Force Sensitive Archive
Thread: Force Sensitive Top Issues
that's becuase their tards and need to be kicked in the shins by a rabid bowl of jello
hawkbat37 wrote:
ravingbantha wrote:
Why is this thread getting bumped when it's stickied?
Easy. When I first found it, it was on the 2nd page. A little bit after I first posted it was on the 3rd page. I am so sick of people whining about things not getting fixed (and yes I have done it too) that when something like this comes along, people don't take advantage of it. Take a look at any board at anytime and you will see that people rarely look at the stickies cause they keep posting about stickied topics all the time. That a good enough answer for ya
ravingbantha wrote:
Why is this thread getting bumped when it's stickied?
Easy. When I first found it, it was on the 2nd page. A little bit after I first posted it was on the 3rd page. I am so sick of people whining about things not getting fixed (and yes I have done it too) that when something like this comes along, people don't take advantage of it. Take a look at any board at anytime and you will see that people rarely look at the stickies cause they keep posting about stickied topics all the time. That a good enough answer for ya![]()
In order to finish the 4 FS trees in Crafting Mastery, you need 4,950,000 FS crafting XP. At the 5:1 armor xp conversion that would be 24,750,000 regular armor crafting XP.
Now to accomplish this I would need to effectively master Armorsmith 34.5 TIMES!! And since a MAS caps at 120,000 crafting XP, if I didn't stay in the village to cap then convert I would need to go to the village round trip 1031 times!
Mabari chest plates give a high XP per item (about 400) for simple grind stuff but use synth cloth, hide, and armor segments that would have to be made first. So for simplicity, I think it would be easiest to craft AUK's. They take 20 units of any metal and 10 of any chemical.
So at 63 XP on practice mode that would be 392,857 AUK's to master. (not bothering to factor in failures for simplicity's sake)
Which would be 7,857,143 units of metal and 3,928,571 units of chemical.
Now obviously I would not need to make quite that many since I plan to make armor to sell along the way. If I make one full 9 piece suit of composite armor that gives me 4100 XP. So instead of AUK's I could make 6036 complete suits of composite...or just 38,077 chest plates.
hawkbat37 wrote:
XP Conversion - Profession max XP caps pass (re-evaluation)
The current maximum caps on experience types at Elite Master status need to be re-evaluated to more realistically reflect the Force Sensitive experience conversion ratios.
If anything, the Combat Conversion ratio should be dropped to bring it more in line with Crafters.
I have several friends who, when they Craft Grind, sit in the village with macros, cruising through xp. I also have a doc who is not going FS but I do understand the cost and time spenton craft grinding. However, time spent craft grinding, as compared to combat grinding,can besignifigantly less. At times it can take days for certain players to cap even one combat profession.
These conversion ratios and max caps should be balanced to be equal across all professions (as close as possible). A full list can be provided of the particular professions that are of a concern in this matter, if desired.
In regards to the other aspects listed in the above post, I agree with the rest.
not sure if I took this out of context or what, but med and crafters already have a HUGE advantage over the combat profession, as they can do their thing right inside the village, where the combats have to travel sometimes 3 planets (those without jtls) to convert xp.
there aresoo many more important issues to deal with, including those bugs that have been around since beta days. warping is an excellent example of this, but there are dozens more.. I still wonder why people cry cause someone has it better then another, when all they have to do is change professions to get the same. /tsk
angel.
Message Edited by Bea25 on 01-03-2005 04:28 AM
Okidievi wrote:
Here is an issue:
There are going to be fewer and fewer people doing phase 4 each time it comes around. It is eventually going to get to the point that there will not be 50, much less 100 people doing phase 4 to do the medic quest. Not too mention that it will be nearly impossible for the few who are doing the combat quests to accomplish their goals too due to the fact that they will be completely overwhelmed by the sith thugs.
Good Point. I remember the last few days or so of the first phase 4. It was me as my MHS/TKM, a BH, a Jedi (ya working with the BH, odd huh) and one for Doc. It was a slaughter. We didn't do bad but also didn't laster very long. Perhaps scaling the number of spawns per number of players within 3000m of the village when the attack begins.
hawkbat37 wrote:
As for converting space xp, as the Devs have said that Jedi have no advantage in space, I don't think it would be right to allow that xp to be traded in. Plus you can rack up space xp pretty quick so the trade in ratio would be (pardon the pun) astronomical. If they did it I could see it being 50:1 or even 100:1.
Only reason i mention it is the vehicular control which is an fs skill any type of exp can be traded in except for space...I don't see any reason why it shouldnt be able to be turned in.