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XLJedi

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  1. I have two in my guild, father & son... if more family members or friends sign-up we'll expand.
  2. I'm waiting to see if the guildship in a real guild would serve any purpose in a one-two man guild scenario... if it had a link to strongholds, and maybe allowed for mission pickups, teleporting, etc. I may consider it. For now though, appears to be too much of a pointless credit-sink for one-man application.
  3. I have a couple of these Cartel Market Certificates. I notice they can be used at fleet in the strongholds area to purchase "agents" (I think that's what they're called?) which are basically NPC's that seem like they might be vendors, but the descriptions do not say. I'd love to get some vendor-types in my stronghold but wondering which of the NPC's are actually vendors and what do they sell? I assume the Jawas are similar to the ones that take pvp junk items and cartel pack drops in for exchange... do the med robots and bartender work like their counterparts? ...are the dancers just for show? Thanks!
  4. I get kicked on Jedi Covenant about once per hour... almost as if a time limiting feature is kicking in and the server is going through some sort of rolling brownout to keep wait times minimal. Pretty much destroys any sort of commitment to running an OP for the time being... In my case it drops me to the SWTOR load screen, shows a load bar at the bottom of screen, loads halfway and then permanently locks. Forces me to exit game at that point and relog. Not the best strategy to employ midway through an ops boss battle.
  5. My focus is on the cross-faction freebie stronghold first with specific focus on pure-utility item location. Hope there are more useful utility items to be seen... I see you can put, for instance, a bartender in your stronghold. If they are clickable and allow you to purchase/sell junk it would make the stronghold feel much more alive. The gather nodes were exciting to see at first... then rapid disappointment when harvesting one seemed to effect the respawn time on all of them. I'd like to see the ability to add or employ more vendor-like decorations. Presently the stronghold feels like its missing some basic gadgets that are present in our ships. The repair droid or equivalent merchant for instance. Also would like to see: Quick Travel Nodes Daily Misison Terminals Mission Dropboxes Trainers or Trainer Holo Statues Practice Dummies Would also be nice to see hooks put on the ships so the utility items can be moved to more useful locaitons... and perhaps FINALLY add that Mod Table to my starship! ...oh and could someone point me to the bathroom?
  6. Heard Manaan was cool ...wish I could play it! What's the status on this?
  7. Trying to figure out how to craft and/or purchase a "Cargo Hold" decoration? ...not the Legacy Storage thing you get in the mail. The standard "Cargo Hold" Anyone?
  8. A geared Guardian is a brute... somefin sounds fishy to me. You're 30 though... maybe give it a few more missions til you pickup Doc at Bugtown.
  9. I'd like a speeder bike that actually moves faster than, well... the motorcycle I currently have in my garage. ...or maybe just add a shopping basket to the fronts of the current speeders to properly complete the picture.
  10. I would like to read a few of the "several accounts" please... Do you have any real links or references to share?
  11. I fail to see a problem at all... it's simple math... but it's a moot point anyway as I suspect no reduction calculation would actually be required. Most likely the base stats are ALREADY being computed based on mods that are already in there and you just can't edit them. I'm guessing they just have a checkbox or on/off switch that allows the player to see/edit the mods that are already present in the armor/weapon. The mod kit would simply enable the slot for editing and the existing mod would then be replaceable. There wouldn't need to be any reduction calculation... it's just enabling the mods that exist already (but you can't see them). I don't know this to be fact, however it seems highly logical that a programmer would've structured it this way. The real problem is the limitation on the number of schematics that has to be managed. From what I've seen/read, I'm assuming (I think a fair assumption!) that there is no more room for a new tier of schematics. ...allowing mod kits would solve that problem.
  12. I have some crafted purple schemes now that behave that way as well... only problem is they Bind-on-Pickup, so they can't really be used beyond your current character. However, now with the Legacy armor... I am able to create gear that is stocked with Armor/Mod/Enh, rip those out, and transfer to another character!!! Although it's expensivie to operate that way, it does make my Synth a little special in that he can produce things that are normally reserved for Cybertechs and Artifices. I think there's a dilema the devs are struggling with in that IF a crafter can produce purple Bind-on-Equip gear that has mods in it... it quickly diminishes the value of Cybertechs and Artifices because now you have the ability to create transferrable gear that normally requires 3 crafters to outfit. So it sorta puts me back in the mode of, it needs to be something like what they do with the augmentation kits so you don't have Synthweavers creating Mods/Armor/Enhancements that are transferrable.
  13. Generally speaking, I'm all for it... however, I'd take a totally different approach. I know there is a limitation to the total number of schematics you can have. I assume to allow an orange version of every existing schematic it would RAPIDLY max that out. SO, with that in mind... I'd prefer to see it work just like the augmentation kits. In other words... I'd like to see Armor, Mod, Enhancement, Color Crystal, Barrel/Hilt modification kits that can individually add the slots to any (appropriate?) piece of armor or weaponry. Also, knowing that there is a finite number of schematics allowable, the above solution would possibly solve the problem of having waaay too many schematics on hand. I'm not exactly sure why I'm not allowed to "unlearn" schematics that I don't need? ...especially if there's a limited number of schematic slots anyway?
  14. I believe the Legacy gear already allows for this... granted the only set bonuses that will stay intact are the higher level campaign gear with mod-based bonuses; but still... Thanks to server events, I now have 2 full sets of adaptive legacy gear! The last event also scored a legacy rifle for barrel transfers... All that's left now is a legacy saber for hilt transfers and we'll have everything.
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