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Ebena

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  • Location
    Florida
  • Interests
    Building, Inventing, Organizing Events, Sports, Tweaking Programs, Modding Games, Making Levels
  • Occupation
    Full-time Student with irratic part time jobs
  1. Updated main post. I'm really bummed I wasted so many Biometeric Crystal Alloys. I don't want anyone else making the same mistake.
  2. Gotta keep players informed. Wouldn't want people to waste their Biometeric Crystal Alloys like all of us poor saps. The amount of money I could have made selling those things instead of using them....I would be 4 million richer right now @Kendaros: Yeah were specifically talking about Rakata and Campaign relics only in this thread.
  3. Before the 1.2 Patch, people were able to critical craft relics and get an augment slot. Since 1.2, not a single person has seen a critical craft or an augmented craft for relics. CSR's have told players its "working as intended". An acknowledgment that this is a bug is necessary. Players shouldn't be lead on to try and craft one of these due to the huge resource cost. It's just not fair.
  4. Still waiting on any proof. Think its obvious we got a bug on our hands, developers. Kind of shocked with all the metric tools the developers carry that they wouldn't have picked up on this bug sooner.
  5. I'm taking this one further. If someone can provide a screenshot of a critical crafted augment post 1.2 I will give you 1,000,000 credits on the Mind Trick Server. I'm starting to believe that this is bugged without a doubt.
  6. What's going on with player titles? In Beta players were given a title for each tier of Alignment and Social, as well as one per planet for a heroic of some kind. Since release a lot of the titles are no longer obtainable. Some are awkwardly placed as well like Tier 3 and Tier 5 of Light/Dark Alignment. Was this intended? If so why does the planet codex still show 0/1 for obtainable titles(Like "Venomus" for Quesh)?
  7. EDIT: A warning to any player hoping to craft a relic with an augment slot. DONT! ITs broken, no matter what the CSRs tell you. At this stage the best course of action is to bug report the relics not critting and wait for an official yellow named to acknowledge it or see the patch notes. Based off of this thread's numbers. Rakata Relics and a critical craft has either had a ninja nerf, or is broken. I can relate to that thread as well. I've crafted 30 Relics myself with no critical's. I know pre 1.2 it took upwards of 20 relics to get a crit on average. Apparently CSR says that a critical craft still work. Well I'm asking for proof. I've yet to see a relic with an augment slot that was made POST 1.2. So anyone, someone, everyone please for the love of god prove or disprove the critical craft on Rakata Relics. If this is indeed broken I think I'm going to cry. Such a rare resource used in the recipe all for naught. That would kill my inner crafter.
  8. Can you explain the difference in art directions between Empire and Republic? A little background info: Armor style and the fleets particular. Armor for example is completely faction specific. You cannot have an agent wear a smuggler type of disguise because the armor automatically converts to agents armor. I could understand sith and jedi, but the more neutral professions like bounty hunter and smuggler being exclusive doesn't make sense. The fleets have such stark contrasts as well. The Empire fleet is bright white, clean, and more open with minimal to no advertisements. The Republic fleet is a subdued yellow, cluttered, and claustrophobic. with advertisements taking up space everywhere. As a Republic player the experience has left some friends and myself envious.
  9. Guess my message was confused or wasn't clear enough. The point of this thread is to ask the question, what changes are coming to Armstech? Does anyone know? I can't afford to download an entire new client due to bandwidth restrictions(PTS Server) to check myself. The point of comparing the professions is to show and demonstrate what exactly Armstech is missing compared to its equivalent(much like Synthweaving vs. Armortech). I'm not here crying or whining. I wanted information to help me prepare for 1.2 and 1.1.5. Insults aside, which crafting class itself matters little for me. I've already been a full Cybertech and biochem on the same character to get the items I needed. I'm trying to point out just how badly Armstech is when you compare it to the rest of the classes. Should I not be pointing these things out? Why are some of the answers so presumptuous on my motives and trying to attack my character instead of the topic?
