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Lord_Tantalon

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  1. Then why in all the blazes are you complaining about it?
  2. That's the point. They're increasing the value and rarity of the old items as they remove the packs. They will be removing shipment one packs soon anyway.
  3. Person may have the X and Y swapped via options. CS confirmed that SIS Operative Title on Tatooine is not bugged. It has been removed from the game.
  4. Confirmed, Slave Trading is available. Grab it while you can; it may be a bug...
  5. Bioware, the legacy emotes were perfect before 1.3. Why did you have to add emote text?
  6. First off, loving the current legacy system. I'm thinking that perhaps you might consider in the future making the titles available via legacy, a few of them would make some roleplay sense. Say I'm rolling a Jedi Guardian as a melee specialist trooper. I might want to be a Sergeant instead of Hero of Tython. Additionally, you should add a vendor to the fleet to add even more title customizations. Add the missing military ranks: Recruit, Trooper, Corporal, Sergeant Major, ect; Add the Jedi ranks: or Advance Class Titles. I love the idea of Allystar, Jedi Shadow, or Dengar, Bounty Hunter. If you're not able to let us have our personal RP bios, let us be creative with our titles.
  7. Are you saying that a game that has roughly 9 times the sound effects should be compared to other MMOs? Additionally, they've claimed that there are multiple sources for these bugs that cause the sound errors.
  8. Just thinking, but what if basically, our account became its own form of ID. Freeing up both legacy and standard names. Could you imagine, more than one person running around. Just have to figure out the friends list thing.
  9. Yes, but at some point, gear and achievements are more for show than use.
  10. 1) Get the UI team to give us the option to hide some of the "flashy" animations? E.G. The heals that light the character up, or the buffs popping, and maybe even the ground templates for AoE effects? Now I ask this because I've been fiddling with Machinima aspects within TOR, whether for a content release or something like a guild trailer. You can't show good combat though with all the templates and healers keeping the group up. What I'm suggesting is not something that would effect other players. The cameraman would just toggle off these effect just like combat fly-text and player names. 2) Add some of the mission skills like Underworld Trading, Treasure Finding, and Investigation materials as available to harvested open world. Put some cloth on kiosks throughout the game world. Place metals in crates or in the ground. I wouldn't even mind if it unrefined and you have to refine it. I hate to say, still what World of Warcraft did, but harvesting mats in the game world is a better time sink than just sending off mission. You need mini games in world; this is a cheap and easy one. 3) Incorporate more gathering skills into crafting. If you've got a cape in the finish product, why shouldn't cloth be involved in crafting, ect. Analyze what Rift / Star Wars Galaxies did and emulate. By now, it should be evident that SWTOR will not / should not be a main stream MMO. Carve out a niche, become the most innovative crafting system in the MMO market. 4) This is assuming that server population are merged. Add new zones to the planets that emulate the Black Hole. Its the same planet but a separate zone / planetary instance. In these areas, outside of the questing zones, allow for capture the outpost objects that reset every 24 hours. For example, in my dream of SWTOR. Tatooine quest area remains the same; now to the far west when you hit the exhaust wall, instead you get a confirm: Do you want to travel to the Sandswept Wastes? Yes / No. You travel there. And bingo there's this huge area of land with different geometries. Canyons, desert, and a few random cave. They have mobs ranging from 31 to 50 all over the place. There are a few nodes available as well in this area. There are two small outposts in this area as well. (Very similarly to Halaa from World of Warcraft), I want these two outpost to be capture-able objectives. This would then have one or two methods of gameplay. 4a) (Simplistic) They reset once per day, (abandoned due to incoming Sandstorm or something. Maybe its just captured to harvest some resource for story and they complete it in a day.) W/E for lore, its capped for a day. And the story area of Tatooine for your faction gets a buff to XP or something. 4b) (Advanced) You capture an objective, and you're given a daily at level 50 to hold the object for 20 minutes. You see a progress bar off your time while the NPCs perform their "oil drilling" ect. Additionally, in these areas (probably zoned by coding for Bioware's sake) and preferably away from these objective to prevent abuse, player cities could be built. This not only adds new local hubs, but new money sinks, ect. Say guild A wants to build a town and buy guild bank slots and a GTN. There's 20 mil out of circulation. (Just an exaggeration). Additionally, a travel to home ability that's on a 4 hour CD will be available once you enter the zone with your home. Edit: Not finished, and will make it less wall of text after work.
  11. Here's the primary point that most people miss. Bioware designed slicing as a gathering skill to farm in the actual game world. Not a get rich via sitting on fleet and send out companions. On average, while completing dailies, (on low population times), I make around 30k extra from collecting slicing nodes.
  12. Will the UI team ever get the option to hide some of the "flashy" animations? E.G. The heals that light the character up, or the buffs popping, and maybe even the circles on the ground for AoE effects? Now I ask this because I've been fiddling with Machinima aspects within TOR, whether for a content release or something like a guild trailer. You can't show good combat though with all the templates and healers keeping the group up. What I'm suggesting is not something that would effect other players. The cameraman would just toggle off these effect just like combat fly-text and player names. (OT) Please answer this one, its new, and even a no plan would answer the question. Thank BW.
  13. I break the rules, so I list (in order of preference): Onderon Kashyyyk Rhen Var Dantooine Dathomir Geonosis Ryloth Naboo Rusaan Eriadu
  14. You have the right idea, but no Math. The following are all percentages. The Formula is: [item Base] + Companion Bonus + Companion Skill Bonus Item Base 10 for Orange 15 for the Yellow, Green, and Grey Companion Bonus Each of the 2k bars in your companions affection adds a +1 bonus to critical, so at max affection, its +5. Companion Skill Bonus The stat that you actually see. Recap: Kira Carson (+5 Crit Synthweaving, +1 Crit Treasure Hunting) at Max Affection, crafting an Orange (difficulty) Item Synthweaving item (like the sorcerer's set), would have a total of 20% critical chance on craft. If the item was say green difficulty instead, the chance would be over 25%.
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