on the planet of Dathomir. She was raised in the stronghold of the Spider Clan where she was instructed in a formal education. At the age of six she began training in the martial arts including the electroblade, electrostaff, vibroblade, blaster pistol, and hand to hand combat. She also learned herbology and healing techniques. At the age of fourteen, she underwent the “Venn Fas”, the Dathomirian Rite of Ascension. All adolescent Nightsisters must undergo the Venn Fas if they are to continue their training. The Venn Fas is a grueling trial where an initiate must survive alone in the wild for 35 nights throughout the lunar cycle of Koratas. She is required to go naked into the wilderness armed only with a rancor claw. To survive the ritual, she must awaken her sensitivity to the force. The dark side is strong on Dathomir and its use in the Venn Fas is vital for survival. Many initiates die. Only the strongest, the most cunning and skillful endure to become acolytes. The ritual requires the initiate to find shelter, hunt and forage for food, clothe herself against the elements and meditate at the five ruins scattered throughout the country. If the initiate survives the month and returns to the stronghold, they are welcomed back in as an adult. The initiate enters as a child, but emerges as a woman. Feral Kai survived the Venn Fas and continued her training until she was brought to the Sith Academy on Korriban at the age of 24.
  11. On the Pub side I would have to say the Smuggler story line. There just so many opportunities to develop that character from light to dark and anywhere in between. My gunslinger is a crime lord and my ruffian is an outlaw. On the Imp side, I enjoy the Agent story line the best. Having the opportunity for him/her to go rogue at the end just makes it even better. The Bounty Hunter would come in at a close second with the Sith Warrior after that. The Inquisitor is my least favorite on the Imp side and the Trooper is my least favorite on the Pub side.
  12. Does anyone know if there is any other world where I can farm level 10 crafting materials other than Iokath? Would appreciate any insight as searches on the web yield nothing newer than 2018. Thanks
  13. Ok, so this is just my opinion, so take it or leave it. As far as what's been done to the EU and relegating it to the "legends" category. The (dare I say) Disney (I'm in it for the credits) version of canon is persona non grata to me. So for me, Asajj Ventriss will always be of the Ratttaki species. She may have grown up on Dathomir and is considered a Dathomirian and she may have been a Nightsister, but her species is Rattataki. As for Zabraks, the species appears to have originated on the planet Iridonia and they may be referred to as Iridonians, but the species themselves are Zabraks. If I remember correctly, Bao Dur the Zabrak companion in KotOR 2 was from the planet Iridonia and at one point talks of the history of his people as war-like and violent. The red-skinned Zabraks are human-Zabrak hybrids and they are specifically referred to as being from the planet Dathomir. I have a Rattataki Imp Operative. Her name is Saga Niqu (pronounced Saa-gaa Nee-coo) She is my second Imp agent and I specifically chose her as Rattataki to be a counterbalance to Kaliyo. I'm currently writing her backstory up to the time she becomes an Imp Agent. I also have a red-skinned Zabrak Sith Assasin that I've named Feral Kai. In her back story, she is a Nightsister from Dathomir. According to EU/Legend, Dathomir has been a prison planet for thousands of years. So to have my Sith Inquisitor start as a slave fits quite nicely with her history. I've even named her so that she is the ancestor of another Nightsister who becomes prominent far in the future during the EU stories of the Second Imperium.
  14. I like Neltron's overall story arc. However, what's done is done. BW has, in my opinion, taken a detour off the main road for the SoR, KotFE, & KotET expansions and now we have to find a way to get back on course, so to speak. The fact that BW tied up the Revan storyline, (however loosely) was alright with me. I can even handle living with the Marr/Shan coalition on Yavin 4. That ended as how I would expect it. With both Imps and Pubs going back to there respective sides. While there were many things I liked about KotFT and KotEE, I do feel that BW should have handled the ending much differently. In my opinion, the choices at the end should have been to rule Zakuul as Emperor with access to the Eternal Throne and Fleet, or to turn it back over to a redeemed Arcann. Either one of these could have affectively ended the Eternal Alliance, thereby addressing the elephant in the room of how do we contend with a third party on the Galactic stage. Clearly the Eternal Alliance has to end at some point, because it doesn't exist in the future. BW's answer appears to be the Iokath and Umbara FPs with a shadowy villain in the wings. (My guess, the Scions, Heralds of Zildrog, Star Cabal, or ???. Take your best guess). At any rate, my main problem is with the Eternal Alliance. I play my characters more on the RP side of things. So, realistically thinking, the Eternal Alliance works well with my LS character, but not so great with my DS one. If I were to stay in character with my DS Sith Marauder, then my alliance might possibly have never even been formed, as I would have killed Koth and possibly Sentya before we even left Zakuul. So I'm forced to make decisions that go against my character's disposition in order to placate my companions. To do otherwise and still have them as alliance companions would not be logical to me and would diminish my enjoyment of the game. I first played these expansions as LS characters. A JC and a JK. playing them as anything other than Jedi did not make sense to me. On the flip side, playing them as anything other than Sith would also not make much sense. The only way I was able to reconcile playing a DS Sith Marauder for these expansions and have him end up as the Commander of the Eternal Alliance was to redeem him, at the very least, to a grey alignment. This was able to work with only one of my DS characters, since his back story has him as a descendant of a famous Jedi who turned to the DS. In a sense, he ended up redeeming his family name. So how is BW going to get SWTOR back on the main path of DS vs LS that we know is the future of the SW universe? Whatever they, do, I'm sure I will have to adapt my characters to fit their narrative.
  15. Any chance of having Port Nowhere accessible for the public? It was a major part of the smuggler storyline. My understanding is that the smuggler is now an underworld kingpin with Port Nowhere as his base of operations. At the very least it should be open to smugglers, agents and bounty hunters. It would really help enhance the RP aspect of the game. Thanks.:rolleyes
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