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Darth_Eclipses

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Posts posted by Darth_Eclipses

  1. Sounds to me like you just answered your own question.... ;)

     

    You can be plenty snarky if you like, but the numbers show your guild was out performed. ;)

  2. People keep cracking on GW2, but the press beta has wrapped up and it almost entirely positive news.

     

    There is footage out there of massive, working, non-laggy, world vs world pvp.. with tons of objective based combat. Tons of keeps/forts/towers.

     

    There is a 45 min video of just some lowbies (cause you can start doing world pvp at lvl 2 instead of lvl 50) running around having fun. Without their video cards kicking into BURN DOWN THE HOUSE mode or dropping to 5-15 FPS. That in itself makes it superior to Ilum.

     

    http://www.youtube.com/watch?v=mzQCi7c0DuY

     

    Game seems AWESOME! LOVE the complexity in its pvp!

     

    But that player is HORRIBLE! I HOPE I get players like him...gonna steamroll 'em.

     

    BTW I will be starting a sect of my guild for GW2. We will be (obviously) PvP oriented.

     

    We're still in the beginning stages of whether we want to focus more heavily on the WvWvW pvp or the 8man ranked teams (we will be doing both).

     

    If you are interested in a guild that's going to take PvP seriously in a game that's going to take PvP seriously, please look us up: The Royal Guard.

  3. I am thrilled to know that I have only scratched the surface of this game, as I have yet to see the Knights, Warriors, Inquisitors, Bounty Hunters, Smugglers, or Troopers story all the way through, and I simply cant wait to.

     

    It's great to see you're playing this MMO as a single player RPG, the sad fact is is that it can be.

     

    While you might call MMO fans "neckbeards", unfortunately they came into this game and continue to pay a subscription because they were told this was an MMO with story, not a SPRPG with multiplayer features.

  4. My sub ends tonight but I wanted to contribute a little bit more than my previous line in this thread.

     

    Basically, TOR's pvp is junk. Trash. Garbage. *****. Worthless. Unenjoyable. Forgettable. Horrid. Terrible. Unplayable.

     

    But mostly it's just bad.

     

    As I said in one of my recent threads: I cannot support a game that treats my primary form of content like a 2nd citizen. This is why they have lost me and why I suspect many more PvP'ers will end up quitting TOR.

     

    I cannot fathom why they would separate factions on planets. Whatever reasoning they had I can't say I want to hear, as my already low opinion of them would sink even further at marveling their stupidity. The primary form of PvP is achieved through sitting in the Fleet and queuing for warzones and as someone who signed up on a PVP SERVER - I find that unacceptable.

     

    I firmly suspect that TOR releasing rated warzones are only going to exacerbate the problem - by a huge margin. TOR's pvp is so full of holes and and the only bandaid was that people were able to progress winning or losing.

     

    When people's rating and their player/guild/server image is on the line in terms of rating and that is lost due to TOR's poor pvp mechanics: expect a huge drop out.

     

    TOR's engine is so full of glitches it's insane. My favorite is the falling animation glitch, especially when it happens in huttball. Seeing people fall off the ledge and following them down to kill them, only to see them rubberband back to the ledge is tons of fun. Games will be lost due to this glitch. Rating will be lost. I do not expect PvP players to abide by this for very long.

     

    Basic MMO mechanics aren't even functioning in TOR: i.e. the prime example is Tab Targeting. In a frantic voidstar you will target those behind you, in and circle around you before you target the person in who you're simply looking at. Expect games to be lost due to this poor production quality. Rating will be lost. I do not expect PvP players to abide by this for very long either.

     

    I find it hilarious that they are going to be releasing Rated Warzone commendations and bring along a new tier of PvP gear considering the already vast gear disparity. At top rating gear will be all but mandatory - nevermind skill. This means new teams will have to grind for weeks in unrated warzones to gear up before they can even crack into rated wzs. Fun.

     

    I could go on and on, but I do not think for a second they actually care about this post. They do care about my money though and they will not be receiving any more of that until they decide to take this game's pvp seriously.

  5. So, my sub runs out today. I think I have about an hour's access left to these forums and I just wanted to post some thoughts here that I hope the devs would see and take my feedback into consideration as they go forward making TOR.

     

    First of all, I waited two years to play this game. I started a guild with some friends: The Royal Guard back in April of 2010 (Which is the ranking 16m server first guild on Jung Ma) and we slowly recruited and organized while we baited our time until TOR's release, all the while we would be reading developer blogs and attending Cons in order to meet the devs and play the game whenever possible.

     

    First things first: this is not the game we were promised. James Ohlen recently said that they were basically building a "classic" MMO and that many peoples' expectations were different than what they were building. Who set up those expectations?

     

    I remember reading developer blogs talking about building "lush, free-form" Star Wars" experiences. I remember reading this blog imagining all the possibilities for RP, for community building, for actually feeling like we're in a galaxy spanning conflict. This game offers nothing of the sort. Our hands are held the ENTIRE leveling process, of which, many adjectives can be used - but FREE-FORM is certainly not one of them.

     

    As a beta tester once said in the tester forums: TOR does nothing but dictate, dictate, dictate where it wants its players to go and once there what they're going to do and then how they're going to do it.

