Force Sensitive Archive

Thread: STARSIDER- Sith Base Locations

Dea_
Sun Oct 24, 2004 11:58 am
#14

chi = -3961 -2606



Dea
Enyw - Tiny Rodyan Droids Inc, -220 2465 Dantoine, 400m from the MO
Lyo Giafo - Smuggler to be

Starsider
mdntslayer
Sat Jan 15, 2005 11:31 am
#15

bump come on guys lets not be the only server without base locations



-----------------------------------------------------------------------------

Stridder O'Shea NoS Dark jedi
When the Dark seeks to equal the light, there is certain to be conflict, if the Dark element seeks to achieve a position to which it isn't entitled it draws near upon itself the fury of the Darkside.

Rest In Piece SWG may 5th 2005 We will miss you always and forever.

--------------------------------------------------------------------------------
vnicula wrote:
Simple solution to fix jedi profession:

1) Take novice Defender box skills and put then in the Padawan box.
2) Take first Defender line (X---) and put it in the LS ---X where it belongs.
3) Take second line from Defender (-X--) and put it in the Wielder X--- line where it belongs
4) Take third line from Defender (--X-) and put it in Healer ---X where it belongs.
5) Take improved /forceAura and put it in Master Healer box.
6) Take fourth line from Defender (---X) and put it in Enhancer --X- where it belongs.
7) Take improved /forceValor and put it in the Master Enhancer box.
8) Take Master Defender box and put it in the Knight box.
9) DELETE Defender profession from jedi tree.
10) do one last respec
There you have it, a perfectly balanced jedi professions tree.

--------------------------------------------------------------------------------
WizKid72
Sat Jan 15, 2005 6:13 pm
#16

just from running into one base, iit seems to me that the bases are in the same location, but the names of bases are swapped around.. where Xi was last time, its Zed now




________________[STARSIDER]________________
· Riyadh al'Khayr · Entertainer · Havoc Squadron Ace ·
· Akilah al'Fahkri · Bounty Hunter · Smuggler Alliance Ace ·
· Az'har Efini · Dark Jedi · Imperial Inquisition Ace ·

VoweDarkwave
Sat Jan 15, 2005 7:54 pm
#17


theta: 4072 -1402 (about 3000m from Aurilia)

zed: 5950 -2000 (about 2400m from Aurilia)

nu: 3500 -1200 (about 2240m from Aurilia)


More as they become available.


Edit: added nu waypoint

Message Edited by VoweDarkwave on 01-15-2005 10:39 PM



Warryyr - Starsider - Elder Musician Jedi
Warryyr - Gorath - Master Entertainer
Vowe Darkwave - Starsider - Elder Jedi

VoweDarkwave
Sun Jan 16, 2005 12:03 am
#18

Just completed this quest tonight, and boy have things changed.


We had a really rough go of it, to the point where I think the Sith Shadow Thug spawns are broken.


We had our group together (a sizable amount of folks) and our guy with the remote brought down the shield. Instantly, 5 Thugs spawned. Not a huge deal, our shield dropper took off and the group went at the Thugs. Then, 5 more thugs spawned, and things got ugly. THEN, 5 MORE Thugs spawned, and things went from bad to worse. Many folks died. We tried the method of just having the 2 quest takers in one group, and the rest of the support in another group (in the idea that by limiting the group to 2 people we'd prevent a MOB of Thugs), but theThug spawn rate was STUPID regardless of what you did. I easily counted 15 Thugs at one time attacking those near the base. Sometimes 20. I kid you not, even MORE than 20. These chumps have MASSIVE resists to everything but lightsaber and around 40k to 50k HAM. Totally unacceptable and nearly impossible for *any* group to do at once with 15 of these SHMOS attacking all of you at once. We were overcome very easily.


The guy who dropped the shield eventually lured one Thug at a time away, and he systematically killed each one. He got away from our "support" group and didn't die. The Thug that got killed by my partner in the quest counted against the 5 needed to spawn the Commander. The Thugs killed by our friendly "support" group did NOT count toward the commander spawning, in the end it came down to the shield dropping partner to kill the necessary Thugs. This was rough and very time consuming. Having just the Quest-takers or the whole group in one group didn't matter on Thug spawning - you ALWAYS got 15 to 25 Thugs on you.


