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7/01/08 1:36:59 PM#121
Wow.....just wow. I feel many emotions - from wonderful warm and fuzzies over the fond memories to deep regret over what has been lost. If anyone doesn't understand how much the NGE gutted and dumbed down SWG, they just need to review these pages. Great Work Vortex & Thanks. |
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7/01/08 4:44:07 PM#122
Awesome stuff. I really miss the old game, seeing all these posts just made me remember why I loved this game so much. The interesting thing is you can see the gradual decline that happened in SWG, starting with the holocron grind. Which I never participated in, I absolutely refused to grind any profession I didn't want to. I still think the bests times of the game were the early days, before anyone had a clue as to how to become a Jedi. But I had some great times in this game from the day after launch (i had a hard time logging in that first day) and even through the CU I had a great time. I just couldn't hang with the NGE though. |
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Tzimiscechi
Novice Member
Joined: 8/04/07
Ah my favorite brain soup: cream of no where. What''s the matter kid, don''t you like clowns? |
7/01/08 5:04:23 PM#123
Man I miss the old game. Going through this though also reminds me of all the lies, mismanagement and arrogance of the SOE staff.....
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7/01/08 6:14:43 PM#124
I miss being a master droid engineer even though droids really had no purpose. They did make great pets and great house decorations. I always wanted to be a a Jawa and travel Tatooine selling droids on a sandcrawler. I am sorry to say that will never happen now....maybe I might make my own HL II mod just for that and call it "Jawa".
I have to add this on- someone should post this in the SWG boards as new game suggestions. |
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" remember n00bs: DON'T HIT THE LAIR IF CRITTERS ARE OUT
Well all Vets got to remember the 20 man groups hunting Squills outside bestine. "Squill group forming! Meet at the Bridge! Take missions to the west!". A random pickup group with 20 different levels of game experience and "levels",some with two masteries and some with just a couple of skill boxes.
While some of the group was already at the first mission lair, some was still in bestine and picking missions. lol... Someone had to go and guide the newcomers, to the game, to the mission lair. Every damn time. Then the total mayhem started. At first it usually worked pretty good with tapping the lair and spawn only a little of the squills at the time. Clean it up and repeat. But after a couple of lairs ...chaos. Suddenly that newcomer starts to spam specials on the lair and the Squills literary poured out of the lair. The once 20 man strong group split up into 4 small groups being chased by handfull of squills each. All running around at diffrent directions in panic, while screaming "Dont shoot the lair damn it!". Sometimes we died, and some times we lived.
The thing is... usually no one was mad at the beginner player. No "n00b!" or smack talk. The Scout / Ranger in the group set up a camp. We sat there and talked for 10-20 minutes, helping the lower lvls by training them in skill boxes and giving them some spare weapons we might have. Sometimes we almost forgot the hunt, talking and laughing and so on in the camp. Then we continued the hunts for hours.
When you look at the NGE now and people yelling at 1 minute "time sink" at the starports, well it all was diffrent back then. More relaxed, more social. No one was in a real hurry. The game had more soul and warmth, the few times I have played the game now it feels so cold,shallow and speeded up.
The sad part is that sometimes I really miss that relaxed SWG we used to play. And knowing it doesn't coming back feels really bad sometimes. And reading these documents aren't making it any better. He he he.
A game company that takes away the game from their loyal playerbase and replace it with shit, aint it weird? I mean I understand that they want to make as much money out of us gamers as possible. But shouldnt they instead of develop and replacing the game with shit, try to concentrate on the actual game and make it work, and in that way keep their current playerbase while attracting new players.
(here it comes :P ) Its like I come to the repair shop with my car and instead of fixing the problems with my car, they cut of the roof, they rip off the hood. They flatens the tires and takes a piss in the glove compartment. They fill up the backseat with shit and then when I come back for my car they say... "Well ...you got to learn to live with it". Then they try to sell the car to some kid out on the street, but the kid knows what shit are so he doesnt buy it.. Then they gets really sad and bow their head in shame. Hello!? Im your customer! Why do you treat me like this. No other company I know of would try to screw,upset their customers to make money. Aint a happy paying customer a better one, than a angry not paying customer? Isnt a happy paying customer what they try to achieve with their company? Are they actually trying to lose money and customers? Weird.
Sorry for the rant... ^^^ Bitterness ... I try to stay away from it, its no good for me. Ohwell... I quote Ren & Stimpy "happy, happy, joy, joy..."
Take care all and "DONT HIT THE LAIR!" The Second Day Vet |
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Wookiee Armor Concept ![]() This concept for Wookiee armor incorporates much of what is known about Wookiee culture. Although certainly capable of creating and repairing advanced technology, Wookiees often build weapons and armor using natural resources from the world around them. This concept combines an emphasis on organic components with sturdy functionality that allows the Wookiees to combat dangerous creatures on their homeworld of Kashyyyk. The above armor was added to Star Wars Galaxies on March 30th, 2004. We're already creating concepts for additional armor for Wookiees, to be added in the future. Here is the Kashyyykian Hunting Armor.
![]() On their homeworld of Kashyyyk, Wookiees spend a great deal of time hunting creatures for food and resources. In the lowest reaches of Kashyyyk's massive forests, hunting expeditions are likely to encounter extremely dangerous beasts. For protection against these animals and other dangers, the Wookiees have developed various forms of "hunting armor." The armor depicted here combines functional protective coverings with trophies from past hunts. |
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Image Designing
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Jedi Archives Volume 2 Ready, are you? What know you of ready? For eight hundred years have I trained Jedi. My own counsel will I keep on who is to be trained! A Jedi must have the deepest commitment, the most serious Mind...
