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Thoffs

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Everything posted by Thoffs

  1. I was kidding about getting the 30K back. However, I don't understand a code infrastructure where random bugs like this can pop up when the operation has not been tweaked any (or not reported to be tweaked anyway). We have run this ops a LOT, and this is the first time something like this happened -- compared to other ops, TFB has always been bug free for us. And then, all of a sudden, have this happen? WTH? Makes me wonder what kind of new bugs in existing operations will be introduced when 2.0 hits, because it seems that changes in code causes problems to occur in seemingly unrelated areas.
  2. Tonight, doing our normal TFB HM run and had the following bugs: a. The first boss, bucktoothed Writhing Horror, was not in the room when we entered. Had to reset the instance, clear trash again, and then it appeared. This was inconvenient and wasted time, but can live with it. b. Operator IX -- we wiped the first attempt to our stupidity (normally succeed in 1 or 2 tries), next three times we wiped to instance bugs. Twice the yellow panel did not appear until about halfway into the phase, and one of those times it appeared but could not be clicked. A third time, the yellow circle never appeared. After the third wipe due to instance bugs, we called it. We can handle the bosses, not the bugs. Can I have my 30K back due to repairs plz?
  3. Guess I need to start to looking for some cheap orange shells --- which is ridiculous.......
  4. The problem with increasing repair costs to drain credits from the economy is that it does not affect all players equally, and is a cost that cannot be avoided. It affects players that enjoy Ops the most, while affecting players that mostly PvP not at all. Also, people that play high-level ops cannot avoid repair costs -- you are going to wipe while learning hard mode ops, and wipe a lot. I pity the fools now trying to progress in hardmode EC where the credit drops are nil and all credits have to come from out-of-ops activities (like boring dailies!!!!!). At least in TFB the increased credit drops offsets some of the repair costs. Pre-Cartel market, if Bioware wanted to drain credits from the economy, all they had to do was put up some unique items (like a white crystal), put outrageous prices on them, and then watch people voluntarily throw their credits away with little to no complaints. Now, with the cartel-market, Bioware wants people to spend real money on these same items and so draining credits this way is no longer very viable. Bioware -- you need to be more creative at your credit-draining strategy than just by doubling or tripling repair costs (yes, I know it was a "Bug Fix" but it does not seem to have gone as intended). Come up with a way to drain credits that is voluntary, and that has the chance of affecting all players equally. You have also tainted the 1.7 content -- instead remembering it as the day the Gree returned, people will remember it for the increased repair costs.
  5. Awesome work! You guys are my heroes! Watched on streaming last night, very cool.
  6. 1. More FPs of Lost Island difficulty. It is nice to be actually challenged in a FP occasionally. 2. A way to save Ops progress -- we have some 'alt character' ops groups in our guild that only run once a week, and being able to save progress from week to week would be much appreciated.
  7. It is not about the $10. It would be nice to know for SURE if there will be a new FP or new OP in the "expansion", and if there will be ANY new higher level armor available. If they want to entice more people to preorder, then giving out more details like this seems to be a no-brainer.
  8. The dev translation appears to be: There will be no new gear in the expansion as we do not have the resources to create new gear, so have fun with your current gear!
  9. Yes, it is that as well as discussion on these boards and dev comments. First, I hope that the answers to questions 1 (new ops/fps) and 2 (new gear tier) is YES and YES. But, the expansion "features" list currently posted does not explicitly mention new ops/fps, which seems a puzzling omission if they will be included and they are trying to entice pre-orders. You think they would be heavily advertising this as major features of the expansion, so many believe that this means "NO" for question 1. But the devs have stated that more details are to come -- it is getting late for releasing those new details for attracting more pre-orders. For question #2 (is there a new gear tier?), the devs stated that current top-end gear will serve you well leveling from 50 to 55 and they they would not hand out a new 'base' gear set when you reached 55 (i.e., you will not get a quest on reaching 55 that would award you a set of rakata or BH gear, like the current quest you get on reaching 50 that gives you Tionese gear). They also mentioned something about new ways of computing power based on level that will cause current gear to serve well. So, it is unclear as to whether there will be a new gear tier available or not based on these comments, and many have interpreted these comments as "NO, there will not be a new gear tier". Hence, it would be nice to know definitive answers to questions #1 and #2.
  10. The deadline of January 7th for pre-order of ROTHC is fast approaching and some folks in my large casual guild have not pre-ordered yet because they feel that they have not yet been given enough information on it (and it is not related to the $10 fee, but rather a dubious feeling about the direction of the entire game, especially the end-game). In disclosure, I have pre-ordered it myself and have been subbed since day 1. The top three questions I see being discussed in VOIP and in-guild chat are: 1. Will there be a new FP and/or OP in the expansion? (and re-tooled/scaled modes of old FPs/OPs do not count). 2. Will there a new gear tier to strive far? 3. What are the plans for the game after this expansion (i.e., general direction for the rest of the year?) It seems that information to date is NO and NO for questions 1, 2 which is disappointing (we will be stuck with scaled FPs for the new levels, yuck!, and there will be no improvements to gear, so all we will get is a planet full of new dailies for folks with already maxed out gear). However, some are holding out hope that there is a lot more information to come about this expansion, but it is getting late to do this if you want to entice more to pre-order. Question 3 is important as this is the last content that was started by the 'old' team. There are doubts that the current staffing levels can actually produce significant new content. If a $10 expansion is the only thing to look forward to in 2013, then this game is in caretaker mode and EA is happy with just cycling F2P folks through the existing content and eking out whatever dollars they can glean from them through the cartel shop, and EA has given up on retaining long time subscribers and actually trying to grow the game.
