Jump to content

Spider

Members
  • Posts

    2169
  • Joined

  • Last visited

Everything posted by Spider

  1. Yeah, I forgot that and added it in an edit. Another thing I forgot, if you want to go the crafting route, but don't have slicers, have a look at augmentation kits. They will always be needed and they sell for about 80-100k a piece, and cost roughly 30-50k a piece to make iirc. Less if you can get scavenging mats yourself (much less). They're a pain to make though. (craft and reverse engineer 10 crap items to craft one).
  2. Nothing's really changed. There are more dailies around now and they're somewhat faster to complete, but dailies are still the prime way to generate new credits into the game. (I suppose there's the seeker droids now as well) Of course most of the rich players never got their main income from running dailies. For me it's always been crafting. I craft and sell top tier augments and that nets me about 3-5 million per week or so. This is of course dependant on having tons of slicers so I can get all the needed mats myself. Others use cartel coins to buy packs and sell the valuable stuff to other players. Edit: and those with infinite patience watch the GTN for stuff that is listed cheap, buy them and resell. Back before the expansion when I was actively trying to make credits, I did a splurge into high end mods crafting. Since you could craft BiS gear and those pieces sold for over a million a piece. Of course, that's what the materials cost in the first place, so instead the profit was made through crits (which would net you an extra item). That's also when the free crafting trend started, burning someone elses mats hoping for a crit turned out to be much more profitable than putting down the investment yourself. This still kinda works, but you can't to the BiS gear anymore. When the next round of NiM content comes around and you can craft 78 gear, I expect enhancements to be fairly profitable (since the ones you can get for coms all suck).
  3. Be aware though that buying HK is expensive. 1 million per character you want to unlock it on.
  4. Yeah, isotope-5 have to be climbing fast. Class balancing is scheduled for the next big patch, so about 8 weeks maybe. The new area, Oricon, is kinda nice. I like the visuals a lot and the daily quests are fairly fast. And the H2 might not be easily soloable for once without resorting to gimmicks. The new ops seem great. Varied and interesting mechanics, sweet visuals and not too much trash between the bosses. Much better than S&V was for sure. Too bad the last boss is bugged...
  5. Because Sweden is awesome (really I have no idea)
  6. I thought 12 Monkeys handled time travel exceptionally well.
  7. Probably, yeah. Didn't know it was tied to companion, explains why it always works in groups and on the ship though which is usually where I've gotten rid of mine.
  8. You shouldn't have to flag it on and off, being in a non-hostile area for five minutes should be enough. But yeah, you pretty much have to do nothing.
  9. According to amazon.co.uk the c version releases on the 13th, ie the same as the consoles.
  10. I don't think you can dig up that part, iirc it's only purchasable from that jawa. Also, the pvp flag will go away by itself if you spend five minutes in a safe zone, ie your ship.
  11. Mechanics wise it's fairly standard fare. You get a ton of abilities with cooldowns and various resource management to keep the more powerful ones in line. And there is a fair amount of filler quests (kill 20 enemeis type fare), though at least when levelling up there is story justifications for all of them. You can do the whole levelling experience 100% solo if you so desire. You'll run into other players of course, and might get frustrated when they steal objectives in front of you, but it's not too bad most of the time. As for the different story lines I'd rank them as following: 1: Imperial Agent. It's not necessarily all that Star Wars-y, it's more of a James Bond type story set in the SW universe. But it is well written with an interesting set of characters and some cool choices to make. Choices won't impact the storyline all that much, but will give you a more distinct feel of your character. This is the only story line that does this to any real degree, the rest are mostly all about light/dark. 2: Jedi Knight: Certianly the most epic story line. It's not the best written or anything, but you get to be awesome. While this is true for the other stories as well, the others don't take it to this level. 3: Smuggler / Bounty Hunter / Trooper: I found these to be about the same level. They're fun and a good fir for their respective classes, but nothing super special. I've heard that if you have real life experience with military life, the Trooper story line gets a bit worse, but for me it was fine. Just like the IA story, the trooper story line isn't very Star Wars-y, but rather a military story set in the SW universe. Not so strange really since neither of those two classes are really a huge part of Star Wars lore (instead only exist to serve as mirrors of the more iconic classes on the other faction). 