Jedi Revamp Part 1: Secrets of the Force The scope of the new Jedi path includes several distinct phases of character growth. Starting as a "regular" character, players will advance through simple Force sensitivity by completing a series of quests and skill boxes and may decide either to remain as a main character with Force sensitivity enhancements like Leia or pre-Jedi Luke, or to continue on the path toward becoming a full Jedi. Once players complete the required Force sensitivity stage, they will advance down the path as a Padawan through the PvE portion up through the rank of Jedi. After becoming a Jedi, the path of the Jedi becomes much more difficult as players ascend to the rank of Jedi Knight. A Jedi Knight may choose to remain at this point along the path or choose to move on to an entirely new level of gameplay. Jedi Knights may go on to test themselves in the Jedi trials, thereby joining the PvP Force Ranking system. In this, both PvE and PvP play styles are available to players. Force Sensitivity
Padawan and Knight Trials Not all players will choose to complete their advancement through the Force Discipline skills; they can choose to retain some of their mundane skills in addition to some of their Force skills. If they do not complete their Jedi training, however, they will not be able to complete the Jedi Knight Trials and participate in the Jedi Ranking system. There will be more Force Discipline skills available than a player will have skill points to be able to train in. This will lead to a variety of Jedi characters as some may choose to be more offensive or defensive, or even choose to take more utilitarian abilities. We have allowed it so players may un-train these skills if they wish to choose others. The five Force Discipline professions will be as follows.
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Death Watch Bunker
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Swoop Racing in the Galactic Empire As old as the Old Republic, swoop racing has been around since the second swoop was built. Swoop racing is a very dangerous sport. So dangerous in fact, that swoop racing was only allowed on sanctioned racing tracks and illegal outside of all official tracks and arenas. This high speed sport was originally kept under tight controls because it was as dangerous to bystanders as it was to the racers themselves. At over 400 miles per hour, an unsuspecting street merchant or innocent bystander exiting their homes was at lethal risk simply by being in the right place at the wrong time.
After the rise of the Empire, the Emperor was more interested in imprisoning the fringe and criminal elements whose vehicle of choice were swoops and also making sure to take these powerful vehicles away from anyone who could oppose him. Swoop racing was made illegal and used as a tool to imprison all of the best swoop racers to jail racing criminals and insure there would be no one to teach the best techniques to a new generation of racers. "First things first, swoop racing is illegal. The Emperor doesn't allow for formal competitions. Get it out of your head right now that your holo-picture will be idolized by little beings across the galaxy. There ain't no official races. Now for a fee, I could be inclined to give you the waypoints of some old tracks that us swoopers used to run. Some former champ left a protocol droid behind at his favorite tracks, you know, just as an historic marker. If they ain't rusted out, I think they still record times. I've even heard of some small time chumps using those droids as official time keepers for their own racing events. Some don't even use swoops, they run it or ride animals around it. But I ain't part of that. No sir, the Empire treats me too well to want to break the law. " - Former Professional Swoop Racer
Swoop racing is a popular sport that takes place in huge domed arenas called swoop tracks. The arenas hold tens of thousands of spectators. The race is made up of circular flight paths and obstacle courses designed to challenge the agility and skill of each driver. Read the article.
The Return of Swoop Racing Lok Marathon "This is one of the longest and most arduous races in the galaxy. Don't bother with it unless you have the time and stamina. The Empire doesn't come here often, so it gets a lot of use from swoopers looking for an illegal race. The trouble is most of them do not complete the marathon. Beware of dangerous beasts, pirates, confusing mazes and a very large and active volcano."
Nashal River Race "Mostly this track has been used for recreation and youth races; very few professional events have been staged here. The course primarily sticks to major waterways around Nashal and therefore is impractical for mount or foot racing. On a hover vehicle, it is considered a delightful afternoon outing."
Narmle Memorial Rally "Legends say that this track retraces the route used by local smuggler, Trein Veltin as he tried to elude authorities intent on his arrest. Weaving through the streets desperately trying to lose his pursuers he made it out of the city. Unfortunately his escape was cut short due to a fatal collision with a flesh eating chuba. Since that time many have made the run in his memory. Eventually it became a semi-formal track for a thoroughly illegal street race."
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System: TatooTatooine Space StationType: Station Location: 2311, -5872, 1865 The space station at Tatooine isn't the friendliest one in the galaxy, but for the right price they can be persuaded to provide emergency repairs. The station is notorious for clearing anyone to land at any of Tatooine's starports without even the most basic security protocols in place. Iron Planet Type: POI Location: -4870, -3029, -4950 The material of this "Iron Planet" is starkly different than the neighboring asteroids in areas circumventing the Traders' Grotto. It is unknown whether or not it will help against squelching the high resource demands from planet Tatooine. Only time will tell. Rebel Ruins Type: POI Location: -1507, 1904, -3392 Lying in ruins, the once-prominent Rebel Space Station was the base of operations for most Alliance activity in the Tatooine System. It was only then, at the height of glory of the Alliance, did the Empire suffocate any hope of survival. Only a carcass of the Rebel Space Station remains and, floating around it, memories of war in the form of TIE and X-Wing debris. Miner's Yard Type: Hyperspace Location: -4933, 6439, 6890 Tatooine's resource numbers are plummeting daily. It is up to local miners to branch out and collect resources to replenish high demands. Their target: Asteroid Fields. Deep Sea Type: Hyperspace Location: 5475, 4455, 6433 Home to Hutt influence, the Deep Sea Quadrant proves dangerous to "unapproved" visitors. Unless one has business here, it's best to stay away. Desert Sands Type: Hyperspace Location: 6451, -1528, -3502 It is unknown if the Desert Sands Quadrant is home to friendly entities. The