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Old 06-02-2005, 19:00   #1 (permalink)
Chingach
Civilians

 
Default Armor certification question

Forgive me if this information is out there somewhere, but I can't find it.

I've basically bought armor twice (meeting the requirments on the list when
I examined it) and both times I was told that I lacked the certification to
wear this armor. Is there a guide or something available that will tell me
what I can or can't wear? Also, how do I know if I'm certified to wear an
armor and how do I *get* certified?

Any advice would be greatly appreciated

Ching


 
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Old 06-06-2005, 11:00   #2 (permalink)
Pece via GamesKB.com
Civilians

 
Default Re: Armor certification question

Yep Dirk it's me....the one and the same.....who came for you for a week
straight only to get whooped every time. Heh....
Did you throw in the towel after CU? Haven't seen you on the terms...

--
Message posted via http://www.gameskb.com
 
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Old 06-07-2005, 11:00   #3 (permalink)
Dirk Pfeiffer
Civilians

 
Default Re: Armor certification question

Reply to message from "Pece via GamesKB.com" <forum@GamesKB.com> (Mon, 06
Jun 2005 15:29:26) about "Re: Armor certification question":

Yeah, I quit after cu hit...well..kinda. My jedi-account is still active
and I log in once in a while, but I hate it. SWG lost its "uniqueness"...
it's just another MMORPG now. Very sad.


Pv> Yep Dirk it's me....the one and the same.....who came for you for a
Pv> week straight only to get whooped every time. Heh....
Pv> Did you throw in the towel after CU? Haven't seen you on the terms...

Pv> --
Pv> Message posted via http://www. gameskb.com



Bye
Dirk Pfeiffer <dirk@dbx501.de> Tue, 07 Jun 2005 16:26:18 +0200

=== Posted with Qusnetsoft NewsReader 2.2.0.8
 
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Old 06-08-2005, 11:00   #4 (permalink)
Kas
Civilians

 
Default Re: Armor certification question


"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1118147630@dirk.dbx501.de...
> Reply to message from "Pece via GamesKB.com" <forum@GamesKB.com> (Mon, 06
> Jun 2005 15:29:26) about "Re: Armor certification question":
>
> Yeah, I quit after cu hit...well..kinda. My jedi-account is still active
> and I log in once in a while, but I hate it. SWG lost its "uniqueness"...
> it's just another MMORPG now. Very sad.
>
>


hrm, how do you figure that? I havent seen any other MMO yet that has many
of the things that SWG has in it. To name some:
Player housing
Player cities
Every useful item player crafted minus a few good loot drops
2 games in one (space + ground combat in the same game).
Missions (not to be confused with questing many other games have quests
missions are different again )
A huge character creation template so that no 2 characters look the same.
Musician and Entertainer Professions (never seen anything that even comes
close to those 2 professions in other MMO's)
An environment that very much caters for both social non combat interactions
as well as combat interactions.

So I ask how has it lost its uniqueness? All the things that made SWG unique
previously still make it unique today as it still has those things that no
other MMO has.
As for the CU, so what they put a level beside your character, guess what?
They could have just as easily left it off and no one would know any
different.
Creatures giving less xp then other creatures was in the game previously so
that hasn't changed.
Mission terminals now actually give you suitable missions for your character
rather then missions way too low for your current combat abilities
(especially noticable soloing).
A single character now only able to take on one or two (occationally 3)
similar level creatures or NPC's - realistic, unlike previously where you
could stand in the middle of 10 creatures or NPC's without taking much
damage. (one could call this successful balancing)
The character and creature levels where *always* in the game they were just
hidden previously, where as now they can be seen. (ask any creature handler
those levels where there). Would you prefer that they had kept them hidden
so that you cant see that you have a level again even though it was always
there? At least with the levels visable you can see what your up against
easier.
The only thing they have changed is to rebalance the combat professions back
to what they were *surposed* to be rather then the majorly unrealistic
templates that they previously where. Which I might add many many people
complaining that professions where over-powered encouraged them to do this
in the first place, it was the *players* who asked for this and now that
they have done it many more are complaining and/or quit the game, if they
didnt want combat changed maybe they should have either shut up originally
or spoke up against those who didn't like the over-powered templates.


