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Amrekel

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  1. I think that they may have that, but might have the wrong idea what you're looking for. Check Series 614, Series 615, Series 616, and Series 617 Armor Sets.
  2. Personal Opinion: I played through KotET once, and said, "Never again." I considered the story juvenile at best, with bad guys being bad because...well...they're bad, and many holes in the plots, etc. My experience has been much more enjoyable with the people that I have RPed with, but the action parts were usually adapted to the planets we were on instead of in strongholds. I'm aware there would be more work than just flipping a switch, but at this point, the developers appear to have nothing to throw into stories except drama. No adventures, no discoveries, no conquests. Just drama. The amount of content released so far this latest expansion has also been extremely underwhelming. So if the approach is to give very little, why not make that little to be something the players themselves can use to make more? I do really hope that I haven't just been spoiled in the RP community that I associate with, but that has been the highlight of recent gameplay for me, definitely NOT expansions. Now for the griefing part - have you ever seen the Alderaan stronghold? In the Killik cave, you have the option to turn on what you would like. Similar to what I would propose here. Plus, if you make stronghold invites part of what you ignore via legacy ignore, easy to fix
  3. This may be a bit of a long read, so will do a summary right here: Basic idea: give players the option to have hostile NPCs in their personal strongholds. Options could include hostile to Republic players, hostile to Empire players, hostile to all players, or hostile to nobody (default settings that we see now). Now the long part: It has become apparent that the development team is lacking in the ability to put out solid new content. This would allow PLAYERS to essentially create areas for their own created stories to take place. Players are much more capable at this point at coming up with solid storylines than the devs are, so use that to its full potential. Now, what about the decorations that would naturally have to follow? The simplest way I could see would be to take already-created NPC hostile mobs and turn them into decorations for players. These mobs already have attack animations and such, so much of what is needed is already in place. Additionally, there are a few approaches to getting these decorations that might be useful for the game. One is for them to be added to the Cartel Market, and another is for it to be obtained through random drops or rewards for missions, achievements, flashpoints, etc., especially if you added more unique enemy decorations. For the players to be able to best utilize this idea, they will also need to determine who the decorations attack. Thus having an option that players can toggle either in the whole stronghold or different areas of the stronghold to make the decorations hostile to one, neither, or both of the factions would be necessary. This is my opinion: with the recent state of the 'expansion' and the inability to bring new content that is deemed high-quality by the majority of the player base, time can be bought if players are given new means to create their own stories.
  4. As far as I know, there are two lower body armor pieces that have a different waistline than all other pieces. These two armor pieces are Magnificent Dancer's and Exquisite Dancer's armor. There are other similar lower body pieces that can be worn, but all of those have something along the waistline matching the height of where the belt would go. Would it be possible to have more options for lower body armor that match the waistline of Magnificent Dancer's and Exquisite Dancer's armor sets? In particular, could there be some pants or robe/skirt options that match this?
  5. A big thanks to those who donated/contributed to this race by participating! Some highlights: The top 3 racers finished within 20 seconds of each other, which made for an exciting finish! The betting pool exceeded 1.4bil, with the top bettors winning their full bet back plus 188,725,000 credits! The giveaway after the race included many items that were, you might say, iconic to Tatooine from movie scenes or other series. These items included sarlacc-related items, a rancor mount, various podracer-like mounts, a few KOTOR-related items, and lots of pets/decorations that would be great for a Tatooine stronghold! All racers who showed up received a cut of the bets placed on them, with our top racer in the betting getting more than 150mil just for showing up! Next race will be in September on Alderaan, this time with Republic characters racing. Hope to see you there!
  6. Donations are welcomed! This event is primarily funded and maintained by donations from various guilds and players who enjoy seeing this event. You can reach out to me in-game on any of these characters: EMPIRE: Beautiful Darkness, Mahonical Harris REPUBLIC: Whiskey Runaway
  7. Pleased to announce that we continue to do regular tournaments in the Star Forge server. If you want to play, join the discord: https://discord.gg/a9M4DDc29T
  8. Please make it so that the public listing option for 'everyone' on a guild stronghold actually allows everyone from either faction to see it. It would allow for more RP scenarios to be played out between characters of different factions. For reference, right now you can list a guild stronghold as available to 'everyone' (it shows the icon for both factions), but only the guild's faction can access it, so is it really accessible to everyone?
