60869
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#22206
Ennyi !! Eladtad a lelkedet! 
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#22205
sőt, azért fizetnek, hogy a vip rendszert reklámozzam. -
#22204
ez nem rossz érvelés, de azt a 10%-ot hogy is sikerült megkapnod? van 3 accod, amiből 2nek elfelejtetted a jelszavát, ezért az összes accountok 10%-a valós felhasználó? um... aha.
egyrészt hogy mondjam... én ismerek olyan embert, akinek egy accountja van, és annak képes megjegyezni a jelszavát (khm..), másrészt még ha mindenki olyan... khm.. feledékeny is lenne, mint te, akkor is az accountok 33%-a lenne valós, nem csak 10 -
#22203
j0nNyKa: te meg amúgy is vip vagy szal részlehajló vagy 
de az is lehet, hogy tiéd az SG azért "pártolod" a vip rendszert :D 

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DragonKnight #22202 Az edit igenis alapvető funkció ha már egy rendes valamire való post editort nem voltak hajlandóak belevasalni a motorba.
Nézd meg a MAKRÓK gomb alatt lévő szöveges helpet. Hát elég ótvar helyettesítése a dolgoknak, pedig van mellette pár gomb amit oda tudtak tenni segítségképpen. Csak gondolom elfogyott a lelkesedés ezért inkább írtak egy helpet. -
#22201
Hát azért az alap szerkesztés funkció hiánya elég tré de már hozzá szoktam :] fizetni nem fogok érte én sem :D -
DragonKnight #22200 Számoljunk....
Szerintük az összes fórum account: 340247 (ebből 3 az enyém kettőre nem emlékszem)
Ha az átlag duplikált accountokat meg az egyébb himihumit levesszük (pl a bannolt ügyfelek azonnali új accountjait), akkor a többi hasonló oldal számaiból kiindulva jó ha a 10%-a ennek a számnak az összes fórumhasználó.
Vagyis vagyunk 34024 használónál. Ezt most igen nagyvonalúan osszuk el 10-el és még akkor kegyesek is voltunk hozzájuk és máris megvan a VIP tagok száma akik valaha akár egy hónapig VIP-ek voltak. No most mondjuk azt hogy ezek minden évben kártyával kifizetnek 1k pénzt. (megint csak igen nagy felülbecsülés)
Ez annyi mint 3500k 3.5milla/év. No ez hideg vízre se elég nemhogy hogy ilyen oldalhoz szükséges cég fenntartásához. Csak az oldal karbantartásáért egy értelmes web designer/programozó többet kérne el /év.
Akkor miért alázzák magukat ezzel az orbitális faszsággal??? -
#22199
életemben senkitől nem hallottam azt a hisztit, hogy szar lenne az sg fórum motor, vagy hogy az edit "alapvető" funkció, amiért milyen dolog már fizetni
tökre rendben van az sg, talán csak a topicon belüli kereső része.... furcsa -
#22198
hát, terjeszd elő nekik :D -
#22197
Pl. free trolling :D -
nowan #22196 Ha nekik jó hogy többletforgalmat generálok azzal, hogy egy másik posztban kijavítom magam, vagy hagyom hogy mások megtegyék 10 másikban, akkor rájuk hagyom. -
DragonKnight #22195 Gondolod abból a néhány SMSből tartják el? Aki erre alapozta az üzleti tervet az előtt el kellett volna barikádozni a közgáz bejáratát....
Reklám bevételekből tartják el a cuccost azt pedig úgy tudnak szerezni ha növelik a látogatottságot, de a hót ótvar házilag lepárolt fórum motorjukkal és CMS-ükkel nem nagyon tudják a nézettséget növelni, és még azzal is elriasztják a potenciális usert hogy SMS-ben kérnek pénzt a legalapvetőbb fórum funkciókért. -
#22194
ésakicsicsillagocskáááák ?
