Jump to content

Ghostmachine

Members
  • Posts

    31
  • Joined

Everything posted by Ghostmachine

  1. It's also equally improbable that the flips will be evenly divided among both heads and tails. And equally improbable that there will be a streak of 100 tails. See the post previous on Gambler's Fallacy. My suggestion OP, if you continue to see this as an issue, you should change things up in your group composition. Make sure to watch your chat log and take note if your brother is in actuality rolling greed and not need. It's unlikely that you've come across a bug, but if his luck never changes it may be time to do some serious digging around, record as much information as possible, and make a post on the official support forums.
  2. I initially cast my vote for Guild focused PvP objectives but I must confess this was short sighted. PvPvE is probably the most balanced choice. PvP needs balance in a game like this. I'm afraid guild based PvP would simply cater to larger guilds, and quite possibly create a widening gap between the largest guilds and the smaller, or guilds that are just getting started. Perhaps a combination of the two? With core PvP worlds for PvPvE objective based combat and separate worlds for guild v guild combat. The core PvP worlds would advance the story, or would be more central to the main story of The Old Republic. The guild v guild PvP worlds would be simply for bragging rights and rivalries between guilds.
  3. There isn't a compelling reason why this option shouldn't be available. The fact is yes, you can simply create a new character, but how will you know you don't like a particular advanced class unless you've played it at max level? For many people this is the most bothersome aspect of the limitations. Suggesting that the two play completely differently isn't a compelling reason for the restriction either. That's exactly why we should have the ability to change our advanced class. I'm not making a moral judgement regarding Bioware's stance on this matter, but it seems like a business decision, not a game play decision. If there is a limitation in the software, or if it would create a conflict with the Legacy system I can understand that, but that doesn't seem to be the case.
  4. I'm sorry to break it to you but there will never be an offline component of Star Wars The Old Republic. There is simply no way that they could prevent exploitation. If all of your character progression was stored locally, it would be very easy to modify those files on your end and no way for Bioware to know if you actually have 1 billion credits and every legacy unlock. I realize that in some areas it's difficult to find an ISP, and for many people they have to use what's available but these cases are few and far between. It's not an issue for most players, and the integrity of the game as a whole will always be a priority over minority issues of bandwidth capping. My suggestion OP is find a better ISP or upgrade your bandwidth. If that's not possible your local community should find a way to bring in better service providers, better service from those existing ISPs or some other alternative.
  5. Quoted for truth. As I've stated previously PvP gear progression is a bad idea. There have been good suggestions in this thread to create a middle ground but the fact of the matter is if we're talking substantial stat differences it imbalances so many aspects of game play that it simply seems like a waste of development resources. I want as many players to have a chance at being competitive, whether that's in ranked Warzones, regular Warzones, or open world PvP. Experience becomes wisdom. Wisdom in this case means I don't need a statistical advantage if I have skill and practice. Experience tells me that the people who are asking for tier progression will grind out their gear, stop participating in ranked PvP use that gear to face roll on Illum or non-ranked PvP. Later when everyone catches up with them, and they no longer have better gear, they will come to the forums and whine about having nothing to work for until Bioware releases a new set off gear. Rinse and repeat. Why do I sound so certain that this is the case? Because I, and many others, have seen this cycle over and over again. And it's one of many good reasons why there shouldn't be a PvP gear grind. I'm sorry, I mean PvP gear progression.
  6. So what you're saying is PvP in SWTOR will be meaningless unless the entire system is overhauled or unless they give you a gear grind? What part of grinding is meaningful? It sounds like you just really don't like this game and want it to be a completely different game. If that's the case I sincerely hope you find the game you're looking for. Just don't expect the SWTOR community to support your endeavor to destroy this game from the inside. Laters!
  7. I'm not sure many people even care about formula racing... But you're missing my point. Amateurs and Professionals don't compete with each other in real life, and my point is the entire sports metaphor is poor to begin with. Would you be okay with the idea of gear progression in PvP if you were not allowed to wear it in unranked warzones or open world PvP? By this I mean, if that gear is limited to ranked matches and can't be used outside those ranked matches would you be okay with that? No you wouldn't. You'd be pissed because you couldn't use the gear that you "earned". This is something Bioware has to keep in mind when they design gear. And it's why "gear progression" as you call it is a horrible idea. For the record however, if Bioware could design dynamic PvE content and did away with stats all together I would be quite all right with this. But the fact is they have a different system they are working with. A system that would have to be completely scrapped and redone. I don't want them to have to devote resources to overhauling their entire system. It would be stupid to do so, so that entire argument is invalid. The PvP system they have wouldn't have to be gutted or completely reworked. Your entire thinking on this matter is completely fallacious. Nice attempt at a straw man argument though.
