Are the crystals you bought artifact level, or green or blue? If they're purple, I'm not sure what the incentive is to wait until 1.2 - you'll spend at least that much reverse-engineering the blue versions we'll undoubtedly get and farming mats for it.
Are the crystals you bought artifact level, or green or blue? If they're purple, I'm not sure what the incentive is to wait until 1.2 - you'll spend at least that much reverse-engineering the blue versions we'll undoubtedly get and farming mats for it.
The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
Yaaaaaaaay speeders everywhere
Actually, I like just about every single one of the general enhancements. This is gonna be great.
Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
A new "Customize" option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
Players can now customize their User Interface by moving and resizing UI elements!
On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
"Rest" abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
In-combat revival abilities (Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
Lots of class-specific changes, lots of places where all your skill points will be reset, so be sure to read up.
Companion gifts are now stackable.
The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.
C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.
When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.
Crafting materials obtained via endgame content now stack in the player's inventory. They no longer bind on pickup.
The chance of researching schematics via reverse engineering has been significantly increased.
Players may now reverse engineer many endgame items to research schematics for items and mods. Tier 2 (new) endgame items can be reverse engineered, and players have a chance to learn how to craft these items up on reverse engineering them. Set Armorings do not provide schematics for crafters.
Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.
Reverse engineering Tier 2 items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Tier 2 endgame items.
Random items, particularly armor, can now be reverse engineered by crafters based on the items' stats.
Crafted Vibroknives and Shotguns can now be researched via reverse engineering. Reverse engineering vibroknives and shotguns may now yield research variants for Armstechs.
Artificers can now reverse engineer relics, shields, generators, and foci.
Lots of changes to specific crafting types, so read those.
Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account. (No more Blizz getting ALL THE DROPS! Hopefully. Or no more Inquisitor gear when you're rolling four IAs.)
The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.
Tauntaun and orobird pets.
License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.
Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished. (I know Greg will be happy about this one.)
Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).
Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the "Edit Interface" mode.
Target of target can now be enabled for the player.
The Galactic Trade Network interface now supports text-based searches without category restrictions.
The Galactic Trade Network interface has been updated to support better filtering and faster paging.
The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
And those are just the most useful/awesome ones. This is a GIGANTIC patch. Frickin' awesome.
For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.
UI designer! Nice to be able to tweak some stuff I've found to be too far away. Can jump straight to ship from planet (but not straight to planet from ship, it seems) Speeder piloting 2 down from 210k to 150k, speeder piloting 3 down to 220k (L3 speeders around 220k as well) My operative's skill points got reset due to tree changes, but overall I like them (and it maintained their proper toolbar location when I bought them again). Coming soon page (stuff in 1.3) is looking pretty neat - better XP gains for ops/warzones/space missions, increased crit crafting likelihood, increased sprint speed, use level 25 speeders at level 10, field respecs, some other things
Only really one semi-dislike: Seems like most of this stuff is designed to be a credit sink. Of the stuff you can get today from the legacy addition, Valor and Social options are cheapest; 30k apiece for valor (or sufficient valor points), 50-150k for social stuff (or sufficient social points), and a couple convenience upgrades (faster cooldown for fleet and fast travel) can be gotten for around the 200k mark. After that, though, nothing is below half a million credits. Ship-based mailbox? 500k. Training dummies? 500k. Repair bot? A million. A GTN kiosk? A cool 5 mil. That's 7.5 million credits for your ship upgrades. It's another 4.5 mil for upgraded rocket boots, giving even us lowly non-Force-users an option like Force speed... for a price. Each species you haven't played to 50 can be bought for 1.5 mil (that's kind of nice, at least - don't need to play everything to 50).
If you want to total everything you could possibly buy today, you're looking at 12 million for species (assuming you have one 50), 7.5 mil for ship upgrades, 5.7 mil for convenience upgrades, and 420k for valor/social upgrades. Grand total: 25,620,000 credits.
#thatsalottamoolah
@fatcat has pointed out that I'm very likely playing the game wrong, or I'd have around a million, which I accept; I've not been doing my dailies with any regularity. Wondering how much cash others of you have in reserves, though.
Overall, very much like (plus incoming tauntaun pet!). I was just interested in the financial/math aspect here, so decided to poke at it. Personally, I feel that it should depend more on your legacy level than cash (most things require legacy level 10 or below, though GTN kiosk requires 25), but wondering how everybody else feels.
By the way, when you first log in, your UI will have been reset. If you were using text on your health/force/energy bars like I do, that option has moved to the UI designer, which took me a minute to deduce. Everything after that is drag-and-drop, and each element you click can allow you to scale it, change some options, etc. Fun to tinker with. Sorry for wall of text.
