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Algorithm

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Everything posted by Algorithm

  1. As the title says, mouse right clicking is disabled while holding down the control key. So when i hold down the control key i can't use right click to pan the camera. I use mostly the number keys and a combination of alt/control + number keys to activate skills. And in combat i use w and double mouse click interchangeably to move forward. But whenever i activate a skill with i.e. control + 1 and move forward at the same time or immediately after, i will not move in the direction i want to, but straight forward.
  2. With the millions of different class combinations/specs possible in rift, it makes it a nightmare to balance. Trion generally got the "what to nerf" part right, they just went too far every time so they created an endless FoTM chain. Aiming for 1v1, group, pvp and pve balance all at the same time while still preserving class diversity is very possible in a game like swtor and i actually think they are quite close to achieving that already.
  3. Algorithm

    Bioware Cares!

    I see all over this forum that "Bioware don't care about the issues in the game" etc. This is simply not true. Stephen Reid has replied 5 times to the white crystal thread! So stop whining about the non-issues that is end-game content and pvp! Ha ha ha!
  4. I just took a screenshot of a wz ops group with 9 players in it. 9 players in the actual raid frame. What should i do with it? =p Not that we needed any proof this bug existed, i'm just wondering if we have to wait until next week to see a fix for this...
  5. I think Bioware has a licencing problem in making any form of pvp territory control because Lucas Arts would get upset if for example the players from the imperial faction kept invading coruscant (we know this will happen =P). After all coruscant was only ever invaded once and that is canon. I bet the same thing goes for the other famous planets. But who knows what they are allowed to do, it's not like they care enough to reply. So that said, the only probable option would be to invent new planets players can fight over and sort of create their own star wars story. However that may also be against the license and canon. Perhaps bioware is only allowed to tell the documented story of star wars, what exists in the books and is canon... What exactly are Bioware allowed to do with the license?????
  6. The implementation of ilum and the reusable consumables are the most noobish mistakes i have ever seen in an mmo, it's an embarrassment. I can't fathom how it ever got into the game.
  7. Oh dear! "We are always listening to the community. This game is for you guys!" I have aspbergers but even i can see tell this guy is terrified. Is EA holding him at gunpoint, forcing him to say this? WE ARE THE MUJAHAD-EA WE DEMAND YOU PLAY OUR GAME OR....! But anyways, its good that they are adding these convenience features. I'm just concerned that they might think this is exactly what the players want/need, and it will surely keep players playing for months to come. It wont!
  8. I'd keep it going but i'm not getting any feedback to my replies =/
  9. Even though this looks a million times better than whats in the game, I'm still concerned with the tactical planet map part of this idea. In the interest of making this part of the idea more solid, ill play devil's advocate. Here are a few reasons for my concerns... It is unnatural to give all the existing planets a duplicate in the unknown regions. But perhaps it was meant to create new planets and just borrow the graphics from the existing planets? It is not open world pvp in the sense that it is limited to a subset of the available planets. It is more like a multi-instance warzone. Because we are fighting over a few planets in the unknown regions the whole idea of galactic war doesn't make sense. Here the galaxy is not at war, we are just fighting over a few planets in the unknown regions. I am also concerned that the wargame on the tactical map itself might be flawed. Perhaps i simply don't understand how it works, but here is a scenario. To start with the warzone will look like this.... [imp base][p1][p2][p3][p4][p5][p6][rep base] the way i understand this, p3 and p4 now becomes vulnerable. (It would probably be unfair if only one of them became vulnerable since either is closer to one side) Anyways battle commences at p3 and p4, republic wins p3 and imperials wins p4. We then get this picture. [imp base][p1][p2][r3][i4][p5][p6][rep base] Now the frontline has not moved at all. Unless there is a turn based system, r3 and i4 will have to become vulnerable again. Lets say battle commence there and the imperials wins both. We get this. [imp base][p1][p2][i3][i4][p5][p6][rep base] Now the frontline is again very clear and i4 and p5 becomes vulnerable. Battle commences and republic wins i4 and imperials wins p5. And here is the problem we are now left with a double frontline. [imp base][p1][p2][i3][r4][i5][p6][rep base] Now i3 and r4 could become vulnerable .... OR ... r4 and i5. So in conclusion i don't understand the system at all and i think a thorough explanation is in order... There is at least one much easier way to do this and it would probably be a lot easier to implement and make more sense too, i'll get back to that later.