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#22193
hát, nagyon más okot nem tudnának mondani, hogy miért fizess
vagy neked van jobb ötleted? -
DragonKnight #22192 Én így lázadok.... Mikor annó bejelentették hogy a gagyi fórum motorba végre benne van ez edit de fizetni kellene érte akkor, leírtam a gárdát az értelmes emberszabásúak társaságából.
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DragonKnight #22191 No fucking way!
Azt már az SG baszta el de az URL látható gépeljétek be :D -
#22190
tudsz venni, egy smsbe vagy mibe kerül 
WTS SG edit -
#22189
harmadszorra össze fog jönni !?
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DragonKnight #22188 WTB FREE SG edit!
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DragonKnight #22187 Egy kis grafikai teljesítmény teszt a TomsHardware-on a múltkori béta hétvége alapján. Lehet mazsolázni és bankrablás sorozatokat tervezni :D
[url]http://www.tomshardware.co.uk/star-wars-gaming-tests-review,review-32333.html[url] -
#22186
hú ebben nagyon sok a bullshit :(
tényleg nem járnak rossz úton, de a régi mod rendszer jobb volt még mindig, sokkal
őszintén: ki modolta az itemeit a hétvégék alatt? tehát mondjuk 40-es szint alatt
hozzáteszem: a régi modrendszerrel, amit olyan részletesen lefikáz: 4 szintenként gyártottam / fullra modoltam 2 pisztolyt a mercemnek, és egyet makonak -> élveztem, tök jó volt, láttam értelmét az egész mod rendszernek -
#22185
eladó slave droid
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DragonKnight #22184 Hát azért arra ne igyál mérget hogy automata a rendszer, hacsak a biomechanikus eladó slave droidot nem tekintjük annak. A számlaszámból pedig a széria (két betű) meg a szám végén lévő nulláktól eltérő számok az érdekesek. A számot feltöltő nulla sorozat csak a sorminta.
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Kazagor #22183 Érdekes lenne ha egy szóköz miatt buknád.:) Én nem tettem. Rohadt mindegy. -
#22182
én tettem szóközt lásd---> KK 00005856986 -
xruu #22181 A számlaszám megadásánál a megjegyzés rovatba (cdgalaxis) kell e a szóköz vagy egyáltalán a két betű az elejéről, tudja valaki? Mert ugye a számlán a vastag keretben van két nagybetű aztán egy szóköz majd a tényleges szám. Nyilván automata rendszer bírálja el szóval nem szeretném ha emiatt nem fogadnák el, ha nem tudná értelmezni a szóközt. -
DieHard #22180 Ilyeneken már fenn sem akadok. -
#22179
Hát sajnos ezt egy mmo-ba mindig bele kell kalkulálni. -
nowan #22178 Light verzióval nem találkoztam belőlük.
De semleges és dark van bőven, szóval ilyen jedire nyugodtan felkerülhet. -
#22177
Emberek, az ilyen maszkok azok frakcióhoz vannak kötve? vagy lehet esetleg jedi-n is? -
#22176
Rendelés megvolt standard boxra és gamecardra. Csak nehogy másfél hónap után kiábránduljak. :D -
#22175
jól van te kis grammarnáci... -
#22174
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#22173
wall of text inc! Item modifikációról dev post
So, it turns out some of the patch notes regarding our modding system were probably poorly written (by me, I must add) and generated quite a lot of concern. I’ll try to explain the changes better and, while I'm at it, explain the logic for those changes.
To start with, we’ve introduced a new color and item type: the Custom items. Those are shown with an orange border and are fully moddable. This change is purely cosmetic. What we have done is take all fully moddable Prototype items (blue) and simply changed their icon color. This helps us create a better and more unique identity for fully moddable gear.
Since other games have used orange to signify truly rare and epic gear, let me clarify that orange in Star Wars: The Old Republic has nothing to do with 'epic' gear. (And for those curious, our version of 'epic' is a very deep purple, bordering on a rich blue). The orange we use is actually the old bronze color we developed a long time ago when our color coding was based on metals (bronze, silver, gold, platinum, etc).
