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Messages - Mharz
Pages: 1 ... 33 34 [35] 36
511
« on: April 14, 2011, 01:10:00 am »
Okay without looking over Tbone's spreadsheet I took the test and here's my list in order..
1. Furious Angels 2. Eternal Vigilance 3. The Mantell Syndicate 4. Section Thirteen 5. House of Karrdes
Go figure..
512
« on: April 06, 2011, 06:33:31 pm »
Kindle FTW.
513
« on: April 03, 2011, 02:20:28 pm »
Hey follow that link in my post on page 1 for the free beta key give away. There were over 700 left a few days ago. Maybe you can snag one from there.
514
« on: April 03, 2011, 10:49:54 am »
I think you can form a clan in the Genide station and I'm not sure it costs cash at all. Gonna give it a try.
Apparently I can't because I'm "Missing Rights." Whatevah that means.
515
« on: April 02, 2011, 07:39:28 pm »
Okay so I'm slugging through the story missions. Generally a good time. The interface is a little non-intuitive in places and the lag in zones where there are many players causes a huge amount of rubberbanding even with low lag and a decent gaming rig.
Some observations:
Dock and upgrade a lot. Ship (cockpit) first, weapons, then pick a few other areas. Personally I went engines - speed kills.
Take station missions and knock those out for easy rewards in low lag zones. Assassination and zone clears are sooo easy.
Loot everything always. Sorta obvious but I got a few nice drops from crap level 1 kills.
Turn off the dialog sound when you get sick of hearing "FRAK!" and all the other crying from the enemy pilots after you dust them.
Someone form a FA clan over there and invite us so we can go group PvP and do group missions!
517
« on: March 31, 2011, 11:14:36 pm »
Screw loot. Craft me something reasonable and I'll be more than happy to work harder to kill more sith with lesser gear. Why? The Force is my ally.. and a powerful ally it is.
518
« on: March 31, 2011, 07:28:57 pm »
So the prologue is like the training missions and such?
Are the PvP missions tight level group? I could imagine the missions against other players + computer foes being pretty intense and fun unless you're getting smoked by people a few levels higher than you are.
I'll roll Genide and let you know when I'm finished up with the prologue.
519
« on: March 31, 2011, 06:29:51 pm »
Downloading the client now. Looks pretty cool. Looks like the beta is open.
520
« on: March 31, 2011, 05:12:39 pm »
Reap the whirlwind SOE. WTB MxO code. $20.
521
« on: March 30, 2011, 08:48:28 pm »
I'm on it as well.
522
« on: March 30, 2011, 05:13:44 pm »
Ah Shadowmourn... I love that axe. It was a chore to make but my favorite WoW acheezement. Ah well.. to the future!
What I hope we see in SWTOR is that crafting is THE way to make top end gear. So why raid? To get mats and patterns to make that top end gear.
Consider this as my ideal system:
Rare patterns have a super low drop rate in the "world" at large, a little higher drop rate in Flash Points, and a higher still drop rate in raids. Materials follow a similar scheme. What this effectively promotes is a gearing process that has a ramp up. People who push end game raid content get geared faster because they get access to more critical drops more often giving them a temporial lead. The casual players who make the choice not to raid aren't denied items but are instead required to grind a little longer.
This has always seemed really obvious to me as a very fair way to "gear up" in an MMO.
Anyway, back on topic. I think someone mentioned we should determine what we want a loot system to accomplish for us. Once we know that then the obvious choice will present itself.
~M
523
« on: March 30, 2011, 01:40:28 pm »
Thank you for my place in Emeritus. It will be an honor and a pleasure I'm sure.
525
« on: March 30, 2011, 12:54:51 am »
Hey all. I figured this would be a place I could provide some useful input from past experience.
All the raiding I've ever done used a loot council distribution system. While I'll give the nod in agreement to an earlier post about pros and cons about loot council what I think makes this system shine is that the loot council (normally officers) make decisions on where powerful items are best put to use.
Loot council decisions can be based on:
1. Attendance. Show up, work hard get rewarded. 2. Performance. Pull off a battlefield heroic feat, save the day and get rewarded. 3. Guild citizenship. Helping the people around you and guildies to prep for raids deserves consideration as well. 4. Size of the upgrade. Who needs the item more? Who will make the biggest impact to the group's performance with an upgrade? 5. Leading people to a role. Need an off tank? A backup healer? Point the gear in the right direction to make that happen faster.
Just some ideas from my experience. What this does require however is that we all keep the right attitude. There is no "I" in team and a stronger team is better for everyone. And of course faith in leadership to make good choices.
Pages: 1 ... 33 34 [35] 36
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