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Acidbaron

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  1. Just want to chip in that if darkness speced there are beter options then the slow and postional based ability as maul.
  2. A lot of endgame is expected in a themepark based mmo. As once the ride stops before you want it to, doesn't matter how fun the previous experience was you won't be pleased.
  3. 1. Explain the popularity of PvP servers, what is pretty much discrediting any theory surrounding your point. 2. PvP isn't about it being fair and balanced in the open, Open PvP is a power struggle. Whoever is the biggest has the best players not always most wins. Variation is the spice of life. 3. Wrong, but from someone who doesn't participate in it due to disliking it it's a common misconception. You'll see it requires more coordination as you have to deal with a larger group of people mistakes made are just as crucial as compared to 4 v 4. 4. Nothing to do with open world pvp, everything to do with poorly constructed rewards systems and falls completely on the developers. Nothing you mentioned are facts, just because you think it is or it sounds logical in your head. If you dislike PvP in the open or are unable to hold your own with your guild, there's always the option of PvE servers. Besides some designated areas and planets there isn't that much open pvp going round, so i wonder where you find they poured a lot of it into resources as two areas and changing a server tag is about what they did
  4. While the title lures out all the fanboys, such attitude to defend every part of the game is detrimental for to further development of the game and the health. Past mmo's have shown us this to be the case, accept nobody is perfect and that errors have been made and support legitmate claims or eventually step into the same pitfall many have before. That's not to say it's all the playerbase fault but they steer the direction and if people go 'it's fine', while it's okay to accept we need to adjust to somethings going to say that the playerbase always has to adjust and it's a one way traffic is a recipe for disaster. For the veterans amongst us it's very clear, what is happening here to get to the subject at hand. This is the pitfall from Mythic we all experience in Warhammer. Where it was slightly different but where they also threw everyone at max level in a same group - Now due to gear there the difference was even bigger compared to 10 to 50. The answer then was suck it up and get farmed for a month - that is not an acceptable attitude as i believe everyone wants an enjoyable experience in warzones. I believe we pvp for a challenge and only a small group, pvp's to steamroll others to make themselfs feel beter then they are. While i don't agree with the tone set by the OP, i agree with the sentiment that compared to the PvE front there's too little here for PvP and what is there comes across as not properly made. Yes that includes that warzones where improvements can be made, albeit small ones to increase competiveness. Have to say coming out with only 3 warzones, an open pvp server where no rewards are offered for killing anyone outside of a warzone and Illum yet to be seen once the majority hits 50 will be anything enjoyable. For the rest the reward system, rewards the wrong behaviour due to being easly exploitable to farm medals. The way you obtain pvp gear at 50 is a random dice system what is simply a time sink and nothing more. As for comments that the game is only a short amount of time out, Then they shouldn't have released and put it in development longer as this is only the pvp side of things, let me not bring up the UI that makes me feel i'm playing a mmo from 2001.
  5. Proc based not a given, incase some people get the wrong impression that 4 mauls at 25 force is the norm. As a side note you wouldn't want to use mauls when you got a bigger burst opener. As with the crit bonanza - I've noticed there are no stats that reduce crit and often due to pvp throwing in everyone together from 10 to 50 geared it's hard to get a correct view. However with no crit reducing stats not even as a tank, you can take a good beating. As only tanks have dmg reduction abilities what are capped at 50% and avoidance at 30%. I think they'll reduce burst dmg thru gear, makes sense as they have an offense pvp stat cause once people start stacking surge and expertise every class will become a burst class and only tanks will not drop in a few globals - pointing it to a class/spec is pointless wait till shadow/assasin start stacking and mauraders, fun times ahead assasins and operatives will just have a small edge as a knockback is the only cc you cannot get out of and are forced to wait till the animation is over.
  6. Only thing wrong with this warzone is the damage from the fires - at level 50 with gear you can stroll thru it. So that obstacle damage has to be scaled up. Groups sprinting can be countered if you defend correctly.
