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GnatB

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  1. Ditch the 3rd person starfox/rogue squadron junk and move it into the cockpit like x-wing/tie-fighter, and it may actually be worthwhile. Though lack of PvE option is pretty bad too. Hard to say, but also looks like it's using the silly sort of freelancer control scheme, but that's probably largely due to the poor 3rd person view.
  2. Cybertech. Q-10 parts cost 2, 2, and 2. and give mk-9 parts. Then pass it over to synth/armor/arms of your choice to make the kit. Probably Arms. They at least can make barrels. (not sure right now which augments are "best", prime stat, crit, surge, power, or alacrity.)
  3. It isn't about what *I* want. As I pointed out, I don't need to "change skills" I already have maxed crafters in every skill. It's about what makes a more intelligent/better/well designed game. As is, this actually makes things easier/cheaper for me. I just ignore armortech armors for the duration of this EP and use cybertech/artifice mods, which as stated are far cheaper/easier to deal with learning, and now are as cheap/cheaper to actually make. Anyhoo, RE has nothing to do with leveling skills. You can level to 450 without REing a single thing, and it's pretty darn cheap to level a skill regardless of which skill you pick. I guess you're a wow crafter, whose sees crafting as just another skill you max for the perk.
  4. Well, this is irrelevant to the discussion, as I never spoke to the useability of the object, just the pros, cons and cost analysis in regards to making items via the different tradeskills. And how some of the items are extremely expensive compared to their alternate options, with no real benefit in return. i.e. it's significantly harder to learn, and costs twice as much to make, a set of purple RE'd armor via armormech as to do it with mods via cyber/artifice. That said, if we really want to go off topic, I happen to be of the opinion that, *if* you decide to have tradeskills in an MMO, (and it's nowhere mandatory) the best stuff end game should ALL be crafted via those tradeskills. And many of the better MMO's I've played (at least for the time periods in which I actually played them) have been that way. I'm also of the opinion, incidentally, that tradeskills should also never be a "perk". I.e. everything crafted should be useable in some fashion by people who don't have the tradeskill in question.
  5. at least for 51+ stims this isn't new. And it's because you get 3 per batch when you make them. So it's still only 1 RE attempt per craft, as opposed to getting 3 RE attempts per single craft. Haven't done any REing of lower level ones, since I already have RE'd all the ones I care about. If they are also requiring 3 to RE, but only giving 1 when you make them, that seems broken.
  6. Which pretty much takes the "Armor" out of armormech. (and fwiw, other crewskills create cheaper augmentation kits, at least mk-9 ones. All it really has are augments)
  7. Ok, Finally gotten around to buying the expansion have have started REing schematics. I have at least one character of every crewskill. There is something really messed up about armor crafting the new schematics (Note: I haven't RE'd everything, but have pretty good sample size, and don't have game open so going from memory, so everything is IIRC) Previously, Armor crafting options went as follows: Synth/Armormech "finished" purple items: Pros: Cheap to produce. (only 2 purple mats) Cons: expensive/time consuming to RE the correct ones (1 in 3 chance of getting the "right one" at stage 1, 1 in 5 at stage 2) expensive/time consuming to RE a full set (have to RE each slot individually) expensive/time consuming to RE at all. Odds of success in stage 2 was only 10%. Cybertech/Artifice "mod" filling: Pros: Highly customizeable. (Mix and match to get the stats you want, slot in orange to get the LOOKS you want) Relatively easy to get the correct ones (purely linear RE path. No learning the "wrong" one.) Relatively easy to get at all. Odds of success in both stages was 20%. Additionally,on crit you get an extra one, giving you an additional opportunity to RE. Easy to RE a full "set". Only have to RE 3 items (Armoring, mod, enhancement) to get a full set. Smaller increment between versions. Cons: Expensive. Each mod required 4 purple mats, so a full piece was 8 to 12. To me, that seemed "relatively" balanced, perhaps a bit in the "mod filling" favor already. Mod assembled items were *far* more customizeable and easy to learn, "finished" items were far less customizeable and harder to learn, but significantly cheaper to mass produce. Now, in the new armors, 3 things have changed. 1. Synthweaving/Armormech got it slightly easier to RE the 2nd stage. (odds went up to 20%) 2. Required purple mats for producing mods went way downhill. (Halved to 2) 3. Required purple mats for producing finished items went WAY uphill. (synthweaving requires 4 to 6, and armormech, for some reason, requires 8 to 12!!!!!) So now, while it's "marginally" easier to RE finished synthweaving/armormech armors, in the case of synthweaving they are now just as expensive to produce as making up an item via mods, and in the case of armormech, they are *twice* as expensive to produce. While still having the customization disadvantages. Can we say *** Bioware? I guess you really DO want the armor crafters only churning out augments?