  9. Pleased to announce that we are still doing ongoing Pazaak tournaments! Join the discord server below to sign up for the next one: https://discord.gg/a9M4DDc29T
  10. PVP definitely has a role in the event! A few times, survival has determined the race more than speed, which often has been helped by having a team or alliance formed with other players. Now, for your questions: 1. Yes, everyone starts at the same time. Thus far after a full year of racing every two months, we have had no issues with the server at large. I recommend racers to run the game on low settings, as it helps prevent lag and game crashes. Plus, we have yet to fill an ops group full of racers. 2. You'd think it would be easy, and if racers run solo, it can be. Racers can be easy targets if they have no team, and are ganged up on by 2-3 PVPers. But if they have a team (and many of them do) that provide at least bodyguard, it turns into a warzone for a racer to navigate. Good bodyguards keep the attention off the racer. Good PVPers keep their focus on the racer. And good racers know the course well enough to guide their teammates to where they will sway the balance most. Basically, after having seen 7 races now, I can certainly say that unprepared PVPers will have an uphill battle taking out some of these racers. 3. Stealth has been a factor for some racers surviving, but the biggest factor has still been having a good team. If you want to win, you have to do more than survive sometimes. And officials do not aid or support the racers in the race in any direct way. The most I could say that they provide is a beacon as to where the finish line is if the racer gets lost (as one official is at the finish line and in the ops group). 4. There are no rules I can universally enforce against PVPers. If their racer gets taken out, then can certainly continue to try to cause havoc and mayhem. In fact, some PVPers have come to the races as agents of chaos, and nothing more. So yes, supporting team members can continue to influence the race outcome even if their racer is taken out.
  11. On July 23, the Extreme Swoop League (impside guild) will be hosting a cross-planet race on Tatooine! Though the prizes may increase due to donations, at present they are: 1st: 1bil 2nd: 400mil 3rd: 100mil This event is more than just a race; it is meant to help guilds work together to form a team around racers. There are many roles that can become part of the event. Here is what you will need to know: RACERS: this is, of course, the central piece of the event. It's a race, so it can't happen without racers. The racers will run the race course (which starts in the West Dune Sea and ends in the east side of Jundland) through the PVP instance of Tatooine. During the race, all the racers will be in an ops group along with at least one official from the Extreme Swoop League. Racers are allowed to use any gear they want, any mount they want EXCEPT Umbaran Spider Tank, have any guild bonuses that the guild will afford them, and use any route that they think will get them from the starting line to the finish line fastest. Racers are NOT allowed to use heroic transports, the Umbaran Spider Tank, leave the racers' ops group, leave the PVP instance of Tatooine, quick travel, legacy transport, use a taxi, use a flagship summons, or die (as this may allow them to respawn closer to the finish line), and these actions will result in automatic disqualification from the race and removal from the racers' ops group by the ops leader. All other abilities are permitted. YOU MAY DISMOUNT AT ANY TIME, but understand that you will be slower if you are not mounted. You may use stealth if you so choose also. One additional thing - as racers are not the only piece of the event, there are things that the racers must do PRIOR to the race. Every racer must "register" for the race by contacting me in-game (impside toon names are "Beautiful Darkness" and "Mahonical Harris"). There is an entry fee that must be posted prior to the race, but it can be cut substantially (see below): 500k - the starting entry fee for racers who are NOT racing as representatives of a guild. 