 
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Old 06-09-2005, 15:00   #5 (permalink)
Dirk Pfeiffer
Civilians

 
Default Re: Armor certification question

Reply to message from "Kas" <nykara@[NO-SPAM]optusnet.com.au> (Wed, 08 Jun
2005 14:30:34) about "Re: Armor certification question":

The balancing could have taken place WITHOUT changing the whole game! They
just needed to increase the creature difficulty. This discussion is leading
nowhere anyway. Problem is: the devs were (and still ARE) listening to a
few whining idiots on some Certain forums: Nerf this, reduce that, increase
this, change that. Once the CU was playable for the mayority everyone
started to fight against it on the forums. But it was too late then. To
answer your question: SWG has lost its unique fighting system. It has now
attacks that basically do all the same. No more damage to different pools.
The combat system is a mixture from matrix online, guildwars and EQ2.
Nothing special anymore! Lots of professions got useless with the CU:
Doctors, several melee professions, entertainers, pure crafters are screwed
anyways. And btw: like 80% of the veterans (especially jedi) got sold on
ebay. I know a TON of jedi that have been ebayed and we are just a few
weeks into the CU. After the EP3 hype has settled down a bit the (new)
people will quit again due to boredom and bugs and the servers will be
empty like most other servers besides Bria and Ahazi ARE already. The ROTW
shouldhave been called "The Age Of The Instances". No more running all over
the planets and meeting people or finding playercities in the future. And
still they can't get their servers to handle the lag. So basically...if you
look at just those other 3 MMORPG's out there (EQ2, Matrix Online,
Guildwars) you will soon see the only thing that is STILL unique in SWG is
that some players are wielding lightsabers or blasters. And the blasters
don't even SOUND like star wars anymore.

My hands are hurting now. I've been typing all this crap with my PDA, lol.
So I'll end it here although there would be muchmore to add. But as I
stated above: This discussion will lead nowhere.


K> "Dirk Pfeiffer" <dirk@dbx501.de> wrote in message news:1118147630@dirk.
K> dbx501.de...
>> Reply to message from "Pece via GamesKB.com" <forum@GamesKB. com> (Mon,
>> 06 Jun 2005 15:29:26) about "Re: Armor certification question":


>> Yeah, I quit after cu hit...well..kinda. My jedi-account is still
>> active and I log in once in a while, but I hate it. SWG lost its
>> "uniqueness"...
>> it's just another MMORPG now. Very sad.




K> hrm, how do you figure that? I havent seen any other MMO yet that has
K> many of the things that SWG has in it. To name some: Player housing
K> Player cities
K> Every useful item player crafted minus a few good loot drops
K> 2 games in one (space + ground combat in the same game). Missions (not
K> to be confused with questing many other games have quests missions are
K> different again ) A huge character creation template so that no 2
K> characters look the same. Musician and Entertainer Professions (never
K> seen anything that even comes close to those 2 professions in other
K> MMO's) An environment that very much caters for both social non combat
K> interactions as well as combat interactions.

K> So I ask how has it lost its uniqueness? All the things that made SWG
K> unique previously still make it unique today as it still has those
K> things that no other MMO has.
K> As for the CU, so what they put a level beside your character, guess
K> what? They could have just as easily left it off and no one would know
K> any different. Creatures giving less xp then other creatures was in the
K> game previously so that hasn't changed. Mission terminals now actually
K> give you suitable missions for your character rather then missions way
K> too low for your current combat abilities (especially noticable
K> soloing). A single character now only able to take on one or two
K> (occationally 3) similar level creatures or NPC's - realistic, unlike
K> previously where you could stand in the middle of 10 creatures or NPC's
K> without taking much damage. (one could call this successful balancing)
K> The character and creature levels where *always* in the game they were
K> just hidden previously, where as now they can be seen. (ask any
K> creature handler those levels where there). Would you prefer that they
K> had kept them hidden so that you cant see that you have a level again
K> even though it was always there? At least with the levels visable you
K> can see what your up against easier. The only thing they have changed
K> is to rebalance the combat professions back to what they were *
K> surposed* to be rather then the majorly unrealistic templates that they
K> previously where. Which I might add many many people complaining that
K> professions where over-powered encouraged them to do this in the first
K> place, it was the * players* who asked for this and now that they have
K> done it many more are complaining and/or quit the game, if they didnt
K> want combat changed maybe they should have either shut up originally or
K> spoke up against those who didn't like the over-powered templates.





