The Glade 4.0

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PostPosted: Mon Dec 05, 2011 4:26 pm 
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I'm disregarding for now, and keeping it installed.

Because IIRC, I saw recently on the Dev Tracker that there would be more word coming soon on pre-launch installation practices, and I got the same form email about uninstalling after my weekend in October.

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PostPosted: Mon Dec 05, 2011 6:25 pm 
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Numbuk wrote:
Question: What is the point of item modification stations? I'm not sure I understand, as you can fully modify an item in the field by yourself.


Removing a mod is cheaper at a mod station than it is if you do it "in the field." Keep in mind there is no cost either way to replace a mod without taking it out, it just destroys the old mod.

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PostPosted: Mon Dec 05, 2011 6:32 pm 
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Can mods be re'd with the right craft skill?


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PostPosted: Mon Dec 05, 2011 6:36 pm 
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They sure can. As long as your crew skill can make that mod, you can RE it.

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PostPosted: Mon Dec 05, 2011 8:38 pm 
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Raltar wrote:
Numbuk wrote:
Question: What is the point of item modification stations? I'm not sure I understand, as you can fully modify an item in the field by yourself.


Removing a mod is cheaper at a mod station than it is if you do it "in the field." Keep in mind there is no cost either way to replace a mod without taking it out, it just destroys the old mod.


This was not my experience. Removing a mod cost the same in the field or out.

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PostPosted: Tue Dec 06, 2011 2:13 am 
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All of this sounds really neat. I doubt I'd be able to give it a go anytime soon though.

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PostPosted: Tue Dec 06, 2011 2:41 pm 
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Interesting post on crafting, modding and answers the mod station question.


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PostPosted: Tue Dec 06, 2011 4:26 pm 
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Thanks for that, Ranelagh. I liked what I read, there.

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PostPosted: Tue Dec 06, 2011 5:10 pm 
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Boom. And some fansite posted a video from the most recent patch that confirms the available types of augment.



So Mods (Cybertech based 1st hand Thanksgiving recipes) and Enhancements (Artifice, last I heard from Thanksgiving) are good for all mod-able item types.

And then Hilts, Armorings, and (I presume, still) Barrels (as appropriate to the item type) determine the item's Rating, from which damage and armor stats derive. Those are Artificing, Cybertech, and Armstech (1st hand, again) as before.

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PostPosted: Tue Dec 06, 2011 5:20 pm 
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I hope to god there are other color schemes for that UI ...

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PostPosted: Tue Dec 06, 2011 5:23 pm 
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Khross wrote:
I hope to god there are other color schemes for that UI ...


That's why they need to add UI mods!

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PostPosted: Tue Dec 06, 2011 8:32 pm 
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Khross wrote:
I hope to god there are other color schemes for that UI ...


Lol. Nope. That's exactly what you get.

And by exactly, I mean exactly. Every UI looks exactly like that. No moving, no scaling.

I hate it.

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PostPosted: Tue Dec 06, 2011 11:24 pm 
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Ugh. Designfail.


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PostPosted: Tue Dec 06, 2011 11:54 pm 
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Yeah, overlapping elements and all.

You *can* move the chat window, good because it defaults to the upper left... bad because it doesn't really fit anywhere else.

Now, imagine that UI spread across three 24" monitors on an eyefinity display. Now, try to heal.

Now, reroll DPS ;)

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PostPosted: Wed Dec 07, 2011 2:25 am 
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The only beef I have with that video, is that he's phonetically saying "SWTOR" and trying to be funny about it. Ok, my beef isn't that he's phonetically saying "swtor".... it's that he's completely botching the phonetics. He's pronouncing it as "stuh-war" or "STWOR." Wrong, wrong, wrong, wrong, wrong! Your joke falls flat if you can't execute it properly!

Just phonetically say TOR if you can't do it right. And then assume that most people won't think you're talking about The Onion Router (which is usually a good assumption) or the book publisher.

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PostPosted: Wed Dec 07, 2011 4:51 am 
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Swuh-tore. ;)

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PostPosted: Wed Dec 07, 2011 11:41 am 
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I like that they've implemented right-click to socket mods. During the last beta weekend I was in, I just got a "can't equip that item" message.

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PostPosted: Wed Dec 07, 2011 1:13 pm 
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Müs wrote:
Swuh-tore. ;)


It would be funnier if he had said it that way.

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PostPosted: Wed Dec 07, 2011 1:17 pm 
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I'm going to start pronouncing it "Sweater"...

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PostPosted: Wed Dec 07, 2011 11:34 pm 
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Mookhow wrote:
I'm going to start pronouncing it "Sweater"...
Glad I'm not the only one thinking it ...

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PostPosted: Thu Dec 08, 2011 2:20 am 
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I can't see it. The O throws it off for me.

It sounds like a He-Man villain. SweaTor. With his knitting abilities and affinity of sheep, he plans to kill He-Man by forcing him to wear heavy wool in the summertime.

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PostPosted: Thu Dec 08, 2011 2:43 am 
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BY THE POWER OF CASHMERE!!!

/holds giant knitting needle aloft

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PostPosted: Thu Dec 08, 2011 9:23 am 
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I HAVE THE POLYESTERRRRRR!

I say "swoh tor"

PS I am deliberately avoiding 99% of anything related to this game so I will be fresh for launch.

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PostPosted: Thu Dec 08, 2011 11:59 am 
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Dash wrote:
I HAVE THE POLYESTERRRRRR!

I say "swoh tor"

PS I am deliberately avoiding 99% of anything related to this game so I will be fresh for launch.


Not a bad idea. Part of the draw of the game is the class storylines. The more of a surprise those are for you, the more enjoyable they are.

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PostPosted: Thu Dec 08, 2011 10:31 pm 
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Oh, I was just reminded of the couple other things I thought was pretty silly/stupid. Minor, but still annoying.

If you wanted to go run and grab something from your ship, say, grab something from the cargo bay and then hop right back out, then you have to prep for launch, launch into orbit, and then land again. Your ship is apparently "always in space" when you are aboard it.

And I found it kinda silly that in order to land the ship, you have to act like you're going to walk out of the airlock.

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