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Nagasurayami

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Posts posted by Nagasurayami

  1. Are you claiming that the new materials required are not freely tradeable between players or characters within a player account?

     

    Note: the primary source for the new mats is PvP and OPs. GC as a secondary sources is a good move, for players that like grinding content but not PvP or OPs.

     

    Agreed somewhat but this will also have non PvP players queue for PvP and ranked to get bigger rewards of the mats they need for crafting, yet not knowing or playing PvP to a competent level.

  2. I think its ridiculous that in order to craft the new Augments we need to combine the already gimped Command system, so basically any ALTS we have with Synt, Armormech, and Armstech crew skills need maxxed out command rank to craft.

     

    Last straw bad enough that it takes so long to lvl alts now crafting requires items from Command, this is the last straw for me Bioware. Good luck to anyone in SWTOR maintenance mode.

  3. Lets not kid ourselves this map is NOT new its old content from 3 or 4 years ago rehashed because they are too lazy to actually make or create anything new.

     

    If it is anything like the cancer that is odessan, it will be the same again where multiple people quit the map over and over.

  4. I was wondering,

     

    Is there any chance you will ever truly fix the following:

     

    BloodHunt: Still pushing people into lava.

    Kuat: Shuttle broken to continue progress.

    Tython: First boss AoE and adds so overpowered its almost impossible to complete.

    Kaon: End conversation still broken.

     

    Normally it would be fine but its highly frustrating when you get a 15min lockout on the group finder due to Bioware's inability to maintain working FPs and UPs

  5. With the news that togruta will be the next species added to SWTOR, is there any chance that bioware will fix the issues with Lekku? I was under the impression it could not be fixed ie the hood's not working with lekku and the clipping issues / elevator issues...

     

    Looking for any confirmation of fixing an issue that's been present since alpha.

  6. It is no more complex than having GSF and PVE in the same game.

     

    The design complexity claim, though certainly having an appearance of legitimacy is simply not founded. However, the two rule set for players making the GAME more complex to play is absolutely valid IMO.

     

    Having two sets makes the game simpler to maintain, not harder, since the dev teams only have to concern themselves with changes for that particular rule set. A change to one rule set will not effect another, and that is arguably the one thing that causes most of the trouble in adjusting skills for PVP.

     

    They often break or have a negative effect in PVE that needs to be addressed...and that correction often breaks or creates an issue in PVP. This is how the balance crusade becomes an ongoing issue.

     

    Actually, let me be more clear. This is naturally simply my view on the matter....note that this assumes that OWPVP would remain under the PVE ruleset in this kind of setup.

     

    Two rule sets

     

    Pros

    1) Changes to PVP abilities do not effect PVE abilities, and visa versa.

    2) The overall amount and/or frequency of changes is reduced as a result.

    3) Overall cost to maintain each rule set is decreased.

     

    Cons

    1) Players have to learn two separate rule sets in the game for PVE and PVP, creating complexity.

    2) Overall cost to develop initial rule sets is higher than one set.

    3) Set bonuses for PVE could be useless in PVP, and visa versa.

     

    As I indicated before, players seem to be able to handle going from GSF back to PVE without too much trouble. The argument can be made that GSF is not that popular, sure, and perhaps the separate rule set has something to do with that (naturally it could not have the same set due to mechanics).

     

    I think that is likely not the case. I think the strongest stand against this sort of change would come from players that do not want to learn a new rule set. However, it would make more sense to develop the game with two rule sets, and even add in a second rule set if necessary.

     

    We will see if the drastic changes that are coming with 3.0 will be a one time affair. If those kind of major changes become the norm, I do expect it to have a negative impact on the game over time.

     

    Very well put together arguments for and against, adding it as quote to initial post.

  7. What the OP wants is a vent for his rage at BW for continuing to develop the game, plain and simple. ARRRG they nerfed us again because of PVP, when BW clearly states it's for PVE, but what do they know being it's producers and all.......Clearly no one is using logic with these type post and thread, it's all reactionary , so save yourself some stress no reasoning with some folks. OPs where OP healers in PVE, still are till dec 2. xD But it's clearly PVP related......