5k - the starting entry fee for racers who ARE representing a guild (a 99% discount)! An additional 70% discount is afforded to those who follow a theme for their mount choice in the race. For Tatooine, the following will get you this discount: Czerka Desert Special, Desert Mudhorn Mount, Dunecrawler Scyk, Gurian Dune Hopper, Ubrikki Crimson Skull, any mount that looks like a Podracer, and any dewback mount. This discount would bring the fee down to 150k for a guildless racer, and down to 1.5k for a racer representing a guild. PVPers - Racers ARE allowed to organize groups of friends, guildmates, or contracted mercenaries to help them in the race. Aside from racing officials, no non-racers are allowed in the racers' ops group. However, racers can have friends that form groups to either protect them from threats such as PVPers (or in other words, act as bodyguards) or act as attackers who support their racer by harassing the opposing racers. There is no rule that I can enforce uniformly against PVPers, so they are allowed to do anything they can think of to either attack or protect racers, just so long as none of the race rules are broken by the racers in so doing. BETTORS/FANS - Part of the reason that racers must register with me is that prior to the race, a betting pool with in-game credits starting at 100mil will be available. The bets are organized into tiers, each tier purchasing so many "shares" of the total betting pool if the racer it is placed upon comes in first place. The racers will be organized into informal 'tickets' of 2-4 racers, and bettors can place their bets on these tickets. For a bet to win, the ticket they selected MUST have the 1st place finisher - no bets on the 2nd place finisher or other places will be accepted. Each bet comes with a 20% fee called the "racer's cut." The racer and those who are on his/her ticket, so long as they show up to the race, will receive the fee regardless of whether they win the race or not. This means that if a racer has 100k in bets placed on his/her team, they would split 20k automatically at the end of the race. Now, there is a reason for the tiers. The tiers are set in amounts that allow uniform dispersal of winnings for those that make a winning bet. If you wish to bet, you may choose any tier you'd like, but understand that the higher tier bets will purchase you a greater portion of the betting pool if you win. Bettors and fans can place as many bets on as many racers as they would like. Racers are not allowed to place bets, even if it is on themselves. If you would like to join the race and/or see more info on this race and upcoming ones, I suggest you join this discord: https://discord.gg/4vxPCTnVuT Also, I made a very amateur video showing the race course. You can find it here: For your convenience, here is the schedule for this event: RACER REGISTRATION DEADLINE: 8pm EST, July 17, 2022 RACERS' PARADE: 8:30pm EST, July 17, 2022 BETTING IS AVAILABLE UP UNTIL: 7:30pm EST, July 23, 2022 THE RACE BEGINS: 8pm EST, July 23, 2022 And if you have any questions, let me know!
  12. On May 28th, the Elite Swoop League (pubside guild) will be hosting another cross-planet race, this time on Rishi! The prizes may increase with donations, but at present, they are: 1st: 500 million credits 2nd: 200 million credits 3rd: 50 million credits This event is more than just a race; it is meant to help guilds work together to form a team around racers. There are many roles that can become part of the event. Here is what you will need to know: RACERS: this is, of course, the central piece of the event. It's a race, so it can't happen without racers. The racers will run the race course (which starts south of Aggressor's Camp and ends at Raider's Cove) through the PVP instance of Rishi. During the race, all the racers will be in an ops group along with at least one official from the Elite Swoop League. Racers are allowed to use any gear they want, any mount they want EXCEPT Umbaran Spider Tank, have any guild bonuses that the guild will afford them, and use any route that they think will get them from the starting line to the finish line fastest. Racers are NOT allowed to use heroic transports, use the Umbaran Spider Tank mount, leave the racers' ops group, leave the PVP instance of Rishi, travel to a stronghold, quick travel, legacy transport, use a taxi, use a flagship summons, or die (as this may allow them to respawn closer to the finish line), and these actions will result in automatic disqualification