  10. Edit:As my original message wasn't exactly clear, and some of my frustrations seeped through the post, I wanted to clear up any confusion. The point of this post is to ask, "What changes are coming to Armstech in 1.2?" Give us details. Armstech is not a great crafting profession as it currently stands. It needs one of its biggest bugs fixed(no high end schematic drops), and it needs a minor buff. I am now going to compare Armstech to its equivalent in function(Armstech[Tech] vs. Artifice[Force]) just as a demonstration. Let's break this down, shall we? Artifice after 1.1.5 New unique one of kind(can't get anywhere else) crystals. (Post 1.1.5 if you don't count Magenta crystal) Able to make Enhancements.(Pre 1.1.5) Able to make hilts.(Pre 1.1.5) Able to make augmented lightsabers.(Pre 1.1.5) Able to make augmented shield generators/focus/etc.(Pre 1.1.5) Able to make augmented Relics.(Pre 1.1.5) Has over 1,144 schematics to choose from, according to TorHead.(Pre 1.1.5) Has High Level Schematic Drops. (Pre 1.2)[/url](Pre 1.1.5) Armstech after 1.1.5 Able to make barrels(Pre 1.1.5) Able to make augmented weapons(Pre 1.1.5) Able to make 421 schematics to choose from,according to TorHead.(Pre 1.1.5) Is the only crafting to profession to have absolutely 0 high level schematics drop. No Operations drops, no hard modes, and not even level 40 schematics can be found outside a vendor. (Pre 1.1.5) I haven't seen any news pertaining to armstech in 1.2. I've heard new schematics are going to drop in end-game. Nothing about which classes or if Armstech has had that bug fixed. I for one am dropping this crafting class as soon as my augmented weapons are done. There's absolutely no reason to stay for end game.
  11. 3.2 Million. Been level 50 for about a week and a half. Because my friends and I were ahead of most of the population, level-wise, we have been hoarding resources and gear until more of the population catches up. I'm a cybertech and make most of my money from Space Parts and Ear Pieces, some Mods as well. Honestly I haven't found anything to spend the money on. 1.5 Million credits is the highest priced item I've seen and thats for a mount. You can get better looking mounts from raids so I saw no point. Edit: Forgot to mention. Have all the storage bays and all backpack unlocks for three characters.
  12. Not sure. When I tried to RE the 23 mod set's(cybertech only gets schematic for 22), I get a system message saying something like, "No reverse engineer information available for this item" and it eats the item and gives me no resources. My guess would be that it's possible if your not getting that message?
  13. The biggest problem with those schematics is that the schematic itself is BOP and the item it crafts is usually BOP as well. Can you make the items the schematics produce not BOP? Locking in each crafting profession makes it hard for any player driven economy. At the moment there are only a few categories of items that are bought from players. Mods Unique Moddable Gear(Synthweaving, Armortech) Space Parts(Cybertech) Stims of all forms(Biochem and Cybertech) This second list is everything you have locked in and prevented players from trading. Unique schematics(This item when crafted is BOP, and the schematic itself was BOP. There is no need for both to BOP. This is an untapped market) Player Made Speeders(Cybertech) Player Made Relics(Artifice) Reusable Consumables(Biochem) Purple level Shields and Generators(Artifice) Epic Armor(Synthweaving and Armortech) Epic Weapons(Armstech and Artifice) Honestly it feels like someone here went BOP crazy. At the end level, more crafted gear is BOP then at any other level. While it locks a player into a crafting profession, it also is preventing a large player crafted market. If someone wants to make money with a crew skill they have to accept that there is less demand(and money) in the rest of the crafting professions then Biochem and Cybertech. I know of crafters in game screaming their head's off for all the restrictions to crafting. Please do something before the bulk of players reach end game.
  14. Not exactly making much sense here. Why give us schematics(that ARE BOP) and then the item the schematic gives us is also BOP... What the **** is going on here? Crafter's need something to craft at the end level here devs. Something that can be made for other players. Click here for the item in question
  15. LOL I'm not sure if I should feed the trolls or not. In case you aren't trolls, your arguments make no sense. If he was so easy that you never noticed the enrage timer, what difference does it make if it's gone?
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