Imperial Navy has forwarded a word of warning to those looking to travel through the area. Outer Rim Type: Hyperspace Location: -6933, -3512, 970 Approved by the Imperial Navy, all travel to this Quadrant is RESTRICTED. Hostile enemies have been seen and it is IMPERATIVE that travel to this Quadrant be ceased! You have been warned. Trader's Grotto Type: POI Location: -500, 250, 2000 Numerous trading routes litter Traders' Grotto and provides easy, safe travel to and from the Tatooine Space Station. Ghost Tide Nebula Type: POI Location: -3000, 1800, 0 Thick cover from the Ghost Tide Nebula provides pirates superb concealment when trying to ambush unsuspecting freighters. Travelers are warned and directed away from the Ghost Tide. Many ignoring the warning are never heard from again. Hutt Claims Type: POI Location: -250, -3500, 1800 Met with fierce resistance, the Hutts have ceased their attacks on the areas surrounding the Tatooine Space Station. They had hoped to claim the station and collect the fees generated from it by making travelers pay tolls to be allowed access to Tatooine's space. They underestimated the Mos Eisley police and their allies. All that is left from this launch point are the remains of war. System: NabooNaboo Space StationType: Station Location: -2491, 905, -6460 Home of the Royal Security Forces, the space station can provide emergency repairs or clear travelers to land at any of Naboo's star ports. Rori Space Station Type: Station Location: 6226, -4450, 484 Serving Naboo's most popular moon, Rori, this space station can provide travelers with emergency repairs or permission to land at any of Rori's starports. Arrissa's Field Type: POI Location: 3890, 3399, 7513 Named after the pirate Arrissa n'Osnyi, the iron asteroid field holds testament to many pirate victories. Hiding within the field, and covered by the Obligon Nebula, pirates were successful in ambushing passing freighters. Needless to say, the old trade route through this area has been vacated for years. Now, it is frequented by Imperial influence in hopes of keeping pirates out of the area for good. Trade Federation Hulk Type: POI Location: 2501, -5926, -5497 This heap of debris stands as a reminder of Naboo's ancient battle against the forces of greed, and a monument to the Royal Security Forces prowess in starfighter combat. Even still, rare members of the Trade Federation still live at the site and are often left alone. Wishing Lake Zone Type: POI Location: -500, 250, 2000 The area known as 'Wishing Lake' was first named by deep space mercenaries hired by the Trade Federation for commercial security. Today, the area stands void of activity. It is said to be a bad omen, a rumor started by the Royal Security Forces and traders alike. Emperor's Way Type: POI Location: -3000, 1800, 0 The public portion of the 'Emperor's Way' is a weapons-hold zone policed by elite TIE squadrons. Empire's Station I Type: Station Location: 3511, 1774, 944 A common sight in Naboo's space, the Royal Security Forces hope to keep the peace by policing approved travel space and "removing" offenders. It would be wise not to travel here if you find yourself on the bad side of the Royal Security Forces. Rebellion Remnants Type: POI Location: -5581, 5831, 5663 Poetically named by Sonal Serore, an Imperial artisan, the Rebel Station was once a prominent home to the Rebel Alliance. Now, it only remains as a monument to the glory of the Empire and the undeniable strength and might they possess. Rumor has it that the Alliance has returned to its once-home. Could it be that they hope to prosper once again in Naboo's Empire-controlled space? Old Trade Federation Route Type: POI Location: -250, -3500, 1800 Rarely traveled, the Old Trade Federation Route lies within the Enmaekeda Nebula, a tumultuous ball of space matter home to Borvo's thugs. The Imperial Navy has claimed the route unsafe and has restricted travel to all parties. Royal Way Type: Hyperspace Location: -944, 3945, -4525 A common sight in Naboo's space, the Royal Security Forces hope to keep the peace by policing approved travel space and "removing" offenders. It would be wise not to travel here if you find yourself on the bad side of the Royal Security Forces. Penumbra Omen Type: Hyperspace Location: -2992, 3984, 3520 ** Important!! Quadrant II, Code Name Area D-512 has been changed to Code Name "The Penumba Omen Quadrant" effective immediately!! Sea of Veruna Type: Hyperspace Location: 5935, -982, 2946 The Sea of Veruna proves to be a vast quadrant of dead space. Potentially safe, the hyperspace location is used often by all travelers. Be warned, however, as the Empire hopes to secure it within the year's end. Kylantha's Whim Type: Hyperspace Location: -5952, -2758, -5005 Although mostly deserted, one can find a few Imperial patrols circling about Kylantha's Whim. It is rumored that a young and wealthy suitor, infatuated with the Queen Kylantha, claimed he purchased a quadrant for her in Naboo Space, hoping it would bring to light the love he had for her. The Queen kindly refused his offer of marriage, stating her desire to "marry" her people and serve them with all of her time. Crushed, the young man renamed the quadrant to Kylantha's Whim. The quadrant has kept its name ever since. System: CorelliaCorellia Space StationType: Station Location: 6519, -5373, -2600 Home of the Corellian Security Forces, this space station can provide emergency repairs for a service, as well as clear you for landing at any of Corellia's starports. Talus Space Station Type: Station Location: -6348, -5274, -3956 The Space Station at Talus can provide you with emergency repairs or clear you to land at any of Talus' starports. Pirate's Shadow Type: POI Location: 871, 3212, 4188.53 The Pirate's Shadow, an asteroid field named after the cover it brings to attacking hooligans, serves as a rallying point for smugglers, pirates and ne'er-do-wells dodging CorSec patrols. CorSec Wing Type: Hyperspace Location: -967, -1513, 0 Controlled fiercely by both the Rebellion and the CorSec, the CorSec Wing proves dangerous for members of the Empire. The Rebellion is found to be unsympathetic to Imperial starships flying in the CorSec Wing Quadrant and will shoot them down on sight. Beware. Trifecta Star Type: Hyperspace Location: -4962, 3704, 3442 Although deserted to some degree, the Trifecta Star is the nearby home to the Rebel Alliance, the Blacksun and the Binyare. Only under dire circumstances should one choose to travel to this quadrant. Beware. Binyare Razorcat Type: Hyperspace Location: 1840, 2656, 944 The Binayre Razorcat is often avoided due to the high density of the pirate factions, Binyare and the Hidden Daggers. Only brave travellers can be found circling the area, fighting off the pirates who dare close in on the defenseless pirates. Corellia's Own Type: Hyperspace Location: 6981, -3577, -5997 If a quadrant in Corellia could be called safe, Corellia's Own is the one. Only patrolled by CorSec, the trade routes from the