     

    Haha not at all the case...

     

    The thread is intended to promote healthy and friendly conversation over skills. If I wanted to vent I would have vented... Why would someone playing a game want the game to not be developed ? It seems moronic, if I didnt enjoy the game I wouldn't bother posting at all and I would leave.

     

    I never feel nerfed skills in this game is something that makes me say " NO MORE GAME DEVELOPMENT BIOWARE!". I couldn't care less about things being " nerfed " its re-balancing things that are not working as intended like the mass exodus of 1.2 when sorcs could tank 8 people in PvP it needed reworking, just as many of the advanced classes do.

     

    Are some of you even on the same wavelength as the rest of us?

     

    No MMO is hard in 2014, and before too long everyone will be running the same flavour of the month cookie cutter build wants the maths guru's figure out whats best for everyone in 3.0.

  8. I see a couple of very different reads of what the topic was about here, and they're both different from how it sounded to me as well. It sounded to me more like a request to either have it so that:

     

    1) Certain abilities only work in PVE situations, and then other separate but equivalent (aside from different tuning of the numbers) abilities only work in PVP situations.

     

    or

     

    2) Certain abilities have some situational conditioning written into them so that the same ability behaves differently depending on whether the situation is PVE or PVP. (This option would likely have abilities written like some of Treek's abilities where the behavior changes based on her stance.)

     

    In either case, we would have skills explicitly tailored for PVE or PVP use, and the developers can tweak the numbers for one side independent of the other side.

     

    Exactly!

     

    Also thats another way to do it, upon entering PvP your autoflagged into PvP stance and it changes all your skills like on companion characters.

  9. Off the top of my head I can't think of any game that has different stats and skills based on PvP or PvE. They have a specific PvP stat to separate PvP and PvE gear, and some skills act differently in PvP but not an entirely different system for PvP and PvE.

     

    Not sure what the upside to something like this would be, but I definitely see downsides such as twice the development work for any changes and additions to a class.

     

    No not completely new skills all skills are the same its just a auto toggle that replaces for instance the % of damage a skill does or the % of healing, also if it has a 4s GCD in PvP and needs only a 2s in PvE the game will autoswitch the skills stats.

     

    I am not saying make 2 diff skills for PvP and PvE I am saying change the values so that the balance for PvP and PvE are seperate rather than across the board balance of PvP and PvE skills.

     

    Guild wars 1 and 2 have diff skills in PvP to PvE exact carbon copies of skill animation and description, but when you enter into a PvP match the game autoswaps the stats.

  10. No, he actually means...

     

    While you play, you have dps meters running and you know at any time, that play X does better damage than player Y.

     

    and that always ends up in huge fights, trolling, guilds that act like ants and militarized.... And that always is against the fun of the game. It stops being funny, but a nightmare.

     

    WoW have it and many other mmos and while you play as a happy person, you get pms from other players " you little $##$, weak, get out, get away" and you just leave as a sad person. Or you even get kicked out from guilds. lol

     

    As for the OP, this is the reason, why swotor does not have it. There is lots of topics from the past about this thing.

     

    Not sure which planet your living on but no... DPS meter's are not seperate PvP and PvE skillsets... Are you reading the same post as everyone else?

  11. Akin to Guild Wars whereby 2 sets of skills all the same skills but they act differently in PvP than in PvE thus you don't end up "nerfing" a class due to them being overpowered in PvP or PvE.

     

    All your doing is lessening a specific skills HP or DD in PvP or removing a stipulation or adding one to allow it not to be overpowered.

     

    This way everyone can be happy with skills being changed depending on PvE or PvP its similar to disabling talent tree respec or changing gear in PvP. Upon entering a PvP match your skills autoswitch to the PvP set and perform in a more balanced manner to the PvE counterpart.

