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austindavo

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  1. Appreciate the longer-term view on developing a more viable player driven economy and, more generally, an effort to develop sustainable/desirable/enjoyable end game content. Increasing demand side market forces (e.g., consumables, individual/guild level prestige items and/or game play influencer) will certainly help. IMO the economy and end game crafting activities might benefit from item degradation/destruction/loss or time limited gear with damage specific defenses/bonus? I understand the developer's rational for minimal death penalties but the lack of any virtual gear consquenses for death kills market demand. Not saying SWTOR needs an EvE sandbox market where ship and component replacement is an everyday affair but some sort of gameplay mechanic to increase demand for all levels of craftable gear could ensure market viability of crafted items throughout the progression. What if equipment had a slot with components that degraded or could be destroyed and not repairable? Items with special damage specific mitigation/defense so you could customize for missions that might be high percentage of particular damage dealers? (would love to have a slot for extra mitigation against force lightning........
  2. yeah, if you go to prefences, under nterface you can get activate the left and right vertical bars. Have no idea how to bind them to the Naga. if I figure it out I'll let ya know. Thanks!
  3. So I'm new to MMORPG and got this Naga mouse. The first row of abilites on the UI is mapped to mouse via the number keys. How do I map the second row and the right side abilities to the mouse buttons? Ideally, I'd like to be able to like hit alt or shift and then the mouse button to get the abilities on the second row or the right side abilites.
  4. Its 15 bucks! Thats the same as a movie, drink and popcorn which is maybe 2.5 hours of entertainment if traffic to get to the theatre is light. I can't imagine not finding 2.5 hours worth of gaming a MONTH in the near future. Six months, who knows? But the potential is there to go along for the ride as it develops.
  5. Totally agree here. The lack of consumables or highly desirable products in the other areas limits viable end game crating to biochem.
  6. EvE and Runescape are the only other MMOs that I have had considerable experience with and both had, IMO, pretty good crafting and, in EvE's case a remarkable virtual economy. So I'm a little different than a lot of the SWOR players in that I never played wow, EQ , SWG. The key to the economies in Eve and RS were that the goods were in demand because they were consumed with use, degraded over time, or lost upon death. Losing a fully rigged Tengo doing wormholes cost you millions to replace (with player and npc manufactered items) and in RS you could lose all your kit upon death. In SWTOR Biochem seem to be the only real viable end game crafting because the product will be in demand (unless you have biochem as a crew skill you'll be using single does stims). The other crafting skills dont seem to have viable end game products to sell. I dont know what game mechanic would improve the situation but I think rather than nerf biochem, you bring the other crew skills up so that they have a place in the economy. Some possiblities for player consumables might be mods that are lost upon death or degrade over time (and not repairable), consumable teleportation devices to help grouping (could be for cybertech which is otherwise pretty useless), or limited use WMDs or shields purchased once a day and usable within 24 hours. I really want to love SWTOR but am worried about the lack of sustainable virtual economy.
  7. you can purchase relics on Carrick station if you are republic. I'm at work and cant find the name of the vendor but its in the NE quadrant of the station. They have lots of light side relics for purchase. IIRC, they are teirs by level and give edurance bonues (for sage at least) and some other bonus like surge, critical, alacity etc).
  8. Not sure where to send this. Not a bug report exactly but could use a little polish. I got the Level 10 Trooper Progression guide in my email inbox. I've pasted some text on crafting skills. There should be a difference in the description of Armormech and Armstech? "As a Trooper, the crafting skills that will be of most use to you are: Armormech:This Crew Skill allows you to create upgrades for your blasters and, later on, construct your own powerful sidearms. Armstech:This Crew Skill allows you to create upgrades for your blasters and, later on, construct your own powerful sidearms. You may not be interested in Crafting at all, in which case" So you may wish to modify to the above text to distinguish between Armormech and Armstech. Yes, I know it seems obvious that one is armor and the other arms but with the newbs, (like me), its best to be as clear as possible? BTW, Awesome Game!!!!
  9. Hi I'm Mister Concrete and have an answer to your question. While it does depend on the denomination you can use the followng formula for US paper money to find the value of a ton of cash Value of ton o'cash = (single bill denomnation value (e.g., $1, $2, $5 etc)) x 919500. There are 32,000 ounces in a short ton and a stack of 100 paper US bills weighs 3.48 ounces. Rounded thats 9195 stacks of 100 bills in a short ton or 919500 total bills. At the very least a ton of cash in single dollar bills will be is close to a million bucks.
  10. Kudos to OP. He made the best use of the +4 helm of hyperbole for comic effect, so effective , in fact, that some anti-troll defenders got aggroed into making legitimate responses. This is fourm gold!
  11. I have the same systrem (but the EVGA 560 TI is overclocked and the I5 as well) and its overkill. I have Kingston RAM instad of the Corsair. The PSU is fine with no overclock; obviously if you dual GPU you'd need to upgrade the PSU and if you upgrade your 560 you'd possible need an upgrade PSU as well. .
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