Corellia Station to the Talus Station are patrolled mostly by trading freighters and civilian craft. Still, Imperial presence is frowned upon here and proves to be hostile to starships openly claiming to be of the Empire. System: LokCensorious TempestType: Nebula Location: 1, 1, 1 The Censorious Tempest Nebula lies in the outermost reaches of Lok's System. The constant presence of the nearby asteroid field causes frequent electrical outbursts for which the Censorious Tempest earns its name. Empire's Station I Type: Station Location: -1798, 2649, 401 The Imperial forces present in Lok Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Spine of Lok Type: POI Location: -1488, 456, 918 Made out of obsidian rock, the Spine of Lok stretches across the vast, dark haze of Lok's often-quiet space. Miners have yet to venture here to find what exactly the obsidian rock holds in regards to resources and lucrative sales. Alliance Station I Type: Station Location: 1799, -2458, -3680 The Rebel forces present in Lok Space have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire. Lok Space Station Type: Station Location: -6235, -5341, 113 The space station on Lok can provide emergency repairs or clear you to land at Nym's Stronghold on the planet. Nym's Hovel Type: Hyperspace Location: -505, 4421, 4459 Within the heart of the first quadrant, Nym and his thugs search for unsuspecting enemies. Nym's Hovel has proven to be an ill place for those finding themselves on the wrong side of the notorious pirate. Rebellion Blaze Type: Hyperspace Location: 1499, -5451, -5962 The Rebellion Blaze Quadrant is home to loyal members of the Rebel Alliance. Named after the infamous Rebel Gunboat, the Rebellion Blaze, the Alliance has chosen the Lok system as one of its points of operative origin. Members of the Empire are not welcome here and will be hunted down immediately if seen. Lurid Dawn Type: Hyperspace Location: -6926, -497, 955 Lok's very own dead space. The Rebel Alliance hopes to secure this quadrant for operative expansion within the year's end. Voria's Ember Type: Hyperspace Location: 6492, 1478, -524 Voria Sergar was found orphaned at a young age. Abandoned by her slave master, she wandered the planet of Lok for several months before being found by a Rebel Officer, Isnal Roran. Voria had been battered and bruised, having fled many near-death situations. Finally, she was safe. Voria ascended the ranks in the Rebel Alliance with blinding speed. Her abilities and fluidity with slicing and manipulating computers were viewed as assets to the Rebellion. She soon earned her wings and headed to Lok's system. There, she met her fate, unable to maneuver in time before an Imperial missile struck her down. No matter how far away, each member of the Rebellion felt her passing. Voria's Ember, Lok's fourth quadrant, was named after the Rebel sergeant in her honor. |
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![]() System: Yavin4 Yavin4 Space Station Type: Station Location: -5592 -7070 -5291 Serving the outposts on this hostile jungle planet, the space station will provide emergency repairs to get you on your way, or clear you for landing at any of the outposts on Yavin4. Empire's Station I Type: Station Location: -4190 1539 4596 The Imperial forces present in Yavin 4Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station II Type: Station Location: -6798 4998 4760 The Imperial forces present in Yavin 4Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station III Type: Station Location: 85 -342 -57 The Imperial forces present in Yavin 4Space have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. ![]() Smuggler's Run Type: Hyperspace Location: -962 4480 6923 When the Death Star was finally destroyed, news of its defeat spread like wildfire. It brought many visitors, including the Ni'lyahin Smugglers, hoping to scrounge together pieces from the explosion and sell it on the black market. Today, they prosper, fighting their own war against the Empire and their oppression. Ferrous Aurora Type: Hyperspace Location: 4988 -5979 -6482 Lending the quadrant its name, the Ferrous Aurora nebula extends its welcome in an array of radiant, incandescent colors. It is wise not to be fooled by its beauty as the Ni'lyahin Smugglers have claimed it as their own. Crimson Flare Type: Hyperspace Location: -962 4480 6923 Unfortunately, not much is known about the Crimson Flare quadrant. It is unwise to travel here; use extreme caution. Ferrous Aurora Type: Nebula Location: 4712 644 44 The Ferrous Aurora Nebula, named by the Ni`lyahin Smugglers, is home to the hostile band of thieves and assassins. Apart from the dazzling colors, the areas surrounding the nebula prove to be dangerous as a war brews just beyond its brink. The nebula's inhabitants originate from Yavin4, having gained space travel later than most and only by stealing technology. Currently, they own half of Yavin4's space quadrants, successfully destroying large parts of the Empire's defenses and holding fast with their own brutal forces. Shadow of the Alliance Type: Nebula Location: -960 -2499 -6143 The Shadow of the Alliance provides the Resistance with a cloak of tumultuous energy. Struggling to survive, the Rebels hide the Shadow of the Alliance nebula in hopes of dodging the attacks launched by the Empire. Thankfully, all of the Empire's efforts seem to be focused on the Ni`lyahin Smugglers. It seems as if the Emperor and his fleets are too distracted to deal with the nuisance of the Alliance... for now. ![]() System: Dantooine Dantooine Space Station Type: Station Location: 1359 -742 -5902 Dantooine is a remote planet with a small primitive native population. This space station can provide emergency repairs for a service, or clear you for landing at any of Dantooine's outposts. Deep Space Type: Station Location: -4200 -3000 -6000 Faction: Rebel The Rebel Alliance has discovered a hyperspace route to an area of Deep Space. Only the most skillful and prestigious pilots can be trusted with the knowledge that the Rebel Alliance has constructed a base in Deep Space. Instructions: To travel to Deep Space (PvP), approach the Deep Space Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Blacklight Territory Type: POI Location: -146 -7364 35 This is as dangerous a region of space as any, with the asteroids providing cover for the pirates and criminals seeking to escape Imperial Justice. Area D-7s1 Type: POI Location: 1794 1848 -832 Native to Area D-7s1 are droid scavengers, the Detritus Satellites. For the most part, the Detritus Satellites keep to themselves, building their makeshift outpost with old scraps collected from the nearby junk field. Electrical currents power the outpost and provide fellow droids with repairs and shelter. ![]() Wall of Dantooine Type: POI Location: -810 2848 125 Stretching as far as the eye can see, the Wall of Dantooine is a necessary landmark to any roving traveler. Local miners speculate the obsidian asteroids may be worth a pretty credit or two. Legacy