Once the Commander spawned, I made my way to the village, and with help from the "support" group I made it back safely to Aurilia. I had aggro from various things, peaced when others pulled the enemy away, and all the while kept the commander targeted and hit ~2 to select "Follow Me" from the Commander's radial menu periodically, so he didn't have any second thoughts about getting away from me.


Our first go-around found our shield dropper killed, sith despawned, and he cloned BEFORE I got to the commander and selected "Capture!" from his radial menu. This resulted in the message "You must be grouped with the person who dropped the shield, or the person who dropped the shield must capture the commander and return him safely to the village."


This is total BS because the whole point of a group mission is so that BOTH get credit. If the shield dropper dies, why the HELL can't I get the commander and start heading to Aurilia? If the shield dropper must capture the commander, my place in the quest is POINTLESS and I won't get credit.


Things are VERY screwed up with this mission, I suspect. It was easily - EASILY the hardest thing I've ever done in this game, and my fellow base raider Gawau (who dropped the shields and killed 5 Thugs) said so before I did. He's been playing since Launch pretty much.


I think the Thug spawn rate is ridiculously broken, there's no way any group - ANY group can get 15 of these things down in any reasonable amount of time. My group of friends died horribly, pretty much. In the end, we lucked out because Gawau managed to kill 5 Thugs, and I got the HELL outta that base. Expect waves of 5 or more Thugs every 2 minutes or so. Seriously. GOOD LUCK.


Also, the requirement of the shield dropper coming back to capture the commander defeats my purpose in the mission as the "capturer." That's completely stupid.


This was probably the worst gaming experience I had in this game, it took us over 5 hours to finally get it done (for only 2 people) and I can honestly say I don't know how the heck we managed to complete it.


Someone needs to get this straightened up. I imagine SOE goofed something up, because the Thug spawn rate is beyond ludricrous. Two thumbs down to Devs. Pure chance dictated us completing this mission for 2 people, and to hell with taking up 5 hours of friends' time to get this stupid mission done. Considering all the people needed to get just 2 folks done with the mission, it's the lamest aspect of the Force Sensitive Trials yet. What Force Sensitive person in the game's "day and age" would ask 20 people to help get killed while he became a Jedi? It's nonsensical.


Worst Quest Ever.


/bug sent in-game.


Very disappointed. I hope the Devs look into this, and if not, then a big "unknown salute" to them.



Warryyr - Starsider - Elder Musician Jedi
Warryyr - Gorath - Master Entertainer
Vowe Darkwave - Starsider - Elder Jedi

stoneysysops
Sun Jan 16, 2005 4:28 am
#19



jason316 wrote:
anything at chi?





Anyone have the current "Chi" location/waypoint?



______________________________________________
Tovina: Retired Imperial Princess of Mayhem

Ryan: Next to God, I fear your verbal wrath more than anything, heh.
Darragh: Yeah, you scare me too.
WizKid72
Sun Jan 16, 2005 7:34 am
#20






VoweDarkwave wrote:

Just completed this quest tonight, and boy have things changed.


We had a really rough go of it, to the point where I think the Sith Shadow Thug spawns are broken.


We had our group together (a sizable amount of folks) and our guy with the remote brought down the shield. Instantly, 5 Thugs spawned. Not a huge deal, our shield dropper took off and the group went at the Thugs. Then, 5 more thugs spawned, and things got ugly. THEN, 5 MORE Thugs spawned, and things went from bad to worse. Many folks died. We tried the method of just having the 2 quest takers in one group, and the rest of the support in another group (in the idea that by limiting the group to 2 people we'd prevent a MOB of Thugs), but theThug spawn rate was STUPID regardless of what you did. I easily counted 15 Thugs at one time attacking those near the base. Sometimes 20. I kid you not, even MORE than 20. These chumps have MASSIVE resists to everything but lightsaber and around 40k to 50k HAM. Totally unacceptable and nearly impossible for *any* group to do at once with 15 of these SHMOS attacking all of you at once. We were overcome very easily.


