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scootle

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  1. will be interesting to see how much traction they (re)gain when F2P goes live next week. hope i can convince some friends to run some toons through the story at least... it's still the best game in town in that regard.
  2. I just checked some of the mods (that were not previously craftable via the trainer) that I have banked up from the daily quest rewards, and no love... all say "No Research Available" Advanced Aptitude Mod 22 Advanced Reinforced Mod 22B Advanced Deflecting Mod 22B I'll have to check on the Mk23 and Mk24 mods later. edit: Checked Advanced Lucid Enhancement 24 in my artifice's bank and "No Research Available"
  3. You need to take the time to understand how the game engine caches the game assets on the disk before you spout off like this. Please do some research first. http://www.swtor.com/community/showthread.php?t=394951
  4. I think everyone who is complaining needs to understand how the HeroEngine caches the game asset files to dance around 32bit memory issues in a 64bit world. This is why the RAMdisk approach appears to be so significant in reducing load times for those who are so-inclined: http://www.swtor.com/community/showthread.php?t=394951 Once I realized what was going on, the long load times make sense... in terms of WHY they happen... that said, I really hope they can find a better way to do this, because the method is inherently inefficient and really gives the perception of a very poorly optimized experience for the end user. This is compounded by the now-now-now mentality of the typical gamer... minimizing load times where you are not able to interact is almost a mandate for any modern game, imho.
  5. This probably comes from someone who has never ever worked in the IT/OPs field a second of their life. Bringing a server farm down, and then more importantly, bringing it back UP, is not a trivial task... why don't people understand this? And for those who missed it, patch note indicates this was a patch to fix an economic exploit, so yeah, I'd guess that's important enough for a short-notification downtime...
  6. Well I think of it this way... with taunt in TOR set up the way it is, you can remain focused on 100% uptime on your other mitigation and other debuff type abilities rather than worry about threat gen all the time. Rather than focusing exclusively on a dps/threat rotation, using a Tankassin as an example, it's nice to focus on things like keeping Wither and Discharge uptime and stacking HD for the self-heal FL dump, etc. Coming from WoW tanking, this is a departure from the teachings that saving taunt as an oh-crap aggro tool is the preferred method of utilizing our tanking toolbox. TOR expects tanks to spam taunt, period... and, if you haven't noticed, the aggro-drop mechanic is very very very common even in HM FPs throughout TOR. I think the TOR approach allows a bit more flexibility in tanking and makes it such that threat is not the sole determination of a solid tank vs. non. Nevermind the challenges inherent in a game where packs of ranged mobs are scattered all over an area for a tank to pick-up... it makes for much more engaging tanking than just being worried about threat gen on a single mob, imho.
  7. These items do not change when sent cross-faction, they are class-specific. Something else that I'm wondering... on Empire side, I only can seem to get the Consular's version schematic to drop (Republic variant)... and I have yet to see it on the GTN ever. e.g. I have had the FULL set of Consular gear drop for me now, but not a single Sorcerer variant. However, today on the Republic GTN, bam, there the schematic was... Sorcerer's Headgear. Is there some kind of cross-faction bug or is this meant to encourage cross-faction GTN use by dropping recipes for the opposite faction classes only? Food for thought... either that or it's just bizzarro RNG working against me here. I'm going to test the other tiers a bit more to see what I get for the low-level recipes and see if this correlates at all.
  8. There are two that I've found that are craftable by synthweavers if you want an augment slot Sorcerer's Headgear http://www.torhead.com/item/e30l8Fr/sorcerers-headgear Traditional Thermoweave Headgear http://www.torhead.com/item/2Ps2t82/traditional-thermoweave-headgear If you want one that is easy to access at low-level, Sith Inquisitors can do the Heroic 2 in the Nar Shaddaa spaceport for a "free" OJ circlet. I am not sure what the Republic equivalent would be. Hope that helps. edit: Also check this thread for screenshots of almost all OJ sets in the game to see if we missed any others: http://www.swtor.com/community/showthread.php?t=320129
  9. Being as rude and demanding as you seem to be, I regret providing you any info at all. Good luck to you.
  10. So this basically says, there were no new cybertech mod schems added (other than maybe the top level campaign gear)... i'm not seeing any tooltips on mods that I was not able to manufacture prior to 1.2. Very disappointing.... that means still no tanking mods for us to craft.
  11. So I have to wonder... is this bugged? I have had a full set of Consular gear drop now on Empire side (including 2x head pieces)... not a single Sorcerer piece... are the faction flags somehow mixed up? Should I check the GTN on pub side to see if it procs there? So bizarre...
  12. Incorrect. Fibrous Nylite is a 1st tier Archaeology mission... if you don't see it listed, refresh your crew skills window by either running a quick mission or zoning (e.g. into your ship).
  13. Have you tried searching? This thread might help you: http://www.swtor.com/community/showthread.php?t=158876
  14. So I'm still a little confused with things since 1.2. Are we able to RE mods higher than Mk22 (e.g. Mk 23 or Mk 24 or Mk 25) to learn the schematics now? I see no tooltips indicating any research is available when I mouse over mods that I cannot craft. Thanks.
  15. Our server seems to be underpricing them big time at 100k or less.... not sure what these nubs are doing with MI going at 10k+ each. People really are so dumb...
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