YT Indigo Blue Type: POI Location: 1794 1848 -832 The Rebel Alliance invested their pride into their oldest surviving space station, the Legacy YT Indigo Blue. However, the pride soon turned into horror as the Empire dared to move into Dantooine's native space and "remove" all who opposed them. Their first target: the Legacy YT Indigo Blue. Crushing the Rebellions origin in Dantooine space, they soon turned to other targets, breaking and converting them or out-right eliminating the "rebel sympathizers". All that is left are the remnants of the Legacy YT Indigo Blue, a spot which has become the center-point of Dantooine's traffic. Ith'ril Eventide Type: POI Location: 4446 -1463 6485 Area D-504 was immediately changed to "Ith'ril Eventide" when he himself, Ith'ril Eventide, leader of the Zel`iphian Slave Traders, came into power. It is wise not to travel to Area D-504 unless under dire circumstances.. or business. It has been made apparent that the Zel`iphian Slave Traders do not appreciate visitors. Area D-502 Type: POI Location: -7483 637 92 Area D-502 serves as Dantooine's "safest" territories. Home to the D-502 Aii`tkian Anthropologists and the O.S.S. D-502 Junk Guild, one can travel here and expect to be left alone. Both the Junk Dealers and the Anthropologists are friendly and never hesitate to lend a helpful hand. Sserician Eclipse Type: POI Location: 6468 5916 4652 Valarian thugs plague the Sserician Eclipse with undaunted ferocity, daring even the Empire to react. It is common to see dogfights brewing among the Empire and Valarians with the remnants of a Rebel Station in the midst. As Dantooine's more dangerous territories, the Sserician Eclipse is an area to be feared and avoided. ![]() Ebon Essentia Type: POI Location: 1089 6132 -3260 Ebon Essentia, also known as Area E-2, is consumed in a war between the Force Assassins and the Warrens Assault Squad. It is unknown why the two factions continue to war against each other or why it all started. Unless heavily-armed, it is imperative that travelers avoid Area E-2 as decreed by Imperial Law. The Empire chooses to look the other way, it seems, and locals are beginning to wonder why... Alliance Station I Type: Station Location: 5522 3202 5997 The Rebel forces present in DantooineSpace have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire. Instructions: To declare in open Player vs Player (PvP), approach the Rebel Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Alliance Station II Type: Station Location: -3979 5432 -4565 The Rebel forces present in DantooineSpace have opened its station to members of the Alliance, wishing to declare themselves for the greater good of the fight against the Empire. Instructions: To declare in open Player vs Player (PvP), approach the Rebel Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station I Type: Station Location: 178 -4785 -6402 The Imperial forces present in DantooineSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station II Type: Station Location: -2629 3585 3269 The Imperial forces present in DantooineSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Dantooine's Second Star Type: POI Location: 6707.09 5439.55 -2720.14 Nestled in the Ferionic Nebula, the iron planetoid, nicknamed "Dantooine's Second Star", is home to the Velocity Mercenaries. Little is known about this small band of thugs. Mostly, they kept to themselves... until the Empire moved into the area. Now, the Velocity Mercenaries launch continuous attacks against the Empire, hoping to drive them out of Area Ferionic 7-IK. ![]() Dantooine's Wrath Type: Hyperspace Location: -1454 -1390 246 The first quadrant of Dantooine, fondly nicknamed "Dantooine's Wrath", is a pit-stop between a Sarlacc pit and being trampled on by a Gorax. It is highly recommended that one stay away from the first quadrant unless absolutely necessary. Dantooine's Wrath is laden with fierce Hutt gunships and merciless Valarian thugs. Asair's Ribbon Type: Hyperspace Location: -6334 -3736 2155 An uncharted territory in Dantooine's System. The Empire hopes to secure this quadrant within the year's end. Isryn's Veil Type: Hyperspace Location: 6633 -5456 -1009 Mystery shrouds the third quadrant of Dantooine's System and provides history enthusiasts with little information of the founders of Isryn's Veil. For now, it is safe to travel here. Incidentally, the Empire's eyes may have turned to the Veil as a target of expansion efforts... Will they succeed? Gorvera Space Type: Hyperspace Location: -6411 6431 6426 Relatively safe, the Gorvera Space quadrant welcomes travelers, providing a scenic view of Dantooine's System. Little else is known about Dantooine's fourth quadrant. ![]() System: Endor Empire's Station I Type: Station Location: 5773 -6359 6976 The Imperial forces present in EndorSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station II Type: Station Location: -5716 7198 2009 The Imperial forces present in EndorSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Linear Miasma Type: POI Location: -479 956 600 Frequented by the Linear Miasma Scientists, the nebula provides a wealth of information and research for the lone band, belonging to the Endorian Researchers Guild. The scientists prove to be a friendly bunch time and time again despite the presence of the Spice Pirates, the Zynt`aia Spice Guardians, of whom reside nearby. Declorian Territory Type: POI Location: 4091 -5830 -458 Zynt`aia Spice Guardians terrorize the Declorian Territory with a fierce fist. Often times, unless business is mentioned, the Spice Guardians are not open to having visitors. ![]() Onyx Beacon Type: POI Location: 6447 -2491 1042 Home to the Blacklight Pirates, the Onyx Beacon serves as an origin for "seedy" business. Little else is known about the Onyx Beacon as it is jealously guarded by its inhabitants. Endor Space Station Type: Station Location: -5268 -1500 5209 Serving the Imperial Research Station on Endor, this space station can provide emergency repairs or clear you for landing on the planet. Red Sin Chimaera Type: Hyperspace Location: 639 -3949 -4638 Lurking inside the cover of the Red Sin Chimaera Nebula, the Death Watch wait silently, striking at the last moment in hopes of a successful kill. Most think of them as animals, feasting upon the helpless to survive. Although a fair distance away, the Red Sin Chimaera quadrant entry point can give a traveler a run for his money. Area D-435 Type: Hyperspace Location: -1965 2326 3708 Little to nothing is known about the quadrant. It is uncharacteristic and safe for travel. It would be best, however, to keep navigation computers alert for unexpected enemies in the area. Empire's Justice Type: Hyperspace Location: -6929 3926 -1973 To those not belonging to the Empire's ranks, the Empire's Justice quadrant could be viewed as highly dangerous. Travel here is not recommended unless the traveler is on the best of terms with the Empire. Durillium Sea Type: Hyperspace Location: 5737 2276 3735 The Durillium Sea is a vast