from the race and removal from the racers' ops group by the ops leader. All other abilities are permitted. YOU MAY DISMOUNT AT ANY TIME, but understand that you will be slower if you are not mounted. You may use stealth if you so choose also. One additional thing - as racers are not the only piece of the event, there are things that the racers must do PRIOR to the race. Every racer must "register" for the race by contacting me in-game (pubside toon name is "Whiskey Runaway"). There is an entry fee that must be posted prior to the race, but it can be cut substantially (see below): 500k - the starting entry fee for racers who are NOT racing as representatives of a guild. 5k - the starting entry fee for racers who ARE representing a guild (a 99% discount)! An additional 70% discount is afforded to those who follow a theme for their mount choice in the race. For Rishi, the following will get you this discount: Swamp Rancor, Czerka Invader, Scavenger's Luggerwahl, Baron Deathmark's Swashbuckling Cutter Replica, any Orobird mount, Meirm Dart Frog, Orlean Fortune Hunter, and Coastline Luxury Sidecar. This discount would bring the fee down to 150k for a guildless racer, and down to 1.5k for a racer representing a guild. PVPers - Racers ARE allowed to organize groups of friends, guildmates, or contracted mercenaries to help them in the race. Aside from racing officials, no non-racers are allowed in the racers' ops group. However, racers can have friends that form groups to either protect them from threats such as PVPers (or in other words, act as bodyguards) or act as attackers who support their racer by harassing the opposing racers. There is no rule that I can enforce uniformly against PVPers, so they are allowed to do anything they can think of to either attack or protect racers, just so long as none of the race rules are broken by the racers in so doing. PVPers may provide a crucial edge - as simply stunning a racer will typically add at least 20 seconds to their race time, thus giving the other racers a greater chance to win, and if a racer is hopelessly behind, they can still win if PVPers take out the racer who is ahead (as dying does result in disqualification). BETTORS/FANS - Part of the reason that racers must register with me is that prior to the race, a betting pool with in-game credits will be available. The bets are organized into tiers, each tier purchasing so many "shares" of the total betting pool if the racer it is placed upon comes in first place. The betting pool starts at 10 million credits and grows with each bet placed. Bets can only be placed on the overall winner - no bets on the 2nd place finisher or other places will be accepted. Each bet comes with a 10k fee called the "racer's cut." The racer, so long as he/she shows up to the race, will receive this fee regardless of whether they win the race or not. This means that if a racer has 10 bets placed on him/her, he/she would receive 100k automatically at the end of the race. If the racer no-shows, then they will not be given any racer's cut profits they otherwise would have earned. Now, there is a reason for the tiers. The tiers are set so as to provide a uniform manner in distributing winnings if multiple bettors have placed bets on the winning racer. If you wish to bet, you may choose any tier you'd like - the "racer's cut" remains the same. Regardless of whether you do a Tier One (the minimum bet, 50k bet + 10k racer's cut) or a Tier Ten (500mil bet + 10k racer's cut), the racer's cut will remain the same at 10k. As you go up in tiers, the amount per "share" that you purchase decreases. For example, a Tier One bet purchases you 1 share of the prize pool if you make a winning bet for 60k (60k credits per share), while a Tier Ten bet purchases you 10,000 shares of the prize pool if you make a winning bet for 500,010,000 credits (50,001 credits per share). Bettors and fans can place as many bets on as many racers as they would like. Racers are not allowed to place bets, even if it is on themselves. If you would like to join the race and/or see more info on this race and upcoming ones, I suggest you join this discord: https://discord.gg/4vxPCTnVuT I also uploaded a very amateur video explaining the race course to YouTube. Here it is if you'd care to watch: And if you have any questions, let me know!