The guy who dropped the shield eventually lured one Thug at a time away, and he systematically killed each one. He got away from our "support" group and didn't die. The Thug that got killed by my partner in the quest counted against the 5 needed to spawn the Commander. The Thugs killed by our friendly "support" group did NOT count toward the commander spawning, in the end it came down to the shield dropping partner to kill the necessary Thugs. This was rough and very time consuming. Having just the Quest-takers or the whole group in one group didn't matter on Thug spawning - you ALWAYS got 15 to 25 Thugs on you.


Once the Commander spawned, I made my way to the village, and with help from the "support" group I made it back safely to Aurilia. I had aggro from various things, peaced when others pulled the enemy away, and all the while kept the commander targeted and hit ~2 to select "Follow Me" from the Commander's radial menu periodically, so he didn't have any second thoughts about getting away from me.


Our first go-around found our shield dropper killed, sith despawned, and he cloned BEFORE I got to the commander and selected "Capture!" from his radial menu. This resulted in the message "You must be grouped with the person who dropped the shield, or the person who dropped the shield must capture the commander and return him safely to the village."


This is total BS because the whole point of a group mission is so that BOTH get credit. If the shield dropper dies, why the HELL can't I get the commander and start heading to Aurilia? If the shield dropper must capture the commander, my place in the quest is POINTLESS and I won't get credit.


Things are VERY screwed up with this mission, I suspect. It was easily - EASILY the hardest thing I've ever done in this game, and my fellow base raider Gawau (who dropped the shields and killed 5 Thugs) said so before I did. He's been playing since Launch pretty much.


I think the Thug spawn rate is ridiculously broken, there's no way any group - ANY group can get 15 of these things down in any reasonable amount of time. My group of friends died horribly, pretty much. In the end, we lucked out because Gawau managed to kill 5 Thugs, and I got the HELL outta that base. Expect waves of 5 or more Thugs every 2 minutes or so. Seriously. GOOD LUCK.


Also, the requirement of the shield dropper coming back to capture the commander defeats my purpose in the mission as the "capturer." That's completely stupid.


This was probably the worst gaming experience I had in this game, it took us over 5 hours to finally get it done (for only 2 people) and I can honestly say I don't know how the heck we managed to complete it.


Someone needs to get this straightened up. I imagine SOE goofed something up, because the Thug spawn rate is beyond ludricrous. Two thumbs down to Devs. Pure chance dictated us completing this mission for 2 people, and to hell with taking up 5 hours of friends' time to get this stupid mission done. Considering all the people needed to get just 2 folks done with the mission, it's the lamest aspect of the Force Sensitive Trials yet. What Force Sensitive person in the game's "day and age" would ask 20 people to help get killed while he became a Jedi? It's nonsensical.


Worst Quest Ever.


/bug sent in-game.


Very disappointed. I hope the Devs look into this, and if not, then a big "unknown salute" to them.






the spawn was not broken.. Thug spawns relative to group size.. the more people you bring, the more they will spawn.. thats why it's recommended you only bring one other person..


person 1: take down shield

person 1 and 2: kill 5 thugs

person 1: distract remaining thugs

person 2: capture commander and get him to the village




________________[STARSIDER]________________
· Riyadh al'Khayr · Entertainer · Havoc Squadron Ace ·
· Akilah al'Fahkri · Bounty Hunter · Smuggler Alliance Ace ·
· Az'har Efini · Dark Jedi · Imperial Inquisition Ace ·

VoweDarkwave
Sun Jan 16, 2005 9:39 am
#21






WizKid72 wrote:





VoweDarkwave wrote:

Just completed this quest tonight, and boy have things changed.


We had a really rough go of it, to the point where I think the Sith Shadow Thug spawns are broken.