expanse of virtual nothingness. The quadrant is relatively safe for passing travelers and welcomes expansion. Will the Empire seek to claim it? Imperial Claw Station (Deep Space) Type: Station Location: 6200 5000 6000 Faction: Imperial This Imperial Station can grant access to a hyperspace route to deep space. The route is highly classified, however, and the Empire will allow only the most advanced, prestigious pilots to enter Deep Space. Instructions: To travel to Deep Space (PvP), approach the Imperial Claw Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. System: Dathomir Dathomir Space Station Type: Station Location: -6880 2742 -3956 The Station at Dathomir will require Imperial authorization codes before providing emergency repairs or clearing you for landing at any of Dathomir's outposts, but the station is so remote their codes are rarely updated. Last Nav Station (Deep Space) Type: Station Location: 4000 200 -4700 Faction: Neutral The old Pilot's Guild was once the authority in all matters of space travel, but since it has been disbanded by order of the Emperor, the only space station maintained by former Pilot's guild members is this lone station on the edge of space. Instructions: To travel to Deep Space (PvP), approach the Last Nav Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Dark Force Type: Hyperspace Location: 869 -374 2392 \\Transmission Jammed!\\ From the Imperial Navy... Receiving ... ... ... Immediate Notice: All access to this Quadrant is prohibited by law of the Empire. Any vessels found in this sector will be destroyed on sight! Repeat: Cease all immediate travel to this sector. You will be destroyed on sight! ![]() Empire Blockade Type: Hyperspace Location: 3825 1658 2612 The second quadrant of Dathomir's system is a considerably dangerous one for those not beloning to the Emperor's ranks. Particularly of note, is the Empire's Blockade that makes its way through the area, crushing all those who stand to oppose it. Emperor's Hand Type: Hyperspace Location: -6728 -2281 5916 Named after the Emperor's unavoidable influence, the Emperor's Hand proves to be dangerous to those unwilling to succumb to the Empire's whims. The fourth quadrant stretches far as do the Emperor's tumultuous desires and would be best avoided when making travel plans. Dathomir's Vitality Type: Hyperspace Location: -1256 -2985 -5971 Fortunately, not many venture close to the Heart of Dathomir and its clerical inhabitants, the Dark Veil Order. Serving their Queen with passionate ferocity, the Dark Veil Order encircle the Heart of Dathomir, hoping to "sacrifice" victims to the nebula's powerful rage. They believe the Heart of Dathomir nebula consumes the essence of these victims, fueling life into the palpitating mass and protecting the Dark Veil Order from infidels. It is wise not to Dathomir's third quadrant under any circumstances. Witch Blood Territory Type: POI Location: -470 -1501 308 In the heart of the Witch Blood Territory festers a group of skilled assassins and thugs. The Witch Blood Clan chooses their victims carefully and it seems that no one is safe from their well-equipped starships and superior maneuvering skills. Travelers would do well in keeping all computer systems alert when traveling through this territory. Empire's Station II Type: Station Location: 4842 -5316 -4222 The Imperial forces present in DathomirSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Empire's Station I Type: Station Location: 6092 6223 -6731 The Imperial forces present in DathomirSpace have opened its station to members of the Empire, wishing to declare themselves for the greater good of the fight against the Rebellion. Instructions: To declare in open Player vs Player (PvP), approach the Imperial Station and target it with the 'c'. Proceed to then communicate with the station, by typing /comm in spatial chat. Heart of Dathomir Type: Nebula Location: -7552 -7424 -7568 The locals call it the "Heart of Dathomir". Even from a distance, the palpitating gasses of the nebula itself seem to have a mind of its own. No one ventures near this infamous, dark cloud. Too many have tried and have never returned. It is rumored that quick-killing assassins swarm within this bloody miasma, waiting for their next victim. Molten rocks, infused with the rage of many lost souls, and red energy spill from the nebula, warning all to steer clear. Dark Force Type: Nebula Location: 401 -154 1759 Base of its operations, the Empire chose the Dark Force nebula for its sense of concealment, protected by mighty fields of asteroids. Individuals seeking aide of the Empire are welcome here. For those who are considered enemies of the Emperor and his ideals, it would be wise to stay far away. ![]() |
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What are the Prerequisites for Combat Medic? Master Medic, Ranged Support IV in Marksman and 12,500 Medical Experience How Many Skill Points does it take to Master Combat Medic? 169 What's the best way to gain crafting experience? Consensus is to obtain Lokian Wheat and Tatooinian Fiberplast and craft Advanced Biological Effect Controllers. What's a good way to gain Medical Experience? Here are three of the faster options.
What's the best brach to take first? Second? Third? This is up to each individual, but it is usually considered best to take the Combat Medic Support branch first as it will allow you to use better meds(it is the branch that provides the Combat Medicine Use skill mods). Distance would be second, then Speed last. What's a good Combat Profession to take with Combat Medic? This is up to each individual to choose for themselves. After Mastering Combat Medic, you will have enough skill points to Master Any of the Elite Ranged Professions(Rifleman, Carbineer, Pistoleer) or 3 branches of an Elite Melee Profession(Teras Kasi, Swordsman, Pikeman, Fencer). Your ability to poison/disease any stat allows you the flexibility to choose any of these professions as you see fit. Do I have to be a Doctor to make the best stims? Not at all. Doctor is a great profession to have alongside Combat Medic and has many good points, but it isn't necessary. You can easily have a Doctor make a schematic for your subcomponents. Do I have to have to be a Master Combat Medic to be effective? Mastering Combat Medic grants you the full extent of the skill mods available, but some have found other ways to be a effective with only partial CM skills alongside other skillsets. However, to be the best at Combat Medic then, yes, you would have to Master. Can I dabble in Combat Medic and still be effective? Yes. You won't be the best or be able to use the best, but you can still be very effective. Do I have to have Artisan/Scout skill to be a good Combat Medic? It helps, but is not mandatory. You can find basic resources for sale on the bazaar/vendors and you may be able to work a deal with an artisan/scout/ranger on your server to help you get resources for advanced components. What resources does a Combat Medic Require?