Custom gear is actually pretty common: it can be obtained through class quests around level 8, as social gear, as space quest rewards and as light side / dark side gear. It is also the typical gear found in Flashpoints and as rewards for Heroic missions. Several pieces can be acquired using planetary commendations.
The second change introduced in the latest build is the locking down of the base mods (Armoring, Barrel, Hilt) and color crystal mod on the Artifact items (purple). To explain this change, I need to also explain the history of the the modding system...
So, the first version of the modding system had many issues. It is amazing that a system that is only a few months old is already quite misremembered, but that’s because while the system implementation was less than stellar, players really liked the concept that tried to shine through and now remember it much more fondly that it truly deserves. The main issues of the old system were as follow:
- There were too many different modifications. Sure, the mods had a lot of flavor and made sense: triggers and scopes for guns, underlays and overlays for armors, power cells and crystals for Lightsabers, etc. But in the end, keeping the mods in all gear up to date every few levels was a major pain on the players’ side. Remember, at that time, mods could not be extracted - so a replacement for each and every one of those mods had to be individually located every few levels. And let me tell you, creating and maintaining all those tens of thousands of mods on our end was also not exactly sustainable.
- Some items only had a few mod slots. I know everyone by now remembers a 'perfect' world where everything was moddable, but that simply wasn’t the way it worked. Most premium (green) items did not have a full set of slots and which slots weren't present was a bit random. So, you could find a purple trigger and get all excited about fitting it on your moddable gun - until you realized the gun mysteriously had a scope slot, but not a trigger slot. Of course, your next gun could have a trigger but no scope. This left many players scratching their heads.
- Once slotted, a mod could not be removed. This had a very perverse effect: players would find a really good mod - say a purple overlay - but would really hesitate in slotting it into an armor. What if they find a cooler looking armor next level? Many players would end up saving their good mods for later and ended up over leveling them.
- Mods that were crafted or purchased were most of the time inferior to the mod already slotted onto a prototype (blue) item. This made the entire mod system somewhat useless. One of the main reason was that crafters could not create good mods. Reverse engineering - the main method to obtain prototype and artifact (blue and purple) crafted items - did not work on mod.
- Modding was only done at a workbench. This made it rather cumbersome as the players had to hunt down a workbench before they could fit a new mod into one of their items.
So, to summarize: in the old system, you could not take any piece of gear, fit it with the best mods and keep it all the way to the end levels: a lot of the green gear did not have all the slots, the mods that could be obtained were for the most part... not good, and you could not extract better one from existing gear.
So... things had to change. Because despite all those warts, some of the players who tested the system really liked the concept: that a player could find an appearance they really like and work to keep it relevant all the way to end game. So, we knew we were on to something and we also knew the old system was just not delivering.
Those changes took time to implement. Some of them concerned large amounts of data and some required new code. Unfortunately, not everything could be implemented on time for each testing build and, in some of the builds, testers were exposed to a very raw and partially completed new system. However, today, we are close to where we want to be - but not quite there yet (more on that later).
So, the changes we made are:
- Item modding can now be done anywhere at anytime. No workbench required.
- Crafters can now reverse engineer mods and create blue and purple mods.
- A new Custom quality (orange) was introduced to legitimize moddable items as their own quality and type. This isn’t a big deal but does clarify things a little.
- Mods can now be extracted from a Custom item. This is the single most important change and has many, many consequences. However, we feel that being able to slot a mod and then extract it back truly opens up the system and makes it a lot more fun, easy and safe to experiment with. I’m not 100% happy about how the system interface and GUI works today (it is still a bit clunky) but at least it is functional.
- Rather than have a whole bunch of unique mod types, some mods are now common to all items. This greatly helps players who are 'going the mod route’ to stay relevant and competitive as they now have a much higher chance to find exactly the mods they need, level after level, be it from a crafter, at a planetary commendation vendor or by extracting it from another item.
- Partially moddable premium (green) items were removed as they essentially lied to the players: an item missing a mod slot would never be able to match a high end non-moddable item. Instead, to compensate for the loss of diversity, orange versions of all green armors was created and given to the crafters. So, yes, if you see a green armor you really like, you still can have that appearance until end level. It does take a bit of work - you either need to become a crafter yourself, befriend one or trawl the GTN.