Bye
Dirk Pfeiffer <dirk@dbx501.de> Wed, 08 Jun 2005 1824 +0200

=== Posted with Qusnetsoft NewsReader 2.2.0.8
 
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Old 06-09-2005, 23:00   #6 (permalink)
Kas
Civilians

 
Default Re: Armor certification question


"Dirk Pfeiffer" <dirk@dbx501.de> wrote in message
news:1118330609@dirk.dbx501.de...
> Reply to message from "Kas" <nykara@[NO-SPAM]optusnet.com.au> (Wed, 08 Jun
> 2005 14:30:34) about "Re: Armor certification question":
>
> The balancing could have taken place WITHOUT changing the whole game! They
> just needed to increase the creature difficulty. This discussion is

leading
> nowhere anyway. Problem is: the devs were (and still ARE) listening to a
> few whining idiots on some Certain forums: Nerf this, reduce that,

increase
> this, change that. Once the CU was playable for the mayority everyone
> started to fight against it on the forums. But it was too late then. To
> answer your question: SWG has lost its unique fighting system. It has now
> attacks that basically do all the same. No more damage to different pools.
> The combat system is a mixture from matrix online, guildwars and EQ2.
> Nothing special anymore! Lots of professions got useless with the CU:
> Doctors, several melee professions, entertainers, pure crafters are

screwed
> anyways. And btw: like 80% of the veterans (especially jedi) got sold on
> ebay. I know a TON of jedi that have been ebayed and we are just a few
> weeks into the CU. After the EP3 hype has settled down a bit the (new)
> people will quit again due to boredom and bugs and the servers will be
> empty like most other servers besides Bria and Ahazi ARE already. The ROTW
> shouldhave been called "The Age Of The Instances". No more running all

over
> the planets and meeting people or finding playercities in the future. And
> still they can't get their servers to handle the lag. So basically...if

you
> look at just those other 3 MMORPG's out there (EQ2, Matrix Online,
> Guildwars) you will soon see the only thing that is STILL unique in SWG is
> that some players are wielding lightsabers or blasters. And the blasters
> don't even SOUND like star wars anymore.
>
> My hands are hurting now. I've been typing all this crap with my PDA, lol.
> So I'll end it here although there would be muchmore to add. But as I
> stated above: This discussion will lead nowhere.
>
>


Changing things in the game was nessesary in order to achieve what they were
looking for. And the change once you get a handle on it isn't a bad one it
just takes a couple of weeks to get used to. Abilities that were useless
before now have thier uses, no longer do you just stand there spamming the
same attack over and over because its the best attack for your profession
because now it may not always be the best choice to make you actually have
to think about what you are doing and make sure you use the right
combinations for the right situations.
The Doctor profession is far from useless, infact being a Doctor I find it
very useful, it goes especially well with Melee professions, that plus a
Doctors heal over time added with a CM's heal over time in a group means
that the tank is taking very little damage per "combat" round which is also
very useful.
As for non-combatants, it is no more difficult now to place harvesters in
dangerous locations when you have no combat skils as it used to be (speaking
from the fact that I used to be an entertainer/crafter for a long time) It
used to be dangerous to go out and place harvesters when you had no combat
skills, you used to have to get a friend who had combat skills to come and
clear a path for you to one of your harvies if it was surrounded by red
dots, which is something you still have to do even now that hasn't changed.
And crafting professions are still as useful as ever, there are foods that
are needed and are very helpful for hunting situations, everyone still loves
clothes so tailors still have a job to perform, armor is still needed only
now guess what? All the armor types are useful not just one or two.
Weaponsmiths are still needed as everyone still needs weapons to work with,
only now they actually have more variety of weapons to create. Bio-engineers
are even more useful then they used to be because now they can make meds as
well as BE items.
So, excatly how was crafting nerfed or screwed over?
As for entertainers (a profession i have spent a lot of time in over the 2
years ive been playing SWG), they have gotten what they *always* wanted, the
ability to buff people easier, to set a cover charge for healing other
players and for anyone who is a combatant they will know that the
entertainer buff is very useful for gaining xp and on top of that
entertainers can now *finally* buff themselves. So again, how is this
nerfed? Add to that the fact that there always was a large number of AFK
entertainers so that hasnt changed either.
There is a lot more variety in game play these days with all professions,
it's not nerfed or screwed up it just takes a bit of time (and an open mind)
to relearn what you used to already know how to do.
As for ROTW, the game needed more instances for parties to play around in so
they created them, if instances arent what you want then there are plenty of
other planets to hunt on.
The game really hasn't changed that much people are just too lazy to learn a
few new skills and skill combinations in order to effectively be able to
play their characters again.