*Note: For a comprehensive Resource Chart, visit www.swgmedics.com For an up to date readout on current medical resources available by server, visit here What stats should I look for in resources? High OQ and PE (and DR if possible) fungi, for your poisons How do I read the stats on a poison/disease/stim pack? What does it all mean?
How much damage will my poison do? Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100) Range = (Base Range of the med) X (1 + (CM range skill/100)) *note: this may have changed since original testing was done, and may change yet again if range caps are ever put into place. How long does it take for a poison to 'tick'? After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter. How long does it take for a disease to 'tick'? After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter. Can I stack poisons and diseases? Yes. Can I stack different poisons and diseases on the same HAM Bar? You can not stack two of the same level of the same type(area/single). You can, however, stack an area with a single as well as each of the different levels. What are the Combat Medic Loot drops? There is Rancor Bile, Dunkawah Poison, Spider Venom, and occassionally an 'Enhanced' version of a Component. There are also skill enhancing items that drop as well. Rancor Bile is a loot drop obtained from Rancors on Dathomir. It replaces the Dispersal Mechanism(Regular/Advanced) during the crafting stage. It usually provides a Large number of charges at the cost of range. It is very common. Dunkawah Poison is obtained from either Dunkawah Ewoks or Pubams, on Endor. It replaces the Infection Amplifier(Regular/Advanced) during the crafting stage. Unsure of what the effect is at the moment since it is apparently very rare. Spider Venom is obtained from the Fire Breathing Spider inside the Geonosian Bio-Lab/Cave/Dungeon on Yavin. It replaces the Infection Amplifier(Regular/Advanced) during the crafting stage. This will usually raise the Effectiveness greatly. These aren't as common as they once were, but can still be found. What are these 'Enhanced' Components? Sometimes an Enhanced or Legendary version of a component will be looted. The stats and types vary but are usually much better then any player crafted component. These are very rare drops. What do Combat Medic Effectiveness Skill Enhancers do? They provide a bonus to a Combat Medics Effectiveness skill mod. However, Combat Medics have a hard cap of 100 to Effectiveness at Master so these items are only good for Non-Masters. Do Combat Medicine Use Skill Enhancers work? No. Just like the Medicine Use Skill Enhancers, these were disabled long ago. They would prove to be game breaking items for the Medical Professions and were never activated. They do still drop, however. A loot drop used by Weaponsmiths for Grenades. It is NOT a Combat Medic Component. An item used for a quest. It is NOT a Combat Medic Component *note: this is taken completely from Gnuut/Grau'din. All props to him. The Healing XP.... Go Support 4, Distance 4 then Speed 4. Personally I'd get some AE Poison A's (Any stat) and go to a durni lair (or any low HP mob lair will do). Poke the lair till about 10 or more come out at once, holster your weapon, peace and spam the poison. At CM0002 you will get the xp equivalent to the rated effectiveness of the poison pack plus your effectiveness bonus. At CM0004 you can start using better poison packs, like AE Bs. At CM1004 your damage on the packs will start gaining more of a bonus to damage and distance. At CM4004 your bonus to damage and distance will be maxed until you reach Master. At this point you will fly through the Speed tree in approximately 30 minutes or so. Now you may ask "But won't mobs die with so much poison being applied to them?" No, thanks to the +1 nerf the Devs have introduced the easiest way to Power Level a CM. Another question you may have is "Will I still gain xp for applying a poison pack to a mob with only 1 HP?" Yes, you will gain full XP but it just won't do the damage. Spam the pack like mad. I recommend you buy or make some poison packs made with Rancor biles to maximize the charges. A good pack made with Rancor Bile can have upwards of 90-190 charges on them. |
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Medic Q) What should I grind for the crafting tree? A) Make Biological Effect Controllers until you get the schematic for Advanced Biological Effect Controllers. Q) I have 14 skill points that I want to spend on medic, how should I spend them? A) 5 out of 6 Medics would suggest that you get First Aid II and Pharmacology III. This would use all 14 skill points. This combination would give you the ability to stop bleeds with FAII and the ability to use Stim C’s that have been experimented down to 30 Med use with Pharmacology III. However the one other Medic would suggest that you get Pharmacology IV and use stim pack D’s. These are a bit harder to find, cost more and you lose the ability to stop bleeds. Q) I have 9 skill points available to spend on medic, how should I spend them? A) With nine skill points, you can either go for Pharmacology III, which will allow you to use Stim pack C’s or you can get First Aid III, this would allow you to use Stim B’s, have the ability to stop bleeding and it will assist in making your Stims heal more damage per use. Getting Pharmacology III is probably the way to go, this will give you the most amount of healing, but if First Aid is important to you then go with option 2. Q) I have diagnostics, why cant I heal my damage faster or any wounds faster. A) The diagnostic skill allows you to heal other peoples damage faster. Due to a bug, it does not apply to yourself, also it does not apply to healing wounds. If you would like to heal wounds faster, you need to become a doctor. Q) What kind of ingredients are useful for making stims and/or woundpacks. A) This is a very broad question, but for the most part, you can count on the following: Q) What resources do I need for advance components? A) You will need the following resources: Advanced Chemical Release Duration Mechanism: (Used in creating Stims and Wound Packs) Advanced Liquid Suspension: (Used in creating Stims) Advanced Solid Delivery Shell: (Used in creating Wound Packs) Q) How much should I charge for my stims? A) This varies widely from server to server and even from planet to planet. While you may be able to sell a poor quality Stim B for 1100 on Dantooine on the Tempest server, You may only be able to get 250 for that same stim, on the same planet, on another server. However a general rule of thumb is, Top quality Stim B’s sell for around 1100 and up, anything else sells for less. The best rule of thumb is, check your local market and price them according to what you see. Q) Is there a macro for crafting? A) There are macros that can assist you in the crafting process, but there are none that will do the process for you. Crafting goes far beyond the scope of just medic, however you can find some great information on how to create a macro in the following thread: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9678 Q) Can I heal myself without getting the Medic profession? A) No you cannot heal yourself without being a Medic. In order to heal your self you need the /healdamage skill, this can only be acquired by taking the Medic profession. |
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How to be usefull Dancer in PvP 05-01-2004 04:02 AM Dancers play a crucial roll in decent PvP. I think it's important that we start adressing the issues of PvP dancers. I'm starting this guide and encouraging anyone who uses their dancer in PvP situations to please chime in with any advice, tips and tricks you might know of. The first session here will be directed towards preparing yourself for PvP. You do need to have a combat proffession to compliment your dancing. I have taken up pistoleer because of the action cost but at the moment it's not the greatest for PvP. So consider the situations you might find yourself in when chosing your combat proffession. Assuming you will master dancer (optimum healing and bufffing abilities are so important) you'll have to invest 106 skill points into dance so you can afford to master one elite weapon class as well as have some medic and scout. I'd suggest something with strong defenses because it does happen that you will be attacked and not able to stop the dance animation and you want those attacks to miss. I'd also suggest staying away from anything that costs mind as it will be your biggest vulnerability already and chances are good you'll not be mind buffed.
