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Sunjammer

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  1. Additionally you can no longer SHIFT+CLICK listings in the SELL tab to populate search field on the BUY tab. This was a useful feature of the old GTN that allowed sellers to check our listings against our competators.
  2. A rare case of the early bird NEVER getting the worm. I wouldn't say there is "nothing" wrong with undercutting by a trival amount. Sure it's a valid tactic but it's definitely a Dark Side option. Why? Because it is exploiting two shortcomings of the GTN implementation, namely a) the fact that we have to pay a deposit (old GTN) or fee (new GTN) and b) the fact we cannot adjust the price of items once listed. At least with the old GTN if you were the early bird you had the option to *shrug emoji* and wait for your listing to expire and relist at a lower amount. Now you lose the fee regardless so you better sell or you're simply wasting credits. So you cut your profit margin to the bone and relist and one minute later someone undercuts you by 1c again because there is absolutely no reason not to. /me quickly runs off to set all their listings to 1 day. If Broadsword either a) got rid of the fee so we could cancel and relist for free, or b) added the ability change the price of listed items then I'd be more inclined to agree with you.
  3. My thoughts so far: The 7 day listing benefits less active sellers (as they can now log in once a week). Previously we would see spikes on Tuesdays (reset day) when the price would be dragged down by excess supply which would slowly return to normal over the course of the week. Now prices seem to be ever decreasing which is great for buyers (at least until crafters decide it isn't worth the effort and stop crafting). The new UI doesn't allow viewing individual items to see when competing listings might expire. This can be a useful tool when deciding pricing. Without this information we are simply forced to undercut because we don't know if the lowest price has 7 minutes, hours, or days to run. The new UI doesn't accept Shift+Clicking on an item from Sell tab to populate the Buy tab. The old UI supported this and it was handy for check if items weren't selling because you've been The new UI doesn't accept Shift+Clicking on an item in the crafting menus to populate the Buy tab. The old UI supported this and it was handy for checking potential demand and current prices of craftable items (before you craft them). The new flow for sellers (i.e. mail + claim indiviually) adds pointless steps. At the very least add a claim all button or a check box system similar to the client. Better yet revert to sending proceeds by mail.
  4. Just adding a link to https://forums.swtor.com/topic/930233-if-youre-having-trouble-with-the-offset-of-your-welcome-window/ which allowed me to fix my profile. My UtilityBar1 is in the bottom left of the screen. Replacing the WelcomeWindow element with the following fixed it for me: <WelcomeWindow> <AnchorOffsetX Type="3" Value="0.000000" /> <AnchorOffsetY Type="3" Value="0.000000" /> <AnchorAlignment Type="3" Value="1.000000" /> </WelcomeWindow>
  5. When you highlight the default/suggested text in "Your Buyout Price" and begin typing a new price the first key press deletes the exiting text but (in 7.3) does not appear requiring you to repress that key/re-enter that digit. To reproduce: With the GTN open, right click on an item in your inventory to add it to the sell screen With the mouse highlight the prepopulated text in the "Your Buyout Price:" field Press any numeric key 1-9 Note that while the suggested price is removed, the number you key does not appear (as it did in 7.2 and earlier) Press the numeric key again Note the number only now appears NOTE: if the second key you pressed is "0" a "1" will apppear instead so instead of selling something for 500,000 you might end up selling it for 10,000 as the 5 doesn't appear and the 0 is replaced by a 1! While this is certainly one way to combat inflation I hope it wasn't inentional! What should happen: At step 3 the number should appear in the text field.
  6. Thanks JackieKo. I have submitted my GUI profile. Hope it helps!
  7. Turns out this was related to (the workaround in) the "welcome screen" issue. Unchecking the "Enable Moveable Secondary Window" seems to affect the majority of the old UI elements so they appear in one of two positions (i.e. right or left of the screen) and cannot be moved. Not sure exactly what qualifies as a "secondary" window seems to be pretty much everything except the newer (i.e. 7.x) UI elements (e.g. Inventory). Anyway at least my old UI is restored even if I can't access the welcome screen any more (though that's no real loss).
  8. There is an "attach to minimap" option for the tooltip UI element in the interface editor and (assuming you are using the minimap instead of the new Map UI) they will appear as they always have. If you aren't using the minimap then I'm afraid you are stuck with the new tooltips.