We had our group together (a sizable amount of folks) and our guy with the remote brought down the shield. Instantly, 5 Thugs spawned. Not a huge deal, our shield dropper took off and the group went at the Thugs. Then, 5 more thugs spawned, and things got ugly. THEN, 5 MORE Thugs spawned, and things went from bad to worse. Many folks died. We tried the method of just having the 2 quest takers in one group, and the rest of the support in another group (in the idea that by limiting the group to 2 people we'd prevent a MOB of Thugs), but theThug spawn rate was STUPID regardless of what you did. I easily counted 15 Thugs at one time attacking those near the base. Sometimes 20. I kid you not, even MORE than 20. These chumps have MASSIVE resists to everything but lightsaber and around 40k to 50k HAM. Totally unacceptable and nearly impossible for *any* group to do at once with 15 of these SHMOS attacking all of you at once. We were overcome very easily.


The guy who dropped the shield eventually lured one Thug at a time away, and he systematically killed each one. He got away from our "support" group and didn't die. The Thug that got killed by my partner in the quest counted against the 5 needed to spawn the Commander. The Thugs killed by our friendly "support" group did NOT count toward the commander spawning, in the end it came down to the shield dropping partner to kill the necessary Thugs. This was rough and very time consuming. Having just the Quest-takers or the whole group in one group didn't matter on Thug spawning - you ALWAYS got 15 to 25 Thugs on you.


Once the Commander spawned, I made my way to the village, and with help from the "support" group I made it back safely to Aurilia. I had aggro from various things, peaced when others pulled the enemy away, and all the while kept the commander targeted and hit ~2 to select "Follow Me" from the Commander's radial menu periodically, so he didn't have any second thoughts about getting away from me.


Our first go-around found our shield dropper killed, sith despawned, and he cloned BEFORE I got to the commander and selected "Capture!" from his radial menu. This resulted in the message "You must be grouped with the person who dropped the shield, or the person who dropped the shield must capture the commander and return him safely to the village."


This is total BS because the whole point of a group mission is so that BOTH get credit. If the shield dropper dies, why the HELL can't I get the commander and start heading to Aurilia? If the shield dropper must capture the commander, my place in the quest is POINTLESS and I won't get credit.


Things are VERY screwed up with this mission, I suspect. It was easily - EASILY the hardest thing I've ever done in this game, and my fellow base raider Gawau (who dropped the shields and killed 5 Thugs) said so before I did. He's been playing since Launch pretty much.


I think the Thug spawn rate is ridiculously broken, there's no way any group - ANY group can get 15 of these things down in any reasonable amount of time. My group of friends died horribly, pretty much. In the end, we lucked out because Gawau managed to kill 5 Thugs, and I got the HELL outta that base. Expect waves of 5 or more Thugs every 2 minutes or so. Seriously. GOOD LUCK.


Also, the requirement of the shield dropper coming back to capture the commander defeats my purpose in the mission as the "capturer." That's completely stupid.


This was probably the worst gaming experience I had in this game, it took us over 5 hours to finally get it done (for only 2 people) and I can honestly say I don't know how the heck we managed to complete it.


Someone needs to get this straightened up. I imagine SOE goofed something up, because the Thug spawn rate is beyond ludricrous. Two thumbs down to Devs. Pure chance dictated us completing this mission for 2 people, and to hell with taking up 5 hours of friends' time to get this stupid mission done. Considering all the people needed to get just 2 folks done with the mission, it's the lamest aspect of the Force Sensitive Trials yet. What Force Sensitive person in the game's "day and age" would ask 20 people to help get killed while he became a Jedi? It's nonsensical.


Worst Quest Ever.


/bug sent in-game.


Very disappointed. I hope the Devs look into this, and if not, then a big "unknown salute" to them.






the spawn was not broken.. Thug spawns relative to group size.. the more people you bring, the more they will spawn.. thats why it's recommended you only bring one other person..


person 1: take down shield

person 1 and 2: kill 5 thugs

person 1: distract remaining thugs

person 2: capture commander and get him to the village





See above.


If that isn't clear enough for you, allow me to elaborate:


We took down the shield on the "nu" base, and at that point had everyone, including the 2 quest takers, in one group. Groups of 5 Thugs spawned at least every minute, if not more frequent. Before even 1 Thug could be taken down, 10 more were on the group. Everyone died (including the shield take-down person). There's no way a group can take out 20 or 30 of those guys at one time. It was a slaughter.