  10. In this system you have outlined Aneu i have the following questions: To me it looks like the battle will rage back and forth on a ever moving front-line going between the imperial and republic home worlds. But what determines which side will attack/defend and how is it determined what system becomes vulnerable? (Edit: The map you suggested seem to only have one base, so i assume each planet "copy" would have a imperial base map for imperial defence and vice versa. but it still has to be determined somehow who actually attacks and defends. you see where i'm going with this i hope) You mentioned that more than one system can become vulnerable at a given time. When this happens, how is it then determined which one will have a battle? i am asking because... Say you have a line of planets (simplified): [imp world] [planet 1] [planet 2] [planet 3] [planet 4] [planet 5] [republic world] Then planet 3 and 4 becomes vulnerable. Republic then wins the battle of planet 3 and imperials win the battle of planet 4. Now what just happened to the front-line? Or am i misunderstanding? Now don't get me wrong, i like the idea and i really really think this game needs something like this. But what i want to avoid, seeing how we now play "the siege at the republic base" day after day on ilum. I really want to avoid playing the invasion of coruscant over and over.
  11. I like the idea, and i appreciate all the work you have put into this. As you said, the biggest challenge with this and any OWPvP system in this game is the faction imbalance. The progressive health gain system you proposed may work to balance this out, i just hope we can get a chance to test it as level 50's on the test server.
  12. Unassembled Champion Gear tokens which are random rewards from Champion Gear Bags should be universal so you can purchase champion pvp gear from any of the 4 champion pvp vendors. The reasoning behind this is, it gives some classes an advantage when gearing up their companions because they have many companions that use the same gear as the main character. For example the trooper class have 3 companions that all use the same type of gear as the trooper, heavy armor with aim on it, while i.e. a sage only have one companion that use the same gear as the sage.
  13. I'm tired of playing "the siege at Ilum"! All the fighting that's ever being done there is something like this: The imperial army is standing as close as they can to the death zone in the republic base while a few republic players stand inside. Then we trade aoe's and the tanks pull people back and forth and eventually we finish our daily. Just change the cap on Ilum to be faction based so for example the maximum amount of players on Ilum is 50 imperials and 50 republic.
  14. How about limiting the max amount of players on Ilum per faction in stead of having a fixed cap for everyone. Say the cap now is 200, it still results in 50 republic and 150 empire in the same zone, and everyone who went to Ilum today saw exactly what happened. If the caps were 50 for empire and 50 for republic the situation would be a lot better in my opinion. We would still not be able to actually get to the cap cause we never seen to have more than 40 republic players spread across the two instances that were up. But at least we don't have to fight such a big ocean of read imperial tags and all in all the battle would be more fair.
  15. Rift did a prestige rollback for players who exploited their pvp rifts.
  16. Just make sure the population cap is implemented PER FACTION! i.e. cap is 50 for imperial and 50 for republic, cause really, 50 vs 300 is the same as 5 vs 30. Or we will have this same situation all over again. Hell, make us queue for it, cause its just a giant warzone anyways!
  17. Clearly they will have to add similar restrictions to the other unique crew skill items , that said, i seriously doubt someone rolls i.e. artificing just to get the rakata relics. The champion vendor already has a lesser version of all these relics and the battlemaster vendor offers exactly the same ones. Anyways the whole point of my post was how they have to buff the other crew skills in order to balance out the crew skills. And at the same time biochem consumables have to drop in price. But perhaps it is only on the republic side the market for consumables seems non-existing.
