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kiwoo

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  1. Lesbian here. Never joined a LGBT guild in many years of playing MMOs (too many:P). As looked for people who complimented how I play and generally got along with. But more than that in an MMO, I, like all of us, am a gamer. That's are uniting trait. We love games. Sexuality while playing should take a back bench as it doesn't matter. Unless of course you take the friendship you develop in game further which has happened many times. Anyone can be idiots irregardless of gender, sexuality or any other feature. We all love the same thing, gaming, lets keep that in perspecive. Anything else is, frankly, not important
  2. Actually the first "battlegrounds" called battlefields in SWG were implemented in 2003, Then later turned off because of bugs:( was in areas on worlds surrounded by pylons (iirc). Was one in the top north/north east of Tattooine I used to visit with guild. Not a fan of open world where high levels can grief low levels as it ends up being detrimental to the game in the long run. Those kind of players are destructive to the growth of the game as new players getting continuosly killed and camped with zrero chance of retaliation drive more away than keep in the long run. SWG had it right with being to complete your build unflagged and safe and then flag when you had the chance/ability to hold your own. Themeparks never make great OWPVP games, in my opinion, due to it having zero impact or change to the world in anyway. Destructible craftable constructions, controllable territory things which can give a result to the conflict only happen in sandbox MMOs. Personally I would love to see "open world PvP" set in space (not on the rails combat of course^^. where ship abilities can be normalized and it based on skill, rather than gear and level. Throw in territory control with space stations, that are capturable and craftable. Plus being able to call in reinforcementss on the outnumbered side and done right it could be helluva fun thing to do. Could add to that. That when the PvPers gain control of a sector, PvErs have to enter and clear the enemy station before that faction gains full control. Combining both playstyles into a form of synergy. Then crafters to repair and strengthen the stations defences.
  3. Exactly. From concept to design to coding/creating to QA to fixing to QA to fixing to release. It can be a long process depending on what is being created. Players complain "It's rushed out and buggy" yet still complain "They are working too slow". I'm sure any company would love to be able to wave a wand and magically produce perfect content in 5 minutes^^ Regarding bugs creeping into a patch going live. Generally QA are given a list of things to test on the patch/content. If those all pass then the patch is released, Then if the patch on live turns up a new issue, that is added to the list for QA to test for in the next patch sent there way. Then, like the rateds, if a major issue arises then parts of the content update can be pulled for further work. Add into the mix deadlines and things then have to be prioritzed. A content patch is plsit between departments (or teams), one part may take longer than another to complete which can slow down other teams due to needing team A to complete x so team B can continue. Example Level designer may be waiting on certain art assets to be completed before they can continue. Which are generally raised in daily sprint meetings. Albeit, content design can be sped up significatly with inhouse tools created specifically for creating content for the game.
  4. Well 1.3 isn't just adding the LFG tool it's also adding server transfers, which would allow population to be spread over less servers thus increasing the pool of players on those servers (if everything goes as it should of course^^). Locking need rolls to class would be a good idea to save a lot of ******tery that could arise with a LFG. Albeit there will be more accountability with same server LFG than cross server. Loot settings should not be changeable after starting the FP also. So group leader cannot switch to master loot during last boss.
  5. We have had the same. 1 Trooper and doubles of trooper drops in Ops. We've even had one with both rakata items trooper plus extoech being trooper loot also>.<
  6. To be honest, if you can get 8 players together there is no reason, loot wise, to do HMs at all. EV story mode is much easier than some HM FPs and you get geared up substantially faster than running HM FPs. Both of my alts I got geared in full columi in 2 weeks from EV and KP story mode runs. But I do like the two ideas posted.
  7. My main argument was DPS sages arent weak healers, You can, and we have run ops using a DPS specced Sage as support healer when the usual one couldnt make it. Also, communication, when I'm running TK specced the main healer doesn't shield the MT as my shield is stronger, the force he saves, he uses for heals... What would you prefer? A normal strength shield on the MT or a 20% stronger shield on the MT? Also, there isn't just bosses in Ops. We clear content without checking numbers, and no, I'm not being carried before that pops up. Which knowing these forums, it will. We do it, succesfully, our way. Dictating otherwise is pure BS. At the end we have fun, we clear, we have fun. We don't need to know who does how many DPS or whatever. As we are not playing a spreadsheet. I've raided from EQ1 onwards, as all roles, Tank, Healer, DPS, Mezzer, and debuffer.
  8. Protip, a TK specced sage has a stronger shield than a heal specced sage. Due to Telekenetic Defence. Lightning Barrier for sorcs. Increase absorption by 20% 2/2, So thats debunked your "protip". And no, it isn't garbage. BTW we are clearing NMM Ops. Done with my main Gunslinger, and DPS specced sage. So I know EXACTLY what im capable of with both and how they both aid the raid. The main differences between heals on a heal specced sage and a DPS sage is the 31 point AE heal. And a bit more utility for healing, AKA the Hot and the armor increase from the HoT. The actual increase in healing is minimal. 2% increase from the tier 1 talent. and 6% increase to bonus healing, which at 700 bonus (for example) will give an additional 42 to heals. Shield wise, what heal specced sages gain is the reduced cooldown and reduced force cost only. compared to a 20% increase in absorption value from the TK tree. Thats why I state DPS specced Sages arent weak (let me add) single target healers. Because the increase in heals from talents is very small. Problem is a lot of DPS specced Sages/Sorcs forget they have heal abilities also.