Invest in canape, brandy and (gag) muon gold, get the best armor you can and the best weaponry you can and get used to dying anyway. Always insure and clone. The points invested in dancing cause you to be gimped as far as PvP templates go so you have to adjust fire and make up for it in food, skill tapes, bio engineered clothing and really good equipment. Trust me when I say that you will not have a hard time finding a group of people who will help you get all of this stuff. I have yet to pay for anything. They need you out there. You will take care of them and they will take care of you.
I would suggest staying covert your first few times out just to get the feel of the things (but don't make a habit of it because it's not exactly honorable to heal overts and be covert). Try not to get too frustrated if you don't know what's going on, it tends to get a bit chaotic and as with anything else experience helps (/giggle i never know what's going on:smileywink
-silly- |
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Why You Should Care About Noolos? :) Or Why Its So Important What We Do. Bots aren't going away anytime soon. Unfortunately, entertainers are. In fact, we need more entertainers now than EVER before, but as the proverb goes, "we must not wish for lighter burdens, but stronger backs." Because in the end, there is nothing that you can do in a game mechanics sense that a bot can't do better. But the real work that you do goes beyond the game mechanics.
Learning how to do this business from the ground up takes a lot of work, and it starts with the moment the patron walks in the door. Did you greet the patron with more than a /wink or a /blowkiss? Anyone can do those things. Throw out something that shows a little observation. For example, if a Zabrek named Noolos comes in with blue composite armour, say something like "My my Noolos, blue is definately your colour!" Of course, if your character is male, you may want to say something like "Hey Noolos! That's some mighty fine armour!" Notice something. This shows right away to the patron that you take your in-game job seriously, that you took the time to notice both his name and what he's wearing, and that you made the effort to type it out. You'd be amazed how far that goes. Not only that, but it makes the patron feel good about himself, because usually players go to the cantina because something bad has happened, like they died and didn't clone. Remember, we are in the hospitality business, and it pays to be hospitable. Now some may say that this is why our professions are lowly and degrading. I prefer to think of it as armchair psychology, but not really psychology between two people, but between two characters. And let me tell you, it takes attentiveness and wit. Because the conversation doesn't end with the greeting. And sometimes you have to remind the person behind the character that we are in essence playing roles, and that here he or she is not some assistant manager at some retail store, but here he is "Noolos! Bounty Hunter extraordinaire!" Now Noolos has a background and a story. Maybe Noolos never thought about it, but its there. So you have to ask him, "First time in Coronet?" And he'll either reply yes or no. Then go from there. Say, "Where are you from?" Again, he'll respond, simply because he has really nothing better to do right now than to let you do your work, be it music or dance. He'll say, "Tatooine." Now, its your turn to say something about your character, like "Oh, Tatooine. I've been there a few times. I wanted to see some big-time merchant prince named Jabba. I hear his palace is huge." Because you have to think in terms of your character in order to really say that, now don't you? Because we have all seen the movies, and know Jabba's palace is huge, but if your character has never been there, then your character truly wants to know. Indeed, it helps if you can research a little Star Wars background from the Holocron. Your knowledge of the background can be useful. This is also inviting Noolos to play in terms of his character, and he wants to do it. He does because he wants to forget about grinding the investigation tree for once and think about something else for a change. Something that defines who he is in the virtual world. Something that he has created, but has yet to really think about. But you have to take the initiative. He'll help you along, but ultimately its up to you to get at that thing which will get Noolos more interested in what you are saying to him than his BF and mind wounds. Because if you do it right, his BF and mind wounds will be gone long before your conversation is through, and he'll say "that was quick," and get this: painless, worthwhile, and fun. That gets you a tip. Send him a thank you tell when he leaves, so that he knows he's not alone out there. Because the AFKers and many ATK players don't really give Noolos anything to think about other than the mere, preprogrammed flourishes and periodical spam. And this only gives Noolos the impression that he too is merely doing a mechanized routine himself with no enjoyment. That the things Noolos is doing are boring and repetitive. That its all about the XP and levels and boxes in the end-and not only that-but that Noolos is failing...MISERABLY. Because NOOLOS GOT BEAT BY THE SYSTEM. Otherwise, Noolos wouldn't be sitting in the cantina healing his BF and mind wounds. And let me tell you at-the-keyboard players, if you don't make Noolos care about what he's doing, he won't care about you, and he will not only not tip you, but he'll HATE you for having to go out and grind Investigation IV, while missing shuttles, wasting more droids, and fixing his armour; while you are in the comfort of the cantina flourishing your digital buns talking in groupchat with your fleshwrapped friends getting XP off his misery. So to those who find difficulty in getting tips, ask yourself this: Was there something you could have done better to make Noolos care about what he's experiencing in the cantina? As Luke Skywalker and Kirah from my server say: I care. ....And with a little creativity, attentiveness, and skill, you can make Noolos care too. Madame Sirii Ajaan
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Droid decay proposal Ok, here's the first version of a droid decay proposal that will hopefully make everyone happy. Please share your comments/suggestions and lets see if we can get something that everyone is happy with. Ideas for this proposal have been drawn from the various previous proposals on these boards, as well as my own ideas.
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FelKel LTD Weaponsmiths Stock List, 16 October 2003 PISTOLS
CARBINES
RIFLES
HEAVY WEAPONS
THROWN WEAPONS
MELEE WEAPONS
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