  13. On March 19th, the Extreme Swoop League (impside guild) will be hosting another cross-planet race, this time on Voss! Thanks to donations from the community, the prizes are HUGE: 1st: 750 million credits 2nd: 250 million credits 3rd: 50 million credits This event is more than just a race; it is meant to help guilds work together to form a team around racers. There are many roles that can become part of the event. Here is what you will need to know: RACERS: this is, of course, the central piece of the event. It's a race, so it can't happen without racers. The racers will run the race course (which starts at Outpost Skyline and ends at the entrance of the Shrine of Healing) through the PVP instance of Voss. During the race, all the racers will be in an ops group along with at least one official from the Extreme Swoop League. Racers are allowed to use any gear they want, any mount they want EXCEPT Umbaran Spider Tank, have any guild bonuses that the guild will afford them, and use any route that they think will get them from the starting line to the finish line fastest. Racers are NOT allowed to use heroic transports, use the Umbaran Spider Tank mount, leave the racers' ops group, leave the PVP instance of Voss, quick travel, legacy transport, use a taxi, use a flagship summons, or die (as this may allow them to respawn closer to the finish line), and these actions will result in automatic disqualification from the race and removal from the racers' ops group by the ops leader. All other abilities are permitted. YOU MAY DISMOUNT AT ANY TIME, but understand that you will be slower if you are not mounted. You may use stealth if you so choose also. One additional thing - as racers are not the only piece of the event, there are things that the racers must do PRIOR to the race. Every racer must "register" for the race by contacting me in-game (impside toon name is "Mahonical Harris"). There is an entry fee that must be posted prior to the race, but it can be cut substantially (see below): 500k - the starting entry fee for racers who are NOT racing as representatives of a guild. 5k - the starting entry fee for racers who ARE representing a guild (a 99% discount)! An additional 70% discount is afforded to those who follow a theme for their mount choice in the race. For Voss, the following will get you this discount: Praxon Trackmaster (available by vendor at Voss), Shadow Hand's Command Throne, any Uxibeast mount, any Vorantikus mount, Walkhar Prophecy, Rark K-1A, Diplomat's Meditation Hoverchair, and Aratech Red Spirit. This discount would bring the fee down to 150k for a guildless racer, and down to 1.5k for a racer representing a guild. PVPers - Racers ARE allowed to organize groups of friends, guildmates, or contracted mercenaries to help them in the race. Aside from racing officials, no non-racers are allowed in the racers' ops group. However, racers can have friends that form groups to either protect them from threats such as PVPers (or in other words, act as bodyguards) or act as attackers who support their racer by harassing the opposing racers. There is no rule that I can enforce uniformly against PVPers, so they are allowed to do anything they can think of to either attack or protect racers, just so long as none of the race rules are broken by the racers in so doing. PVPers may provide a crucial edge - as simply stunning a racer will typically add at least 20 seconds to their race time, thus giving the other racers a greater chance to win, and if a racer is hopelessly behind, they can still win if PVPers take out the racer who is ahead (as dying does result in disqualification). BETTORS/FANS - Part of the reason that racers must register with me is that prior to the race, a betting pool with in-game credits will be available. The bets are organized into tiers, each tier purchasing so many "shares" of the total betting pool if the racer it is placed upon comes in first place. The betting pool starts at 10 million credits and grows with each bet placed. Bets can only be placed on the overall winner - no bets on the 2nd place finisher or other places will be accepted. Each bet comes with a 10k fee called the "racer's cut." The racer, so long as he/she shows up to the race, will receive this fee regardless of whether they win the race or not. This means that if a racer has 10 bets placed on him/her, he/she would receive 100k automatically at the end of the race. If the racer no-shows, then they will not be given any racer's cut profits they otherwise would have earned. Now, there is a reason for the tiers. The tiers are set so as to provide a uniform manner in distributing winnings if multiple bettors have placed bets on the winning racer. If you wish to bet, you may choose any tier you'd like - the "racer's cut" remains the same. Regardless of whether you do a Tier One (the minimum bet, 50k bet + 10k racer's cut) or a Tier Ten (500mil bet + 10k racer's cut), the racer's cut will remain the same at 10k. As you go up in tiers, the amount per "share" that you purchase decreases. For example, a Tier One bet purchases you 1 share of the prize pool if you make a winning bet for 60k (60k credits per share), while a Tier Ten bet purchases you 10,000 shares of the prize pool if you make a winning bet for 500,010,000 credits (50,001 credits per share). Bettors and fans can place as many bets on as many racers as they would like. Racers are not allowed to place bets, even if it is on themselves. If you would like to join the race and/or see more info on this race and upcoming ones, I suggest you join this discord: https://discord.gg/4vxPCTnVuT I also uploaded a very amateur video explaining the race course to YouTube. Here it is if you'd care to watch: And if you have any questions, let me know!