  9. What some don't take into consideration when figuring armor reducing debuffs into damage calculations is diminishing returns on armor. A high armo target will get a lower effect to damage mitigation from an armor debuff than a target with a low armor rating. Due to, as I stated, diminishing returns on armor values. Reducing armor by 20% doesnot mean a 20% increase of damage. On my JK with 5,5k armor. 5 stacks of 7% armor reduction decreased mitigation by around 6%. So going from 4-5 stacks of BHs armor debuff is going to make a very minor damage increase, add into the fact that TM has a damage range. It's entirelly possible that damage can be less if your damage roll between the range is at the lower end.
  10. DPS specced Sages aren't weak healers. The primary stat for healing is the same for DPS. On my Sage, I can through out an "oh sh*t* heal on a DPSer, help top up HP dropping down the platforms on Soa. throw out an extra shield on lightning ball targets on NMM, CC any trash, not just robots, with force lift. On bonthrasher, Gunslingers shield is pretty much useless. Sage shield is much more useful. On fabricator, i can use force speed on sage to go faster between terminals and range nuke.Self shield for popping the droids in front of the terms. Gunslingers shield is on a 3 minute cooldown. Usable twice at most in a boss fight, and if you have to move anytime during the duration, the shield collapses.
  11. Let me see... 18 planets, full of PvE content for levelling, plu sworld bosses. Group PvE content. 1000s of PvE quests spread around the planets. Plus there is 8 class story chains spread over all the planets. PvP content on those planets? Tattooine has a small open pvp zone. Ilum has/had an open world PvP zone. In scales of landmass devoted to PvP as opposed to landmass devoted to PvE, PvP is a tiny fraction of it. Flashpoints/Ops instances and "instances" for PvP. Flashpoints, over both factions there is 17. 11 of them have a Hard Mode. Operations. 3 at the present. 2 of those have 3 difficulty levels. 1 has 2 at the present. Now onto PvP. PvP has a massive total of 4 warzones for both factions. To sum up. PvP has a tiny fraction of the land mass over all the planets dedicated to it in comparison to PvE. PvE has a total of 17 flashpoints, 11 available in hard mode and 3 operations. Plus numerous world bosses. PvP has 4 Instanced warzones. Do the maths and then come back and say "SWTOR isn't a PvE game". Changes to classes. Gunslinger/Sniper. Buff to damage output to bring then into line with other DPS classes in PvE. Heal changes, done to bring sorcs/sages into line with other healers in PvE to make all viable instead of the preference being to run with one. Ops/scoundrel DPS changes.. You got me there thats a PvP change. All of the changes were not done SPECIFICALLY for PvP. If you have an official quote saying otherwise, post it. They were to bring all classes into the 5% of each other level that Bioware have stated that they want all classes within, I recomend you look up Planetside, Mortal online, Darkfall, DaoC at endgame, EvE (which isnt strictly purely PvP, PvP is a major part of it. For a start. THOSE are PvP games.
  12. The "Hybrid" classes have to be balanced less than pure DPS ACs as their utility has to be taken into consideration. Otherwise there will be NO reason to have pure DPS classes in the game. I asked this question in another post, surprisingly no-one answered. If all ACs when specced into DPS can do the same level of damage, Why take pure DPS classes to an Ops/HM if a hybrid healer can do as much damage and still have the utility of heals. cures and shields when needed? Thats why the utility of hybrids has to be factored into the equation when balancing. My sage is balance specced and can still throw out 5k+ heals. Otherwise to balance hybrid classes to do the same damage as pure DPS classes, then the pure DPS classes need a viable utility outside of pure damage to compare.
  13. Complainers will alwys be the loudest on any game forums, because the rest are happily plaing, not reading the forums^_^. On any game forums you will get the posters that start a discussion, but only care about the replies that agree, no matter how thought out and articulate the points made contrary to the OPs posts are. Or even if they are factually supported. Just some peoples ego is so fragile.
  14. It might have been answered, but ill reply anyways. Sages and Sorcs have a spell to convert HP to force. I've seen Sages, as soon as the game starts, spamming sacrifice and self heal, or hiding in a corner and doing the same. When I've called one out in Ops they replied "I have to get my out of combat 5k heal medal".
  15. Reposted here on the advice of Cerimon. One of the major problems with MMO clients caused by regular patching is the fragmentation of the client files on the hard drive. Defragging your drive can give a slight improvement but not that much of a benefit overall in load times etc. Turbine released a utility to the public that is specifically for defragging the LOTRO client after patching. http://lorebook.lotro.com/wiki/LOTRO_DefragSuite Information on how it benefits the player and what it does is there. So I would respectfully request a similar utility from Bioware. Make your voices heard on this thread if you agree.
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