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CompassRose

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  1. Glad I'm not the only one. I'm of a mind to open a customer support ticket and request an answer as to why the packs were skipped over during this recent cycle of re-releases of the older cartel pack series.
  2. Title says it all. I thought it was a little shady to go right down the line, re-releasing all the old cartel packs in order...then jumping right over the stronghold packs and going directly to the shadow packs again.
  3. The question still stands. WHERE does this drop from? Is it a random drop or mission reward?
  4. You're not going to see cheap augment kits when 1.3 comes out. You're just not. If 1.2 was any barometer as to what to expect, it's going to be ridonkerous. Crafters couldn't keep pace with demmand on augmented armor. As fast as we could make it, it got gobbled up. This was especially true if the item looked cool to wear (Smuggler's sunglasses being an example). Everybody wearing a slave outfit is going to be wanting these kits. So will the hardcore PvPers wanting to augment out their war hero gear. PvE raiders can crit out their Rakata gear to give themselves a little boost for Denova (and keep their set bonus). When you throw 5 kits out there for 75k apiece and they vanish within minutes, the next 5 will be up at 100k. Then 125k...then 150k.... It's going to be mad until supply finally catches up with demmand. Wait and see. Millionares will be born in 1.3
  5. Because they're two seperate issues. At launch some of them were just plain bugged. In fact a lot of them were bugged. Now it's because players are not looting the node after they gather it. This happens a lot on the lower level worlds like capitol planets because: You have greater chances of new players. You have a small inventory space at that stage. Your inventory fills with junk very quickly. ...and once you start attempting to loot nodes with a full inventory it no longer automatically goes in your inventory but instead remains on the node. If you aren't reading your screen closely enough to see the message you probably just move onto the next node. That's why you run across 4-5 nodes in a row with the same problem. It's one person that took a while to realize they're not actually harvesting the nodes. Their inventory's full. Unfortunately, it's the downside of having your companion auto harvest nodes. You just don't see the inventory full warning until about the fifth node. I agree the issue should be fixed. It's annoying and it robs new players of aquiring materials they might need to craft gear for themselves. Simply have the node reset after 5 minutes if it's not harvested.
  6. If by 'wherever you want to go' you mean the only other server someone has toons on.
  7. You're not reading carefully enough, and not getting the point. It doesn't matter that players didn't start on a particular server on day 1. What matters is that they are there NOW. That they have legacy levels comparable to what they had on their origin servers. In some cases they have exceeded their legacy levels on their origin servers. They will not be adding any more server traffic by transferring toons to their new server. And I don't claim to know what a large number of people will do, and neither do you. I can only suggest that it could happen, and it is a real danger that Bioware needs to address and quickly, before suspicion becomes reality.
  8. I don't think Rouncer is claiming to want the transfers to be a free-for-all rush to The Fatman. But it's a legitimate question for players with toons on multiple servers. Legacy level 30 on server A is a ghost town. Legacy level 28 on server B is a thriving community. Server B is your undisputed primary server. You play there now. Your server load 'fingerprint' (if you want to call it that) is registering as part of the population on server B. What's the harm in transfering specific toons from server A onto that server? Until Bioware can explain that in detail I remain dubious about their whole plan. Now, if enough players like Rouncer feel the same way on this 'thriving community' of a server and decide to let their subs run out....how is that better for the game as a whole, Yanksfan? What exactly would be the impact on the game as a whole if say The Fatman was to suddenly drop to LIGHT in a month or two?
  9. Probably better that you DON'T reveal the list too early anyway. Human nature being what it is, everyone targeted to a particular server will roll placeholder characters to reserve their names, and players would most likely get one character through Act 1 to reserve their legacy surname. You'd see quite a drastic jump in server activity. I can just see it.....
  10. When I rerolled it DID fix the game for me. I was also under no illusions about server transfers. Talk of them didn't exist when I rerolled for the 2nd time. I was fully prepared to leave all that work behind when I rerolled. Since I arrived on my current server I find myself in better shape that I ever was on my original server, and that's due in part to the high level of population. I don't wait for PvP queues. I have access to all heroic missions on ALL planets because LFG requests fill within a minute or two. Being a healer also gives me the perk of getting picked up for raids by a variety of the guilds that exist on the server. Life is good, but it could be better. Do I have to level up another scoundrel to 50, or can I just import him from my old server? It's really what we're talking about here. Not having to repeat work and effort already accomplished. Nobody wants to leave that work behind when it can be consolidated. I completely agree, getting players off ghost town servers with no work started elsewhere is really a good, first step. But if you want to make the majority of the population happy, some thought has to be put in for players that thought rerolling was better than unsubbing. If they are excluded from this whole process, or made to pay....then it really sounds something like this: 'We thank you for remaining loyal to Star Wars: The Old Republic. We understand that consistent, paying customers like yourselves are what keep us in business. As a show of thanks, we demmand you give us more money for the privledge of moving your hard work into a single, central location. We understand that this situation was brought about in part because of our mismanagment and poor implementation, but since we have a obligation to our stock holders we ask that you bear the burden of cost in our restructuring.'