 
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Old 06-10-2005, 11:00   #7 (permalink)
Psyberowl
Civilians

 
Default Re: Armor certification question - Bio-Engineers Rant

Actually, as a BE, and speaking for most (though not all) of the Pre-CU BEs
on the official forums, please don't bring up the Medical Crafting that they
were *so generous* to give us. We didn't want it, we don't want it and the
only useful thing in there (as far as meds go) anymore is a Stim-D. C's and
lower are certed by anyone under Level 60 and we can't use Advanced
components on them which means they won't heal for crap.

Plus all the Docs that wanted to stay crafters came over with their +20 Med
Crafting suits and can make everything from our profession (except maybe
pets) better than we can. Some of the CM Enhancers are actually useful, but
the Doc enhancers aren't worth the cost of the components to make.

Ahem.... ::Composes self::

Much as I like the Combat Upgrade in General.... the changes to BE really
irritate me. We just got the ability to make pets again with Publish 17,
all DNA before that was broken. Half of the Tailor tissues we can make are
broken still. Chef tissues of course still work fine. Battle Armor would
have been really nice since if we're not fighting NPCs, we usually are
trying to run up to a critter and jab it with a needle... Which tends to not
make fluffy a happy kitty. Excellent Energy protection for that
profession... I just don't understand..

Oh well.

Thanks

The Bar-erras Clan
Lowca Galaxy


>
> Changing things in the game was nessesary in order to achieve what they
> were
> looking for. And the change once you get a handle on it isn't a bad one it
> just takes a couple of weeks to get used to. Abilities that were useless
> before now have thier uses, no longer do you just stand there spamming the
> same attack over and over because its the best attack for your profession
> because now it may not always be the best choice to make you actually have
> to think about what you are doing and make sure you use the right
> combinations for the right situations.
> The Doctor profession is far from useless, infact being a Doctor I find it
> very useful, it goes especially well with Melee professions, that plus a
> Doctors heal over time added with a CM's heal over time in a group means
> that the tank is taking very little damage per "combat" round which is
> also
> very useful.
> As for non-combatants, it is no more difficult now to place harvesters in
> dangerous locations when you have no combat skils as it used to be
> (speaking
> from the fact that I used to be an entertainer/crafter for a long time) It
> used to be dangerous to go out and place harvesters when you had no combat
> skills, you used to have to get a friend who had combat skills to come and
> clear a path for you to one of your harvies if it was surrounded by red
> dots, which is something you still have to do even now that hasn't
> changed.
> And crafting professions are still as useful as ever, there are foods that
> are needed and are very helpful for hunting situations, everyone still
> loves
> clothes so tailors still have a job to perform, armor is still needed only
> now guess what? All the armor types are useful not just one or two.
> Weaponsmiths are still needed as everyone still needs weapons to work
> with,
> only now they actually have more variety of weapons to create.
> Bio-engineers
> are even more useful then they used to be because now they can make meds
> as
> well as BE items.
> So, excatly how was crafting nerfed or screwed over?
> As for entertainers (a profession i have spent a lot of time in over the 2
> years ive been playing SWG), they have gotten what they *always* wanted,
> the
> ability to buff people easier, to set a cover charge for healing other
> players and for anyone who is a combatant they will know that the
> entertainer buff is very useful for gaining xp and on top of that
> entertainers can now *finally* buff themselves. So again, how is this
> nerfed? Add to that the fact that there always was a large number of AFK
> entertainers so that hasnt changed either.
> There is a lot more variety in game play these days with all professions,
> it's not nerfed or screwed up it just takes a bit of time (and an open
> mind)
> to relearn what you used to already know how to do.
> As for ROTW, the game needed more instances for parties to play around in
> so
> they created them, if instances arent what you want then there are plenty
> of
> other planets to hunt on.
> The game really hasn't changed that much people are just too lazy to learn
> a
> few new skills and skill combinations in order to effectively be able to
> play their characters again.
>
>



 
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