  11. It is not verified that there will be no new ops for FPs -- if you have link for this confirmation, please post. In my opinion, new ops have to be released with this as the five new levels will obsolete the current ops.
  12. Nothing in the December 18th patch notes about this.........hmmmmmm.......
  13. I don't understand this either. What sort of code infrastructure do you have that something breaks WAY OVER THERE when I change something WAY OVER HERE. You would think that code for flashpoints/ops would be compartmentalized such that if you don't change anything in for that flashpoint/op, that working on other sections of the game would not break said flashpoint/op! It is a head scratcher and has been a problem since day 1 and does not appear to have gotten any better and probably will never get better - they are stuck with this spaghetti code infrastructure. And by definition, so are we.
  14. In story mode, no mini-boss. On final boss in phase 1 in story mode, we actually had a *beacon* spawn during phase 1! (this is a hard mode mechanic, not a story mode mechanic). When we got to phase 2, no anomalies. Nutz.
  15. It is obvious as has been previously stated in this thread that when everybody in an ops group experiences the same constant lag, or occasional lag spikes that all experience at the same time doing normal activities, that this server side, not client side. Yes, there can be client side lag. But trying to blame client side lag on all observed lag is ridiculous. What causes server side lag? You can make some reasonable assumptions about server implementation. Each 'super server' is multiple physical CPUs (each physical CPU has multiple cores) tied to a disk farm that has the database that implements the persistent assets of that server. Each 'instance' is implemented as a process (or maybe multiple processes) on a physical CPU, with multiple threads in that process(es) keeping track of the instance activities. The multiple threads of a process take advantage of the multiple cores of the physical CPU. There is some load balancing mechanism for assigning each instance process(es) to a physical CPU. In a perfect world, each physical CPU would have the same load, and that load would be such that there would be no discernible server side lag by the players. However, as instances are spawned/despawned and players join/quit, the load changes, and the load balancing mechanism is not perfect, and some instances experience lag due to heavy physical CPU load. Perhaps the lag spikes that hit occasionally are when a new instance and its assets are spawned on a CPU (who knows?). Fixing this problem requires money for extra physical CPUs for a 'super-server', more bandwidth between the physical CPUs and their database, and more bandwidth from the external world to the super-server. TL;DR: Both server-side and client-side lag exists in the game. Blaming all lag on either one or the other is wrong. Players cannot fix server-side lag; only Bioware can do this. Players have right to expect that Bioware will take the necessary steps to reduce server-side lag. Customer service will always blame all lag on the client side as that is the only lag that can be fixed by the player.
  16. I have only done this daily area twice since its release because of the problems stated by the OP. This zone needs work.
  17. This ^^^^^. A couple of weeks ago, one of our tanks was having a bad night and failing to hold aggro for some reason, and this kept happening to us.
  18. The other day a guild PUG group I was with was trying Nightmare Pilgrim. We tried about 4 times, and kept hitting enrage (by a lot, like 15-20%). The DPS were complaining bitterly about lag and ability delay (I am heals - I was getting lag also). I was ready to give up thinking that we just did not have the DPS, but somebody noticed that there was an instance 2 so we transferred there. For some weird reason, we were the only people in the instance. We then one-shot the Nightmare Pilgrim, and the dps said they had little to no lag (my lag also disappeared). This is server side lag. It needs to be addressed by the powers that be. I agree that it is inexcusable.
  19. Ok, thanks -- will try that. When it has happened to us, they have just died. But they were also most certainly moving around.
  20. So, how is this done? Normally, it takes two people to clear it -- the one to do the deleting runs to the person being deleted, and the deletion is removed by the two people standing next to each other. Is it as simple as clicking off the buff?
  21. We have had the following happen a couple of times, would like to know if this has happened to anybody else. Two players (A, B) are a particular color, say blue. They have agreed that Player A will do the first blue deletion, and Player B the second one. Blue deletion comes up on a different player ©, so Player A does color deletion on player 'C'. Now, next time Blue deletion comes up, it will be Player B's turn to do the deleting. Later on in the fight, blue deletion comes up again, except this time, it is on Player 'B' (blue deletion for Player B even though he is blue!). Player 'B' cannot self delete their own color, so that player dies. This happened to us two times, one time each on two different nights. Is this a bug, bad RNG, or something else?
  22. I have had the digital deluxe edition since launch, no break, and I have 1500 coins (it changed from 1300 initially to now 1500 today?) I have 9 entries, with the first 6 being 150 coins, and the last 3 being 200 coins. Why did the rewards change from 150 to 200? I always use the monthly subscription option. <shrug> Weird.
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