     

    On a production quality level....I'm really astounded this product is from BIOWARE. You guys *were* my favorite developer, I suppose the Canadian branch still is - but you guys down in Austin really let the ball drop. There are so many small issues that are in the GAMEPLAY aspect of this MMO that I must really shake my head and wonder why was this game given the green light:

     

    - Opening inventory, guild screen, character panel, map or the crew skill window instantly stutters your game engine. Why? I have no clue.

     

    - Ability lag, stuttering, and TOR's special version of fake casting: this is still in the game. A working combat system is absolutely critical to an MMO and I cannot fathom how and/or why you are going to be releasing rated warzones with such a fail of a combat system.

     

    - Sorting by price/usuable/type or chest/legs/feet/hands is either fubar'd or not even available. Why?

     

    - The itemization in TOR is complete and utter trash. I have no idea why you released with merely 3 tiers of gear for PvE, but it speaks to a lack of creativity and depth in your game. Furthermore, you have the supposedly hardest content in the game: 16m nightmare raids, dropping copious amounts of useless Exotech gear. Why?

     

    Why are green cunning items with shield rating dropping? Why are 2 handed gatling cannons with cunning and shield rating dropping when no classes/companions can make use of them?

     

    Why have I frequently equipped gear while leveling up only to have my upgrade be the EXACT SAME THING as I was wearing before - or merely a different color? Why are there no extremely rare and mystical items?

     

    - Tab targeting is insanely frustrating in TOR. It has irked me on my healer main, but mostly since I click on raid frames it hasn't annoyed me to an absurd degree. However on my Jedi Knight alt it's absolutely frustrating! I target people behind me, beside me, beside them and behind them before I can tab target the person who I'm directly looking at. Several bombs or points have been taken in your warzones due to this.

     

    - A working combat log. Why isn't this in the game? At launch? Unbelievable.

     

     

     

    There are many, many more, but I'm going to stop here. None of these are things that can be shooed away with the "But it's only 2 months old!" argument. These are features that ANY mmo is expected to have AT LAUNCH.

     

    At PAX East 2011 I asked a MMO Developer panel (Which James Ohlen was apart of) about this very question. Listen to his answer (start at 5:35)

    - Think if TOR is hitting that mark.

     

    Finally, I come to PvP. This is probably the largest contributor to why I'm leaving. Your PvP is quite obviously an afterthought and I can not support a game (a STAR WARS game at that) that at every turn seeks to trivialize my primary form of content.

     

    I can not support a game where on almost every planet the two factions almost *never* intersect, ever. Only my first 50 I counted 2, count them 2 Open World fights during my leveling experience. One was a duel in the Promenade. On my second 50 I've had about 3 or 4. One was because I deliberately went to the Imperial starting area on Voss and fought equal levels there until they called for help. It spawned a nice battle as more and more came - but your Open World PvP is still hollow.

     

    I'm not quite sure why you would separate the factions throughout the leveling experience, even on PvP servers - but that was a horrible decision. Another was assuming PvP servers would be popular as all PvP'ers wanted to spawm queue warzones all day. The only form of PvP progression in your game is through warzones, and as a battlemaster HEALER - they suck. A few reasons why:

     

    - Healing is COMPLETELY unrewarded on par with DPS & TANK classes. Healers have the hardest time to gear up through the medal and valor disparity. Unacceptable.

     

    - What determines a tie in voidstar when no one gets through the first door. It's not who defends first, kills the most, dies the least, gets the most medals/objective points. It's completely and totally random. As rated warzones are released, I find this map becoming hated by the entire rated pvp community.

     

    - Your CC is absurd. The amount and frequency with which one can be rooted, snared, mezzed, stunned, slept, knock backed, knocked down, pulled or pushed is outrageous. CC in competitive pvp should be on relatively long cd's that need to be used wisely at opportune times to sway the turn of fights: not handed out like candy and thought to be remedied by a broke DR system: resolve.

     

    - Your graphical engine is atrocious. Many times I have KB a person from a ledge in huttball to see them fall off, to which I follow to finish the kill - only to have that person rubberband back onto the ledge and run free to the goal line. Why are we seeing falling animations if no one is falling?

     

    Why are people consistently rubberbanding in place? Again, production quality.

     

    - Ilum is total fail. Ilum is total garbage. Ilum inspires nothing but zerg v zerg, and often results in nothing but one zerg standing outside of a the enemy's base being pulled in one/pulling one in at a time.

     

    It sucks. You have no peripheral objectives at all to inspire smaller, more frantic fights. This is extremely odd considering how confusingly and needlessly large Ilum is. The theme is also half baked: why are we fighting for armaments on a planet known for its lightsaber force attuned crystals?

     

    Many things in TOR simply do not compute, and until they do I cannot see myself returning or re-subscribing to your game. It is unabashedly half-finished and I cannot count myself among the individuals who will pay you to finish bringing your game up to a 2012 release standard.

     

    Good luck to those who do.

  6. So, the winner of ties is determined by who has the most accumulative objective points. So none of this 'those who attack first win' etc.