  18. It is good to see that Bioware has realized the crew skills are out of balance and how it's creating problems for end game. currently we have a situation where: Stacking of adrenals with other combat buffs are creating insane burst damage resulting in stealth classess such as Operative/Scoundrel being able to hit 10k criticals. Stacking of biochem medpacs with warzone consumables is healing players for 50% or more of their total health. Cost of biochem consumables is ridiculously high. Biochem consumables are re-usable. As a result of this, people who are serious about end game are forced to roll biochem. Bioware has clearly stated that they wish to avoid that, yet the changes introduced are doing nothing to remdey this behaviour. With 1.1 it looks like 1 and 2 is being addressed. However nothing is being done about 3 and 4 so players who are serious about boosting their combat effectiveness without reuseables have to pay huge amounts of credits. Lets for the fun of it explore exactly how much we are talking about here. On my server the price list for biochem consumables looks like something like this: Prototype Stimpack: 20.000 Prototype Adrenal: 20.000 Prototype Medpac: 6.000 If i use these over the course of 10 warzones each lasting 10-15 minutes i will probably consume 1 stimpack, 20 adrenals and 20 medpacs. Actually there is only 15 medpacs for sale today and 0 adrenals so i have to use the prices from earlier this week. Total cost: 540.000 credits. Price for a biochemist: 0 credits. Oh wait their medpacs now heal for a little less so they have to use maybe 3 more to compensate for my awesome healing. 0+0=0. They are now up to a staggering 0 credits. Joke aside, the point remains and it is insanely expensive for a non biochemist to pop consumables like a biochemist. Funny enough even if i had the money, on my server, there is not enough consumables on the market so even if i wanted non-reusable consumabels i'd have to roll biochem and craft them myself. All in all, we are still forced to be biochemists in order to compete. The introduction of the 400 biochem requirement on the reuseables only enforces this. I am not saying it is a bad thing, it does stop players from rolling biochem first and then something else, just to get access to the reuseables. But since no other crew skill offers anything for end game, it is really no reason to be anything else than a biochemis unless the costs to craft/purchase biochem consumables is signifficantly reduced. This whole biochem favoritism could have been avoided if no re-useable consumables had been introduced to the game in the first place. Biochem could still have had unique bonuses in the form of rakata implants. Then at least biochemists would have to pay the same to pwn, and effort could have been made to balance this cost, but it is probably too late for that. Another solution would have been to allow everyone to take up every crew skill in the game, but with the restrictions added on biochem reuseables, it is clear that Bioware wants us all to have 1 crafting skill each with unique bonuses. So then the question remains: What kind of bonuses will be added to the other crew skills in order to make them just as attractive for end game as biochem is now? Since the biochem buffs are re-useable, for example a re-usable stim is constantly up so it is in effect a permanent stat boost. One could argue that then the other professions should get permanent stat boosts. For example artificiers could be able to add an extra enchantment to their items with equivalent stats as a stim. The only problem is, IT WON'T work because the artificer can get a stim and use it on top of that. The only way to do it is by adding limited combat buffs that share the same cooldowns as the re-usable consumables from biochem. But there is one problem, the other professions deal mostly in permanent items, so adding limited items on top of this would involve serious expanansion of all crew skills unless they just want to add bonus items only available with 400 skill requirement. An example would be Armortech getting armor coating that shares cooldown with stims but it is all bop and 400 requrement so nobody else gets any form of armor coating. In the case of adrenals and medpacs the same method can be used to balance things out. There is also a lot of temporary benefits left that are not yet covered by biochem consumables, for example, straight up damage buffs, damage reduction, increased health, increased run speed, etc. How much run speed, 15 seconds of 500 extra surge rating is worth, i have no idea, im sure the clever people at Bioware will figure that out eventually. Hopefully before we loose faith and unsub.
  19. When my biochemist pvp opponent pops his re-usable stim, adrenal and medpac my custom colored lightsaber crystal will dazzle him to death! How about this instead: temporary enchantment which has the same stats as a stimpack and share its cooldown. one extra artifact slot, that does not share cooldown with other artifacts, with similar stat gains as adrenals. and something just as powerfull as a re-useable medpack.... suggestions?
  20. Because we are competitive, and we want to have equal chance to win!
  21. Let us pick up all crew skills, all crew missions and all gathering skills! EVERYTHING! I for one will start spending all my credits on leveling up everything to 400, and i imagine it will squeeze out a lot of extra game time for me. Then everyone will have biotech and whatever craft they want, so nobody will complain! I am eagerly awaiting all the "Oooooohhh Algorithm you are a genius" posts...
  22. The problem with this is that the consumables cost almost the same as the few armor pieces the armorer ever wants to craft for himself. And really, who is using crafted armor for end game? This would be totally fine if the armorer would ever want to use say 10 consumables, but its not like that, ideally he would want to use 10 or more per hour!
  23. TrevNYC, Out of curiosity, what crew skill do you have?
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