  7. I don't need a dps meter, i as a former raid leader, raider and what not. Simply want a combat log - We all know dps meters are things majority of the gaming populace can't read or put in context so i don't really bother with that. But not knowing where the damage came from or not being able to optimize priorities in your skills and perhaps even remove some especially with the lack of space on your bars is an annoyance. Regards to the GCD. not sure if people are aware but that's a mechanic that is not done to annoy you or slow you down but to give the server some breathing room. The developers often want it as low as possible but above the point that it will cost the server stability. Asking for it to be reduced on -all- abilities is something i simply don't see happening. For the rest beter hotbars and more freedom with them in addition to target of target, what is something that i welcome a lot due to being a tank. In addition to that beter raid/team frames, a UI that doesn't bug out and stops updating and ofcourse mouseover macros would be a welcomed sight.
  8. Going to add in that with more levels and beter gear things get easy really fast aswel. This was however the same with cataclysm heroics and there they made the mistake of nerfing the fights what made them too easy 2 months in. While having cleared them in the first week it required some thinking as gear wasn't overcompensating for your mistakes. However i already read that a lot of these fights were tweaked down during the testing stages of this game, what is a shame. I want to say that as a veteran i don't really find them difficult, there are good base mechanics to build further on more advanced dungeons and i do hope they don't consider making heroic and what not version of dungeons easier so that the newer players to the genre can manage them, as then we are stuck on the ride that all dungeons for this first period will be too easy. tl;dr, Making dungeons hard makes people adjust and learn the mechanics beter what gives the developer more options to advance on that. Decreasing the difficulty and a lot of interesting mechanics can be lost. That's not to say they should be unforgivable but gradually increasing the difficulty will make it beter for everyone in the long run. Have to say but we all know it's coming, that a combat log to see what people died from atleast would be helpfull in the long run as in some flashpoints it's a guessing game what killed you making you doubt if it's working as intended or not.
  9. Why are people against a LFG tool? Let me answer that question for you with the risk of coming acros arrogant and all knowing, while not intended. People believe that when certain mmo's introduced this it took away part of the community feel you had in the game and often put the blame purely on that tool as it made team building a fully automated system. The truth however is that often in such games a dungeon or instance is actually one of the few parts where you actually need another player so the core "problem" (if you see it as a problem) comes from ideology that was introduced in the mmo genre several years ago. Where "accesability to all" became the key phrase and the genre made it possible that a lot of things can be done on your own with only a few exceptions. So actually for the biggest part a lot of players actually aren't that social to begin with as you used to and i'm speaking of the beginning of this decade you had to find a group to do anything or most of the content - which wasn't great either but we went from one extreme of the spectrum to another. The other part is people believe that by introducing a LFG system it takes away part of accountability feel a player might have, as they often refer it to cross realm. What is something Bioware has stated they do not want to do. By having a list of people you don't want to ignore but simply not group with is a solution to this and not making it cross realm is another. What do i find of bioware idea, if it is their official stance to not have it and not simply lack of time. Time will tell if people will start to use their regular LFG system something only mmo veterans are used to using - although that system it self could use some improvements before being written off such as global accesability and visibility not just zone/planet wide. If they succeed kudos to them if not you'll see them introduce and adjust to their playerbase needs as every other mmo did to the point they might even go cross realm to support lower pop servers. Either for Instances or Warfronts. Simply due to the reason given above, "Accesability" is the key word in this day and age mmo developing, as that's what blizzard build their succes off and that's what they are selling if one of their current or former developers speaks on a converence.
  10. To empower the previous post points, the confirmation of that dual spec is planned in under the category of developer "Soon " You can find it here, http://www.swtor.com/news/news-article/20110916 To quote Therefor the team agrees that more liberity in the same advanced class is required and it is, anyone who wants to play optimal and is well into the game notices the issues of having an optimal PvP and PvE build. Even if one of those parts of the game tell you nothing most classes still have a DPS plus general plus support tree in each AC. This is not a single player bioware game, this is the mmo genre where you cannot expect to simply refuse to adjust to the needs of your team or guild. Even from a single player perspective - at one point as MMO is a constant changing game where class balance can take a 180° turn, you'll be glad that you can have an additional spec. Final observation, it's the industry standard, each mmo has or strives to have an additional spec available to offer you - the player more options with as little downtime as possible.
  11. According to the official twitter and facebook, wave 4 went out almost an hour ago now, give or take 5 minutes.
  12. 5th of october and not in, so question the credibility of those claiming that 10 october and so forth got in.
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