  9. Possibily connected to the "welcome screen" issue (https://forums.swtor.com/topic/926386-welcome-window-is-unmovable-and-half-off-of-the-screen/) but may be completely unreleated (as it is a newer UI element) so making a new post. Several of the older (it seems) UI elements appear to have default positions and cannot be moved. Conversely newer UI elements appear in there previous position and are moveable. For example when I clicked on mail terminal the list opened on the left side of my screen and the selected mail opened on the right side of my screen. Neither window could be moved. Simialrly when clicking my the personal or legacy storage opens them up in a default position (again the left of my screen) and cannot be moved. Conversely the inventory window opens where it did pre-7.2 and can be moved. SWTOR is running with a 3840 x 2160 resolution and a custom UI (that was working fine pre-7.2 but has been updated after configuring the new map UI and utility bars). https://i.imgur.com/psOBv0r.jpg
  10. Can confirm. While the UtilityBar1 is in the top half of the screen the "secondary window" is dislocated and appears in the bottom half of the screen: https://i.imgur.com/oV3cpCF.jpg When UtilityBar1 is in the bottom half of the screen the "secondary window" appears immediatedly below its parent but it should be appearing ABOVE it: https://i.imgur.com/YZmaYVw.jpg To the extend that when UtilityBar1 is docked to the bottom of the screen the "secondary window" is no longer visible: https://i.imgur.com/guItcfz.jpg Unchecking the "Enable Moveable Secondary Window" option will locate it in the top right corner: https://i.imgur.com/dpd43Ps.jpg -> https://i.imgur.com/xUxUCDE.jpg = https://i.imgur.com/4ONFM5T.jpg
  11. Some more crafting related QoL improvements ... Add the names of all the characters in our legacy to the recipient drop down in the compose mail GUI regardless of faction. Our friends and guild mates are added to this drop down but the people we mail the most (our own characters) are not. There is a partial workaround (friending our same-faction characters) but this is not available cross-faction so there is always the risk of a typo when mailing cross-faction. Increase the stack size for resources (materials) to 999 or provide a legacy resource back similar to that in GW2: i.e. all resources automatically stored and accessible to all characters in our legacy. It should be something more akin to the shop GUI (i.e. a single entry per resource type with the total number available) than the existing cargo bay UI (i.e. one stack per slot in a grid). This would avoid constantly having to mail resources around your legacy. Incentive: this will leave more room in our cargo bays for opening CM packs. Make all crafting to missions available once they have been unlocked. Crafters already have at least three workarounds to force a new list and (eventually) get the missions they want so presenting a random selection of five does nothing but irritate people (unnecessary hoop jumping). This detracts from the gaming experience and (depending on your preferred method) keeps crafters on their space ships and out of general population. Legacy crew skills GUI: since the windows/apple/android app is presumably some way off at least let me monitor/control the crew skills of my legacy characters (cross faction) through a single GUI. This will avoid periodically having to interrupt our gameplay to go and set another round of G6 missions on each of crafting alts. Option to turn off our Ship Droid random barks (i.e. fit a better restraining bolt) and an option to turn off the crew skill mission acceptance and completion barks. These are fine the first couple of time but are simply irritating once you've run the between your mail console and GTN console a few hundred times or performed a few thousand crew skill. Make our crew learn from their previous reverse engineering attempts (see this post and this thread in general). It will only take 2 variable to increment the % for successive RE attempts on the same type of item and this could make a massive difference to how people fee about crafting.
  12. Good to see James is still aboard this "bucket of bolts". *happy dance*
  13. If I never heard them again it would be too soon! Their random barks may have been mildly amusing the first time them but after that they become increasingly more irritating. On each of my ships I have to pass them to travel between my mail terminal and GTN console (something I do multiple times a day for multiple characters) and every time I pray they don't say anything. Alas it seems that recently they somehow managed to remove their restraining bolts. Please, please, please put an option in 2.0 to silence them. Retraining bolt, blaster bolt or jettisoned out the escape hatch so long as I never have to hear them again!
  14. You may be right but it feels like the has been a drastic increase very recently i.e. in the last few weeks.
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