  8. meh. the ONE thing I would really really want in this vein. Legacy mat bank. Whenever you harvest/gather/whatever mats they go into this shared bank. Whenever you craft something it gets pulled out. Organized by skill & grade, 1 slot for each mat, some reduciously high "stack" limit limit like 1million. A slot for every existing mat, even ones you don't even have. if you somehow go over that limit they don't get automatically transferred any more.
  9. I find Bioware's exploting gamblers and gambling addictions disgusting and unethical. Whether it's Veractyls or Meditation chairs, or whatever. That said, I haven't really looked into it all that much, but a lot of that seems to be alliviated by the apparent cartel pack reputation merchants. I *assume* as you buy these packs you earn reputation with them, so if you don't end up getting what you want out of the packs yourself, you can then simply buy it once you have a high enough rep.
  10. Probably because AFAIK Blizzard doesn't market WoW as a F2P game, but P2P with a good demo. SWTOR markets itself as a F2P game now. If instead SWTOR still marketted itself as a P2P game with a rediculously good demo, they'd probably have less complaints. As F2P games go, SWTOR has far more restrictions than any other F2P game I've ever played.
  11. IMO, the problem with these people were primarily that they funded the gold farmers and gave the gold farmers a reason to exist, if not thrive. The ability to buy items that you can then sell to other *playing* players Ideally cuts the gold farmers off at the knees, and thus gets rid of the gold farmers. So, basically, the people buying gold wasn't the problem, the gold farmers were. The people buying gold were just culpable in the creation of the problem.
  12. P2AP. Exp boosters and the like are P2AP. Paying to Avoid Playing.
  13. pay 2 win, IMO, in the context of a PvP game means with equal skill, regardless of how much time a free player puts in, a paying player will have an advantage. pay 2 win in the context of a PvE game means that at least some of the content is P2P above the basic cost. (Note: Since SWTOR is nominally (now) a free to play game, ANY cash would be above the basic cost.) My understanding is it is now theoretically possible to compete on an equal level in PvP regardless of spending cash, as theoretically, the stuff that is beneficial from the store is sellable, so theoretically free players can purchase it from paying players via credits. (Note: I say theoretical because I've never tried it. It's concievable those items simply aren't ever bought to sell because other things create a better coin to credit rate, or things required to buy those things, (i.e. escrow transfers) don't have a good enough coin to credit rate.) So as far as PvP goes, SWTOR theoretically isn't P2W. However, the expansion is AFAIK unable to be sold in-game via credits. As such, PvE, SWTOR is P2P, which effectively means it's P2W as well. Note: There's also a concept of "effectively P2W", where the "free" route is so rediculously hard/time consuming that it may as well not exist. I've also heard of a concept called "pay to compete", where the P2W advantages are so overwhelming you don't even stand a chance if you aren't also paying yourself regardless of differences in skill.
  14. Well, thing is, as a subscriber I've been racking up Cartel Coins for almost a year now. Unless you've been spending coins condoning EA's efforts to push gambling via prize boxes, anybody with a subscription should be sitting on a nice pile of cartel coins. (I think I have ~7000, last I looked?) So, even if I chose to use cartel coins instead of credits, (which I won't, I don't see any particularly need for this companion, as I assume he will be pretty much ignored in the existing class storylines, and I expect if they ever add to the class storylines I'll probably be legacy 40 by then), it wouldn't be coming out of my pocket anyways. It'll be coming out of my stockpile of coins I've been accumulating while waiting for something worthwhile to buy. Anything costing CC is, in moderation, free to subscribers.
  15. Just to pipe in. I've got to agree with some people that legacy level of 40 is probably a bit high. if you aren't one of those silly people who just do endgame treadmilling over and over, but are instead playing through all the different class stories, you probably don't HAVE a legacy level that high. I'd expect my gameplay is towards the high end. (Guesstimate at least 6 hours or so a week since release), but it's spread out over numerous characters. 5 lvl 50's, 2 lvl ~30's, 4 lvl <17s. As such, my legacy level is only 34. 'Course, this may also be indicitive that perhaps the way you gain legacy levels may be a bit fubar, and legacy XP shouldn't just be a % of the amount of xp you get. Going from lvl 49 to 50 isn't all that much harder than lvl 19 to 20, but over the course of 49 to 50 you'll get *far* more legacy xp. Perhaps the legacy xp you get from completing a quest/killing a monster shouldn't be some % of the normal exp, but be based on either the level of the highest character in the legacy, or perhaps the combined levels. (I'd assume those (IMO silly) people who simply grind one character up to max then run the treadmill over and over would want it based on the level of the highest character, but really, somebody whose leveled multiple characters should be getting some perks for that. Maybe some combination? full benefit of max characters level, 1/5th of the other characters levels?)
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