  14. Since May 2021, I have been hosting in-game Pazaak tournaments. I came up with a variant of the game that is intended to be quicker so that guilds that wish to introduce Pazaak to their guilds can have a quick and abbreviated way to do so. I call it "Flash Pazaak" because it is quicker - I have completed 16-player tournaments with this method in less than an hour. For the way we play Pazaak in the tournament, visit this forum titled "Pazaak Basics": https://www.swtor.com/community/showthread.php?t=993430 The idea behind Flash Pazaak is to complete games much quicker and give players experience with the mechanics and strategies to play Pazaak. Below I will provide a game dialog across two rounds and then provide a synopsis of the differences between Flash Pazaak and the tournament style of Pazaak you would see if you join the big tournaments. SET-UP: Both players determine their side decks which consists of TWO cards. The FIRST CARD will be decided via the RANDOM GENERATION method, which requires two random rolls. The first roll is a "/roll 3" for the card type, with a result of 1 indicating it will be a positive (+) card, a result of 2 indicating that it will be a negative (-) card, and a result of 3 indicating that it will be a hybrid (±) card. The second roll is a "/roll 6" for the number on the card (i.e. a result of 5 will mean the number on the card is 5). The SECOND CARD will be decided using the LIMITED CHOICE method, which allows the player to choose their card from limited options. These limited options are strictly positive (+) and negative (-) cards, with no option to choose a hybrid (±) card. STARTING THE ROUNDS: To decide which player will go first, both players do a /roll 100, with the higher roll going first in the first round, and then whoever starts the round will alternate in the rounds thereafter if necessary (i.e. if Player 1 starts Round 1, then Player 2 will start Round 2, etc.). PLAYING ROUNDS: The process for playing the rounds is exactly the same as in the tournament style. Each player starts a round with a 'draw' using via a "/roll 10". After the draw, the player faces two choices: 1) to play or not play a card from their side deck, and 2) whether to "end turn" (keep receiving draws) or to "stand" (finalize their total). Players win rounds by getting a total that is closer to 20 than their opponent without going over. If a player ends a turn with a total of 21 or higher, then they "bust" and automatically lose that round (and thus the match). Tied rounds do not count as a win for either player - the players would simply play a new round. SAMPLE GAME DIALOG: PLAYER ONE PLAYER TWO Card One: /roll 3 = 2 (negative card), /roll 6 = 1, thus card is a -1 Card One: /roll 3 = 3 (hybrid card), /roll 6 = 5, thus card is a ±5 For Card Two, Player One chooses to have a +5 For Card Two, Player Two chooses to have a +1 Thus Player One's side deck consists of these two cards: -1, +5 and Player Two's side deck consists of these two cards: ±5, +1 Both players now do a /roll 100 for who will go first: PLAYER ONE: /roll 100 = 47 PLAYER TWO: /roll 100 = 21 Player One's roll was higher, and thus Player One will start the first round. ROUND ONE Player One: /roll 10 = 3 Player One: TOTAL: 3 - end turn Player Two: /roll 10 = 8 Player Two: TOTAL: 8 - end turn Player One: /roll 10 = 9 Player One: TOTAL: 12 - end turn Player Two: /roll 10 = 7 Player Two: TOTAL: 15 - play ±5 as +5 - NEW TOTAL: 20 - stand Player One: /roll 10 = 8 Player One: TOTAL: 20 - stand Round is tied, therefore the players begin a new round, with Player Two now starting. Player Two: /roll 10 = 3 Player Two: TOTAL: 3 - end turn Player One: /roll 10 = 1 Player One: TOTAL: 1 - end turn Player Two: /roll 10 = 7 Player Two: TOTAL: 10 - end turn Player One: /roll 10 = 4 Player One: TOTAL: 5 - end turn Player Two: /roll 10 = 8 Player Two: TOTAL: 18 - play +1 - NEW TOTAL: 19 - stand Player One: /roll 10 = 6 Player One: TOTAL: 11 - end turn Player One: /roll 10 = 7 Player One: TOTAL: 18 - end turn Player One: /roll 10 = 4 Player One: TOTAL: 22 - end turn Player One busts, and Player Two wins the round and thus the match. The rules are practically the same for Flash Pazaak as the tournament style, but as it is quicker, here are the main differences: 1) in the set-up for the game, the players will only be allowed 2 cards (as opposed to the 4 allowed in the tournaments). The first card will be decided via Random Generation and the second card will be chosen according to Limited Choice restrictions 2) instead of winning three rounds to win the match, a competitor must simply win one round to win the match.
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