Comments
or you can wait until Patch 1.2, when Artifice will be able to make these colors
http://www.swtor.com/patchnotes
the vendor has the magenta schematics for artifice people
http://www.swtor.com/test-center/patchnotes
it's on the PTS now
Yaaaaaaaay speeders everywhere
Actually, I like just about every single one of the general enhancements. This is gonna be great.
Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
A new "Customize" option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
Players can now customize their User Interface by moving and resizing UI elements!
highlights I read in first two paragraphs
On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
"Rest" abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
In-combat revival abilities (Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
Lots of class-specific changes, lots of places where all your skill points will be reset, so be sure to read up.
Companion gifts are now stackable.
The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.
C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.
When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.
Crafting materials obtained via endgame content now stack in the player's inventory. They no longer bind on pickup.
The chance of researching schematics via reverse engineering has been significantly increased.
Players may now reverse engineer many endgame items to research schematics for items and mods. Tier 2 (new) endgame items can be reverse engineered, and players have a chance to learn how to craft these items up on reverse engineering them. Set Armorings do not provide schematics for crafters.
Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.
Reverse engineering Tier 2 items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Tier 2 endgame items.
Random items, particularly armor, can now be reverse engineered by crafters based on the items' stats.
Crafted Vibroknives and Shotguns can now be researched via reverse engineering. Reverse engineering vibroknives and shotguns may now yield research variants for Armstechs.
Artificers can now reverse engineer relics, shields, generators, and foci.
Lots of changes to specific crafting types, so read those.
Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account. (No more Blizz getting ALL THE DROPS! Hopefully. Or no more Inquisitor gear when you're rolling four IAs.)
The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.
Tauntaun and orobird pets.
License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.
Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished. (I know Greg will be happy about this one.)
Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).
Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the "Edit Interface" mode.
Target of target can now be enabled for the player.
The Galactic Trade Network interface now supports text-based searches without category restrictions.
The Galactic Trade Network interface has been updated to support better filtering and faster paging.
The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
And those are just the most useful/awesome ones. This is a GIGANTIC patch. Frickin' awesome.
For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.
lol
Got excited
Checked patch notes...
1.1.5c - further adjustments to prevent incorrect access for Weekend Pass players.
Way to protect that bottom line.
Likes:
UI designer! Nice to be able to tweak some stuff I've found to be too far away.
Can jump straight to ship from planet (but not straight to planet from ship, it seems)
Speeder piloting 2 down from 210k to 150k, speeder piloting 3 down to 220k (L3 speeders around 220k as well)
My operative's skill points got reset due to tree changes, but overall I like them (and it maintained their proper toolbar location when I bought them again).
Coming soon page (stuff in 1.3) is looking pretty neat - better XP gains for ops/warzones/space missions, increased crit crafting likelihood, increased sprint speed, use level 25 speeders at level 10, field respecs, some other things
Only really one semi-dislike:
Seems like most of this stuff is designed to be a credit sink. Of the stuff you can get today from the legacy addition, Valor and Social options are cheapest; 30k apiece for valor (or sufficient valor points), 50-150k for social stuff (or sufficient social points), and a couple convenience upgrades (faster cooldown for fleet and fast travel) can be gotten for around the 200k mark. After that, though, nothing is below half a million credits. Ship-based mailbox? 500k. Training dummies? 500k. Repair bot? A million. A GTN kiosk? A cool 5 mil. That's 7.5 million credits for your ship upgrades. It's another 4.5 mil for upgraded rocket boots, giving even us lowly non-Force-users an option like Force speed... for a price. Each species you haven't played to 50 can be bought for 1.5 mil (that's kind of nice, at least - don't need to play everything to 50).
If you want to total everything you could possibly buy today, you're looking at 12 million for species (assuming you have one 50), 7.5 mil for ship upgrades, 5.7 mil for convenience upgrades, and 420k for valor/social upgrades. Grand total: 25,620,000 credits.
#thatsalottamoolah
@fatcat has pointed out that I'm very likely playing the game wrong, or I'd have around a million, which I accept; I've not been doing my dailies with any regularity. Wondering how much cash others of you have in reserves, though.
Overall, very much like (plus incoming tauntaun pet!). I was just interested in the financial/math aspect here, so decided to poke at it. Personally, I feel that it should depend more on your legacy level than cash (most things require legacy level 10 or below, though GTN kiosk requires 25), but wondering how everybody else feels.
By the way, when you first log in, your UI will have been reset. If you were using text on your health/force/energy bars like I do, that option has moved to the UI designer, which took me a minute to deduce. Everything after that is drag-and-drop, and each element you click can allow you to scale it, change some options, etc. Fun to tinker with. Sorry for wall of text.
Guild Bank is purchased, thank you to those who donated.
I'm gonna be busy as hell the next 5 days, so I haven't even redone my talent tree, but look forward to seeing what 1.2 brings