6: Sith Warrior: The story was ok, but I am struggling a bit with the sith stories in general due to the comic-book-evil nature of most antagonists. But if you don't mind overly much, the warrior story is fairly well written and gives a good insight into sith politics and power plays. 7: Sith Inquisitor: The SI story starts out really well. The prelude captures the essence of being a sith recruit perfectly, and the first chapter is ok ending with a hilarious plot twist. Unfortunately it falls apart from there. The rest of it is a fairly directionless mess that focuses much more on force mysteries than anything else. I didn't find the antagonist fairly compelling (or well motivated) and the whole journey just gets dull. 8: Jedi Consular: This story is much like the Sith Inquisitor story in that it is a story centered on jedi mysteries, but without the redeeming first chapter. It's confusing and boring without any really compelling characters. It's a mess really. The order of which you play the stories may have some impact to your enjoyment of them, if nothing else because the shared content (which is a majority, ie the general planetary story lines) gets a bit old after a while. So for the sake of full disclosure, here is the order in which I played the story lines: Imperial Agent, Sith Inquisitor, Bounty Hunter, Sith Warrior, Smuggler (unsure about the order on SW and Smuggler though), Trooper, Jedi Knight, Jedi Consular. Another thing, if you're intending to play the expansion (which is all shared story content btw, no more individual class stories) and also intend to play the Jedi Knight story at some point, I'd recommend playing the Jedi Knight story before completing Makeb on any imperial character. Edit: Sorry for the long off topic post, I got confused and thought this was the SWTOR topic.
  12. Where I work, development teams have Swedish and Serbian members. From my experience there is no great difference in skill between the two countries, but the Serbs do get paid less. Only real difference is that the swedes tend to get higher responsibility positions (architects, tech lead), but that has nothing to do with skills just proximity to clients and project management who are both in Sweden. So distributed development is certainly a thing.
  13. In regards to the enhancements, I think it's mostly a database structure issue that they don't merge them. When they've done sweeping changes like that in the past, I've always gotten the impression it was fairly time consuming and complex. So leaving the duplicate enhancements is probably because it's not worth the developer time to fix it. I think it's worse with cybertech though. Like the Czerka droid armorings, for both the dps and the tanking version there's two of each piece (ie motor) and they're all identical. So they virtually have twice as many recipes as they'd need (and they're kinda crap since they're underbudgeted compared to reverse engineered parts or moddable gear).
  14. You have. Get them down to 10% health (5 for kingpins) then click the icon next to the quest, ie activate quest item.
  15. Oh, I know you could get them easy enough, just that with the five you bought you've done over 70 henchmen missions (well, two kingpins, but you said 45+). For reference, I have maybe done 20-30 henchmen missions total, which was enough for legend status and the achievement (together with a whole slew of kingpin missions of course). You do know the achievement is shared between characters? So kill or capture a henchman with one char and none of the others will need it? Just wondering since you said your main went for the achievement when it's a group effort I was just curious to the amount. If you find them rewarding to do, then that's awesome. And I suppose you're right in that they give good xp, all my chars are 55 so wouldn't know really (and credits stopped being a problem for me a long time ago).
  16. 45?? You really liked killing henchmen did you? I did just enough to get the achievements the first time around and a few extra this time so I could get legend status by yesterday, and I'm not close to killing as many as you have
  17. Pretty much yeah. Though in a pinch both wights and werewolves can score as well, and ghouls make pretty decent ball-hunters. That flexibility is one of the main strengths with the Necromantic teams.
  18. Necromantic teams are fairly weak until they get a few skill upgrades. The Golems, like I said, are roadblocks and nothing else. Just hard to deal with roadblocks. Werewolves are awesome, though since Claw was nerfed a little less so (used to be -2 to armor, not all armor counts as 7). But once the team starts getting block and tackle, they become very strong. They also aren't scorers, so they really don't need catch. You want to block with them whenever possible.