     

    Now another question, how are objective points gained in Voidstar if you don't plant/disarm bombs? Killing people at the doors/attempting to plant?

     

    False!

     

    This is completely FALSE!

     

    http://imageshack.us/f/600/screenshot2012020619051.jpg/

     

    Please check picture!

     

    My team clearly has 600 + 600 + 1800 for a total of 3000 objective points.

     

    Their team clearly has 300 + 300 + 600 for a total of 1200 objective points.

     

    My team also had:

     

    - Less Deaths

    - More Medals

    - More Kills

     

    Who won?

     

    THEY did! Enjoy your rated warzones guys! I'm out of here!

  7. And people are mad about how much medal farming there is. I bet the other guy sat in mid pewpewing and didn't run the ball across the line once.

     

    Eh...what?

     

    So many people don't understand percentage based systems.

     

    The correct way to measure is *IS* with a large batch, not in a batch of 2

     

    And this should matter to the person who's grinded to battlemaster and is only able to earn 2 bags a day - why?

     

    It is my opiniion that CHANCE based systems are the result of simple minded, idiotic design.

     

    Truth.

  8. Well if anyone still have hopes for pvp, especially for open world pvp just listen to Q&A session with Gabe A. held 3 months ago:

     

    http://torwars.com/2011/11/09/audio-gabe-amatangelo-discusses-ilum-and-open-world-pvp/

     

    Oh dear, on Ilum subject he's so detached from reality it's unbelievable. Basically he believes that 100 vs 20 on Ilum will still be a great enjoyable game. When BW's lead designer on pvp says such things, I'm completely loosing all hope.

     

    Just listened.

     

    In the first minute and a half he tries to explain how 20 v 100 in Ilum is still going to be an enjoyable experience for the 20. He is SO oblivious it's not even funny.

  9. This game is going to get a RUDE awakening with rated WZs and ties in Voidstar.

     

    There is simply no verifiable, measurable, CLEAR mechanic that is in place that everyone knows about that can determine who wins in the case of a tie there.

     

    In huttball it's very clear: whoever holds the ball last - this also leads to the last minute of a tied match being extremely intense.

     

    In VS though it's a total wash and I can just imagine the levels of QQ these pvp forums are going to attain once they release rankings and scores in this ****** pvp system.

  10. Whirlwind. Stun. Knockback+Root(immobilize). Force Sprint whenever you have the chance.

     

    The original point that I was trying to make was that Sorcerers have the best chance of escaping a 2v1 not "If two people perfect coordinate absolute everything will a Sorcerer still be able to escape with 100% certainty".

     

    They get 30m away Max. That doesn't mean that they've escaped.

     

    Assassins/Shadows, Scoundrels/Operatives and Sentinels/Marauders have the best chance of escaping 2v1's with their in combat stealth, that usually comes talented with a speed increase so they can get away from any PBAoE that might land thereafter.

     

    You can see where a Sage/Sorc runs too after they get off an AOE mezz or root. You can chase. You cannot chase what you cannot see and therefore they will always come in after those other classes.

     

    Not to mention that Shadows/Sins and Ops/Scounds both leave combat in their in combat stealth, whereas a sage or sorc will still be in combat, therefore any healing that they MIGHT do after running away will:

     

    A. Take forever to cast (rooting them in place for 2seconds) as they aren't healing speccd and

     

    B. Be debuffed by Trauma

  11. How is the artist team even remotely close to 5 star? Have you seen the endgame armor? Specifically the PvP armor (since this is the PvP forum)? Space Samurai armor for the JK and homeless WoW mage for the JC........wow......

     

    Agreed.

     

    Not sure how the guy thought TOR's artists were to be commended.

     

    Everyone looks the same.

     

    What happened to that "Walls and walls" of gear looks?

  12. Bubble pops. Sorcerer uses knockback once he's out of whatever stun they put him in(if at all). Force Sprint

     

    Done.

     

    Edit: If he's slowed he can Purge before Force Sprinting.

     

    The fact you use (if at all) shows that you're being disingenuous and you know it.

     

    Furthermore, you can only purge Mental and Force effects as a dps specc'd Sorc/Sage. Anything from an IA or BH will just result in a wasted gcd and resource.

  13. Haha the level of qq on these forums when rated warzones hit will be delicious.

     

    I think I will bathe daily in the tears of TOR's pvp community, I hear it is akin to using the blood of virgins.

  14. Overall I feel you're really downplaying the damage of the Sorcerer and might have lower end gear as far as the bubble absorption amount goes. The burst bit you're taking out of context. That was put in the OP as a response to a long argument about Sorcerer burst earlier in the thread.

     

    Nope, BM, with over 500 exp, full champion with a few BM pieces.

     

    PvE wise I sit in full Columi mixed with about 5 Rakata pieces, some pieces slotted with lvl 58 mods.

     

    Our shield will only absorb ~3.2k max.

     

    I've been playing Sorc/Sage since beta and I have tested my shields strength thoroughly in terms of how to optimize it. You, on the other hand, have read some thing, some where (you can't remember where), that some sorc might have said some thing - and you are claiming my gear / research is faulty.

     

    See where I'm going with this?

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