(Note: recipes for those orange appearances are discovered through Underworld Trading missions.This allows us to have a truly large number of those recipes without overwhelming the crafting trainer inventory. As a side effect, this opens up class quest green armor appearances from other classes as well as long as you fulfill the armor requirements.)
- End game artifact quality (purple) gear is now partially moddable. Why moddable? Because that allows the players to customize stats such as critical, etc. to their exact desire. Why only partially? Because mods are now extractable... Think of it this way: it is easier to defeat the first boss from an Operation than the last boss. So we want to reward the players with the best possible loot for defeating the last boss and that loot is typically the Chest piece of a set. The first boss drops less interesting stuff, say boots. This may sound old school, and it is. But by doing so, we ensure that both players that get rewarded by looks and those rewarded by stats are properly rewarded for taking on the most difficult challenges.
Now, if purple gear was fully moddable, players would simply farm the first boss, acquire 5 pair of boots, extract the armoring, mod and enhancements from the boots and slots them in their favorite Custom items. That actually sounds cool, but it really isn’t. Letting players extract the armoring mod from the purple items would trivialize end game gear progression and stop rewarding successful and dedicated players for their efforts.
So, instead of letting that happen, we prevented the Armoring, Hilt and Barrel from being extracted, but we also made sure of dropping purple Armoring mods of equivalent power as Operation loot. This means that players going the mod route can still take their favorite orange armor and make it as good as a operation purple armor (with some temporary caveats).
- Some crafting recipes that allowed the creation of moddable armors and weapons have been replaced with non-moddable versions. Why the nerf? Because those recipes were no longer properly balanced once we allowed mod extraction. It became far cheaper and faster to create an item for the sole purpose of extracting every mods out of it than creating mods in the first place. This also allowed nearly every crafter to create every type of mods, which wasn’t very balanced either. Instead, the crafter can now make a non-moddable item for those players that enjoy that and, thanks to newly introduced recipes, a moddable (but empty slotted) version of the item.
Now, with those changes, we are closer to an actual implementation of our modding philosophy than ever before. Is it perfect? No, not yet. There are still some imbalances here and there (and I trust this community to let us know loud and clear if we miss any) but it is close and the remaining issues are on their way to be fixed. Of course, it would help to clarify what that philosophy is:
To put it simply, we want moddable items to offer an alternate and optional loot system that allows players to customize their look and their stats with more freedom and without penalty for doing so.
However there are many times where it will be easier for a player to just put on whatever stuff they just looted and not care about the way it looks. Keeping a specific outfit or weapon “up to date” or obtaining a specific look may require additional time and dedication, such as finding a crafter that can create that specific smuggler shirt or that rare color crystal.
I hope this clarifies things a little. As always, we are very much interested to hear what you all have to say on the system, but at least you now have a bit more information to go on - and of course, in a very short time, you will all be able to test this on the live servers.
Anyway, thanks to all of you who have been helping with the test of the game and offered your very passionate opinions - on this subject and others. Testing a beta isn’t easy. Things changes all the time, some stuff isn’t finished and nothing seems to make sense without the benefit of knowing what’s going on behind the scene. So thanks again and I hope to have the chance of meeting each and every one of you in game. -
#22172
bár ezt még soha senki nem fogta fel, hogy miért írom be, de te hátha:
egyenlőre != egyelőre -
#22171
csütörtök! -
#22170
jövöhét szerda! debasz:D -
#22169
annyi volt mivel én már régen telepítettem,de már töröltem mint mondottam... -
#22168
36giga? ez elég érdekes ugyan is 19,4 most és még jön 7 giga az sehogy se 36 o.O de javíts ki ha tévedek -
#22167
szerintem uninstalláld egyenlőre míg nem lesz új kliens nekem már 36 gigán terpeszkedett,amint lehet originröl fogom lerántani...