  19. Granted, mummies (iirc) have better skills, and so I have to concede the point. However, what I was referring to - albeit sloppily - was that the flesh golems sit in the mix better. Mummies have no fluidity around them, unlike the golems which have werewolves. Mummies have Mighty Blow to start with instead of Stand Firm. They also have strength 5 over strength 4, which makes a huge difference. Mummies are very strong in the Undead team, while Flesh Golems mostly are glorified Zombies. Basically Flesh Golems act as road blocks while Mummies are sledge hammers. The main problem with both, of course, is the lack of block to start with. Flesh Golems have a slight edge here since they can take general skills off the bat while mummies can only take strength without a double, though Mummies skill up faster due to Mighty Blow. Overall I think necromanticc is a stronger team, but that's because the werewolves are pure awesomeness.
  20. Mummies are way better in those regards though (and overall). But I really like the Necromantic team, the werwolves are great. Definitely not a very easy team to play.
  21. horrible. you wanna create a limitless supply AND have them dispose of such supply? your busted rationale is exactly what leads to people advocating piracy. They HAVE an unlimited supply. Anyone wants to buy the expansion, they can spawn a new copy immediately. The question really is just whether that resource will gain them more money by being given away or by trying to cram cash for as many copies as possible. Obviously Bioware thinks this is best for their business and they should have a better grasp of things then I do. They could be making a mistake sure, we'll see. Except that's specifically what I haven't been saying. I make specific references to people in my guild, because that's the gauge that matters to me. Not because it's people I know, but because they're a fairly wide selection of people with very differing opinions on things. It's a real world sample that is relevant to me, and has proven to be a fairly good one to measure these sort of things in the past. I know it's all anecdotal, but so are thread on forums and facebook. Speaking of which, whine threads on forums and facebook do precious little to convince me something is an issue, because a vast majority of people that post on forums are the ones who have things to complain about. People who are fine with something generally don't care enough. This doesn't mean those that complain don't have a point, it just means they're not automatically speaking for any sort of majority. If anything fleet chatter would have been a better indication, but I haven't even seen it mentioned there, so I just don't see the outrage.
  22. Talked a bit more to guildies and the only negative comment I've gotten is that they think the reward for people who bought it at launch should maybe be something more interesting than a crappy title, something more substantial (but no cartel coins, something more fun). Other than that value is a relative thing. The expansion was worth $10 to me at launch, so I bought it. For me it was even worth paying early to get in on early access so I preordered in january. If I had known the expansion would be free 4-5 months after launch, I would still have paid $10 for an extremely early access, because it held that value to me. Everyone who felt it was worth it then probably has bought it already, so naturally the value of the product diminishes. has it diminished as far as to having no value? probably not, but I'm not very educated in Bioware's business. If it makes sense to them to give it away for free, then that's their decision. Your widget analogy is missing a key component. The producer of said widget has a limitless supply and isn't selling anything of it anymore. So they have to make the choice of throwing away their entire supply, or use it as a marketing tool. Do I understand why some are upset? Yeah, people don't like getting the value of the stuff they bought to diminish. I just don't agree with them that it's a problem.
  23. If I start playing WoW today, I believe I get three full expansions included in the game, expansions that others had to pay for when they were released. Sure, the time frame is a bit short, but I have no problem with this and no one in my guild has expressed displeasure over it (that I've seen), and a vast majority of us have bought it.
  24. I'm certainly interested, just have the same caveat as Nepenthe. Also time differences could be an issue or maybe everyone is from Europe? Also, I can only join a rookie league, but it seems like what's being considered here anyway?
×
×
  • Create New...