  11. THIS THIS THIS THIS ^^ This is a perfect example of players like myself that saw not one but MULTIPLE servers go ghost town on us. We've rerolled servers more than once, hoping that the server we chose would have a stable population, only to find ourselves in the exact same situation as before....with nobody to play with. For those of us lucky enough to have finally found one of the few servers that held onto a healthy population (a.k.a. Fatman, Jedi Covenant, Swiftsure, Jung-Ma, etc....) and have established that server as our new home, what becomes of us? We play on those heavy pop servers NOW. We have legacy levels that are quickly approaching what we had on our original servers. Moving toons to those servers will not increase server load because we play there NOW. But since we were pro-active and went through the stuggle to reroll from scratch, we might ultimately get the shaft when it comes to bringing our original toons to our new homes. That leaves the option of LEAVING these high-pop servers to move to a potentially high pop one. What kind of a public relations nightmare would you have on your hands if by creating new, high population servers you destroy the ones you already have? I'm NOT paying extra to move toons to my current server. Not when I already paid for the game AND pay a monthly subscription fee. And if you think you can squeeze more money out of your user base by terming that function a 'convenience' then prepare to be shocked as another 400,000 subs leave the game. You have plenty of players with toons scattered all over creation. Although this transfer feature will cater to the players that remained loyal to one server, it largely ignores the population that rerolled once or even several times to make the game truly feel like an MMO. Let's hope as this transfer initiative progresses, you take steps to ensure it aids your entire user base instead of discriminating against a large portion of it.
  12. When I rerolled on the Fatman and started fresh, I went Cybertech. Armoring and Mods can support BOTH force users and non-force users. Synthweaving and Armormech can only support one or the other. You'll have earpieces covered. Spaceship upgrades. Speeder bikes. For PvP, you'll have access to grenades. There's just too much that Cybertech does. It's very useful for leveling up not just one toon, but several. No matter what the class, you'll be able to make stuff for them.
  13. When I re-rolled on the Fatman I went with a Trooper/Cybertech. Spaceship upgrades are something that never go out of style. You make the best, in-game upgrades in that category. Surprisingly they are better than the versions that the vendors sell. They do not drop as loot. Only ONE of the six drop as a mission reward. There is no other way to obtain the artifact quality ship upgrades. You can't say that about most other gear in the game. I can't keep a steady stock on the GTN. If you want the best upgrades pre and post 50, you need a Cybertech. With the game going towards more of a moddable gear oriented theme, you're sitting in the cat-bird seat with cybertech. Planetary commendations? Takes 2 to buy a mod. Takes 2 to buy an enhancement. Takes 7 for armoring. Don't know who thought that one up. Cybertech schematics drop in raids. I can make Columi earpieces that sell for a bunch of credits. And frankly you can't want anything more than that. The best gear should drop in raids otherwise what's the point in fighting epic bosses if they don't drop a reward that's meaningful. I'm as crafty as a crafter comes and even I agree there should be some point at which we kit the players to the best of our ability and say: 'There's nothing more we can give you. No go on out there and pwn face. Bring us back the head of something mean and nasty with pointy teeth.'
  14. True. However Armstechs are one of the few professions (along with Artifice) that have plenty of high level weapon schematics directly available from the trainer. The downside is these 'special skins' require 3 Biometric Crystal Alloys to build. Pre-1.3 if you ran off a bunch of these and missed the crits, you just burned through all your high-end crafting material and got nothing but a plain, old moddable blaster. Now these augment tables create a 'safety net' so even if you miss your crit, all is not lost. Just go to the augment table and POOF. Now you have a REALLY COOL looking blaster, very unique in appearance that you can charge the proper amount of money for in order to recoup the effort it took to aquire the alloys. Needing those alloys was a detriment. It kept players from mass producing them. The risk was too high and so these blasters were truly rare and exceptional to see in-game. 1.3 will be what players want, but it will be the death of the truly rare and exceptional.
  15. The question you should ask yourself, especially with character transfers coming is: Is my end goal to have 1 of each character class on this server? (4 republic / 4 Imperial toons) Your strategy will be decidedly different. Don't just think in the short term.
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