  12. Surely having PvP stats and PvE stats for each class makes more sense for balance since both play so differently...?

     

    I see a couple of very different reads of what the topic was about here, and they're both different from how it sounded to me as well. It sounded to me more like a request to either have it so that:

     

    1) Certain abilities only work in PvE situations, and then other separate but equivalent (aside from different tuning of the numbers) abilities only work in PvP situations.

     

    and or

     

    2) Certain abilities have some situational conditioning written into them so that the same ability behaves differently depending on whether the situation is PvE or PvP. (This option would likely have abilities written like some of Treek's abilities where the behaviour changes based on her stance.)

     

    In either case, we would have skills explicitly tailored for PvE or PvP use, and the developers can tweak the numbers for one side independent of the other side.

     

    _________________________________________________________

     

    It is no more complex than having GSF and PVE in the same game.

     

    The design complexity claim, though certainly having an appearance of legitimacy is simply not founded. However, the two rule set for players making the GAME more complex to play is absolutely valid IMO.

     

    Having two sets makes the game simpler to maintain, not harder, since the dev teams only have to concern themselves with changes for that particular rule set. A change to one rule set will not effect another, and that is arguably the one thing that causes most of the trouble in adjusting skills for PVP.

     

    They often break or have a negative effect in PVE that needs to be addressed...and that correction often breaks or creates an issue in PVP. This is how the balance crusade becomes an ongoing issue.

     

    Actually, let me be more clear. This is naturally simply my view on the matter....note that this assumes that OWPVP would remain under the PVE ruleset in this kind of setup.

     

    Two rule sets

     

    Pros

    1) Changes to PVP abilities do not effect PVE abilities, and visa versa.

    2) The overall amount and/or frequency of changes is reduced as a result.

    3) Overall cost to maintain each rule set is decreased.

     

    Cons

    1) Players have to learn two separate rule sets in the game for PVE and PVP, creating complexity.

    2) Overall cost to develop initial rule sets is higher than one set.

    3) Set bonuses for PVE could be useless in PVP, and visa versa.

     

    As I indicated before, players seem to be able to handle going from GSF back to PVE without too much trouble. The argument can be made that GSF is not that popular, sure, and perhaps the separate rule set has something to do with that (naturally it could not have the same set due to mechanics).

     

    I think that is likely not the case. I think the strongest stand against this sort of change would come from players that do not want to learn a new rule set. However, it would make more sense to develop the game with two rule sets, and even add in a second rule set if necessary.

     

    We will see if the drastic changes that are coming with 3.0 will be a one time affair. If those kind of major changes become the norm, I do expect it to have a negative impact on the game over time.

  13. I for one hope BW doesn't go all ArenaNet on us and smegs up the SWTOR game with a horrible SWTOR2-MyLittlePony crossover.

     

    I am not saying I want a GW2 or WoW clone far from it, simply looking for a game engine that is capable of handling more. It does not bode well for the future though if we can't have 16man GF OP's it makes me wonder if the GSH expansion will deliver...

     

    Lets hope the server can handle 8 players in the houses...

     

    I think this also proves that any form of guild capital ship battles or boarding party PvP etc with more than 8 players will be impossible for the engine...

  14. Sounds to me like you need to do what Arenanet did, engine was outdated and wouldn't allow them to add the features and mechanics that were required, needed and requested, and as a result Guild Wars 2 was made. Hell even WoW has ripped its engine apart and recreated it to allow them to achieve what their fanbase want. I will never understand why SWTOR would clone vanilla WoW when the features in vanilla wow were so limited in comparison to the custom engine they are using now.

     

    This game really should have been made on a custom built engine... A much better investment of the hundreds of millions than voice acting that people play through once, after this all we ever do is skip it because it just gets boring to hear the same FP & OP dialogues over and over...

  15. Lets face it one of the Baron mounts was pre req social 10 and they then removed them from the game. Getting social 10 wasnt hard but to then remove it from the game and recolour it for the CM, its obvious the rancor will make them loads of cash so ofc its going to be added to the CM or a pack.

     

    I see it being in a pack with a 0.001% drop rate to milk the fanboi's for all they are worth...

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