Dies und das...

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Lilitu
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Post by Lilitu »

Mein Sohn (11) hat mir die komplette Hintergrundgeschichte erklärt und mich darüber aufgeklärt, dass Tauntauns zähmbar sind und man sie reiten kann ... Zudem hat er gemeint, dass die goldene Blechbüchse eine veraltete Version ist und ich sie durch ein neueres Modell ersetzen sollte. Er hat mir auch gesagt, welche die neue Version ist - aber ich habs schon wieder vergessen.

@ Yonda: Klar! Allgemeinwissen ist immer wichtig - besonders wenn es um das Bombardieren von Planeten geht :)
Ich verfüge über alle 5 Sinne:
Unsinn, Irrsinn, Blödsinn, Schwachsinn und Wahnsinn.
http://www.sainetz.at
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Shareel
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Post by Shareel »

Danke das Ihr Alle an meinem gesunden Schlaf arbeitet.

Man muss wirklich keine Angst um die Zukunft von Deutschland und Österreich haben :)
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Shareel
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Post by Shareel »

1.1
The Battle of Ilum

Krel Thak’s Allied Weequay Pirates have had their toughness reduced in Hard Mode.
Irgendwie verständlich. Würde mich nicht wundern wenn die alle die HP vom Standard NPC und die Damagetable/Immunitäten von nem Champion-Boss hatten.
The False Emperor

Tregg no longer immediately initiates his whirlwind attack after leaping to a player target. Players now have more time to react and avoid whirlwind damage.

Players can now acquire special Pulse Grenades outside of Darth Malgus’ throne room. These grenades aid groups lacking knockback abilities in defeating him.
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Cov
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Post by Cov »

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Yonder
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Post by Yonder »

öhm, schon wieder Patch und schon wieder Server down? So langsam geht mir das ein bisschen auf den Zeiger...
“90% of everything is crap.” (Sturgeon's Law)
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Shareel
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Post by Shareel »

Patch bis 19:00 Uhr
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
thylor
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Post by thylor »

bis 21:30 ;)

und zeiger hab ich keinen, aber mir gehts auch langsam...

vor allen dingen nach den äusserst erfreulichen erlebnissen gestern abend: cd anzeige kaputtrepariert, instanz nach 30min aufgegeben, ach lieber nicht jammern ;)
es ist gelogen, dass videogames kids beeinflussen. hätte pacman das getan, würden wir heute durch dunkle räume irren, pillen fressen und elektronische musik hören.

:?: momentchen mal... :shock:
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Cov
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Post by Cov »

wieder online.
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Maris
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Post by Maris »

Argh, falscher Thread....
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Cov
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Post by Cov »

weil ichs beim leveln gerade merke:
die "ueberschuessigen" planetenmarken muss man nicht unnoetig rausschmeissen. auch die gekauften mods sind boe (von den 50er daily marken aber nicht). d.h. wenn man noch marken ueber hat, aufheben und beim naechsten twinks mods oder items kaufen und schicken.
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Cov
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Post by Cov »

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Shareel
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Post by Shareel »

Hi,

I wanted to drop some notes on the changes made to the BioChem profession in the patch (1.1.2) that just went onto the Public Test Server, how they fit in the big picture and how we are proceeding forward with crafting professions in endgame in general.

First off, we removed the requirement to have the BioChem profession to use Energized and Exotech stims and adrenals. This was done to (a) remove pressure of players to pick up BioChem for optimal combat performance and (b) to open up the sale of BioChem products to a larger audience on the Galactic Trade Network.

Additionally, we've reduced the effectiveness of the BioChem exclusive Rakata Stimpacks to be equal to Energized stimpacks. Their intended benefit is the cost savings they provide over time, not an increase in power. We are also in progress of reviewing the creation costs of many consumables in the game against the economic realities (acquisition cost of purple mission materials on our live servers) and will likely make adjustments to these in the future.

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.

Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements. We want to create significant incentive for players to engage in the crafting economy – as provider of goods or supplier - without requiring players to take up a specific profession as a ticket into endgame.

Long term, our plan is to evolve Star Wars: The Old Republic’s game economy to a more player driven model, strengthen and improve the GTN and embrace the game’s extensive appearance customization throughout the game. We have a long list of improvements planned for that but we’re also anxious to hear from you. Feel free to use this thread to give us your feedback on the topic!

Regards
Georg
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Shareel
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Post by Shareel »

Die Exotech und Energized Dinger sind nicht Reusable. Exotech ist dann zwar leicht besser wie Rakata aber Reusable Stim/Medpack bleibt scheinbar ein Feat vom Biochem.

Damit lohnt sich Biochem auch weiterhin wenn man Perma-Stim'ed spielen will.
“Das Problem hat, wenn überhaupt, lediglich in der Praxis Relevanz.”
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Cov
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Post by Cov »

für unsere skyrim spieler:
Image
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Cov
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Post by Cov »

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