SO - we then proceeded to the "zed" base, and the shield was taken down. THIS TIME, we had only ME and the person who took down the shield in a group. The other folks around us were in a group (our "support"). A seperate group. 2 people ina group that were taking the quest, everyone else in another group. You follow? OK - guess what. 5 Thugs spawned. Our "support" group moved in. Not 1 Thug was killed or close to dying before 5 more Thugs spawned. Then 5 more. There were no few than 23 Thugs spawned outside the base, until finally our "support" group mostly died and a couple made it out alive. The shield take-down person (the only other person in group with me) ran away. He dragged 5 Thugs away and gradually killed them, as only the Thug kills by HIM and no one in another group counted. Once the 5 Thugs died, most despawned and the commander popped up. There were still about 7 Thugs in front of the base. I ran out, got aggro'd by a Thug, a surviving member of the other group got him off of me, and the other survivors cleared a path for me aswe then walked about 2200m to the Village and beat the quest.


The Thug spawns are broken, and I can most assuredly tell you that grouping with just 2 people, or 15 people, makes no difference as to how many Thug spawn. We counted a spawn of 5 Thugs every minute or so at least. It got so ridiculous that I couldn't see one arrow of group members on the overhead map, through all the yellow arrows surrounding them. It literally looked like a Sith Shadow Thug Small House on the overhead map, almost 30 Thugs. This, again, was when only me and the shield take-down person were in the group.


So, I'll just go on record as saying that your little "plan" is longer valid this time with the Phase. It is from my experience, at least. And, those who did the mission last night with me (both the first failed mission and the second completed one) saw the exact same thing. 20 to 30 Thugs swarming our group.


This quest is total BS now. The thug spawn rate is beyond ludricrous. Group size didn't help. No one, save *maybe* some Jedis, could tear through 15 or 20 of those things in any timely manner. And they'd get massive visibility from all those Thugs, and the group members.

Message Edited by VoweDarkwave on 01-16-2005 08:44 AM



Warryyr - Starsider - Elder Musician Jedi
Warryyr - Gorath - Master Entertainer
Vowe Darkwave - Starsider - Elder Jedi

VoweDarkwave
Sun Jan 16, 2005 9:45 am
#22

Tiggs, this really needs to get looked at. We had anywhere from 20 to 30 Thugs beating our group to a pulp. There just wasn't enough time to kill them before MORE showed up.



Warryyr - Starsider - Elder Musician Jedi
Warryyr - Gorath - Master Entertainer
Vowe Darkwave - Starsider - Elder Jedi

wildcard1973
Sun Jan 16, 2005 1:20 pm
#23

I was there with my buddy Vowe. This was a very enjoyable quest the first time phase 3 rolled around, difficult but very manageable....this time, I really think they need to look at the Thug spawn rates...I remember having a group of 6 and killing off about 4 thugs before the next wave spawned...this time around new waves were appearing every 15 seconds....at one point there must have been about 30 Thugs running around...way too much for our group of 10.



Wildcard
Retired Tactical Commander - Ghosts of the Republic


I strike from the shadows, I do not exist.


OkawieThorn
Mon Jan 17, 2005 2:54 pm
#24

any one have a waypoint for sigma curret please send tell or mail to ly'neia on starsider





Okawie Thorn 12 pt. Master Weaponsmith ORC Weapons
Master Tailor ORC Clothiers
Master Artisan
Force Sensitive Crafting
ORC Mall 820 -4716 Coronet, Corellia

da13ear
Mon Jan 17, 2005 5:55 pm
#25

/bump

Al-Chai
Wed Jan 19, 2005 4:47 pm
#26

Anyone have WP for ETA base?




Starsider .-=*=-. Al-Chai Sonn .-=*=-. Master Doctor - Master Swordsman
Starsider .-=*=-. Nightsister Slayer .-=*=-. Ranger - Master SL
Proud member of the elite Sonn family, Brother to Kobushi, Bah-Hei, and Worrius


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