  8. The point you, Sookie, and a few others keep missing is this: There are better ways to implement progression in PvP than a gear grind. If you want progression, why does that have to be expressed through gear with increasing numerical values? It doesn't. You can progress by accumulating wins and increasing your personal or team rating. That's progression. This entire argument isn't about progression though. Read through the last 98 pages. This entire discussion is derived from people who want to introduce Arena systems and want gear that is more powerful than what their opponents have acquired. If that's not the case, if the people in this thread throwing around terminology like "casuals" and "bads" really wanted progression they would be okay with cosmetic rewards, titles, and gear sets that provide no advantage in PvP. Simply put, this is a small minority of the player base trying to worm their elitist, grindy, bs into SWTOR. Something that the community at large has been fighting since before beta. Even those of us who like Warcraft don't want SWTOR to end up like it. Arenas and PvP gear progression are two of the biggest flaws Warcraft has because they imbalance every other aspect of the game.
  9. That's because you didn't state any valid reasons. Here's another quote from your post: "Then there's those times where you should have lost, but because of gear, you are able to survive against all odds..." That right there is exactly what we don't want in PvP. You should have lost. Gear shouldn't have factored into the situation. Pushing yourself and your abilities is one thing, and that's great however that's only part of what you're saying. You're basically saying, "I want and advantage over my opponents that has nothing to do with my skill." Which again, only proves my original point.
  10. I'm not suggesting we hand out medals to everyone for simply showing up. In fact, that is a problem already and will thankfully be addressed with the release of patch 1.2. A patch, I might add, which has gear sets specifically rewarded to players who compete in ranked warzones. Now, since you mentioned it... In those competitive sports, did you have to score a certain amount of baskets, goals, shots, before you were allowed to equip a jersey? Did that jersey get better as you played other teams? Did you have to compete against several well geared teams before you earned good cleats? Or did your team have access to all of the tools they needed before stepping foot on the court? Put simply this is a poor metaphor. Further it seems you don't understand the difference between PvP and PvE. PvE represents a challenge for teams to overcome scripted content. Statistics on gear are there so the developers can make higher tiered content more difficult by increasing Boss damage and health pools. You don't need constantly changing statistics in a PvP environment because the difficulty is created by the players. There's absolutely no need for stats in PvP, but there are good reasons to use these in PvE. Take it from someone who has a background in psychology and philosophy, only losers measure their self worth against other people...
  11. Emphasis Added. Thank you for illustrating my original point. You want gear because it waxes your epeen. You are not who I was speaking for. If enough of the player base truly wants progression through PvP, there are better ways for Bioware to provide this than through gear. In general it's well known that people who seek out competition with others are lacking some sense of self worth. The truly skilled, and powerful? They compete with themselves. They strive to better themselves, to do better than they had previously. You can't measure that kind of progress with gear. Which makes your entire argument moot. Gear is acquired with time. Everyone will have access to the same gear, it will just take some people longer than others, and this creates an unnecessary barrier to new players. A ranking system is a far better way to provide this. Further more, even in PvE, gear isn't the actual progression. It's a tool and a means to gate content. Progression in PvE has little to do with gear, and everything to do with the content. You simply have to have a certain level of gear to access higher content. This design works really well for endgame PvE content but is hands down a horrible way to gate PvP.
  12. Interesting. Do you live outside the U.S. ? LGBT is a very common term here. I realize that not everyone knows or has friends that are queer but it's rather odd you've never heard of the term. In any case welcome to the thread!
  13. I'm going to assume you're young and not trolling. If your parents have disabled the ability to search the webs for answers then I have to wonder why they would let you play SWTOR which has adult themes. So to answer your question it stands for Lesbian Gay Bisexual Transgender. You can find a wiki article on the subject here.
  14. I can understand if you get bored with PvP from time but you have to understand the historical context here. Gear progression in MMOs have typically done little more than bolster elitism, and create divided communities. A ranking system is a much better way of giving players who need to feel superior a way to do so. And it gives everyone else a sense of progression because we will continue to battle against better and better opponents. Minor differences in stats is one thing. Entire sets of gear aimed at providing PvP a sense of progression is an unnecessary barrier to entry for new players. It also places an unnecessary burden on players who enjoy both PvE and PvP. It would be far better for Bioware to just stick with ranking, and consider normalizing stats in Rated Warzones the same way they do with everything up to level cap.
  15. Hey everyone! I got your "lettuce" and "tomato" right here! Love this thread. Good to know others have their queer on. If you're looking for a Friendly guild on Canderous Ordo, swing by Bound and submit an application. In all honesty there aren't many of us (queer or straight), but it's a cool guild and the players are a lot of fun. There are both Republic and Imperial sides of Bound, and the core group come from a very well established Warcraft guild.
  16. You're missing the point, if you only pvp to progress you're doing it wrong. If you need an incentive to participate in Warzones then perhaps PvP isn't fun for you? If you enjoy pvp why do you need an incentive? Progression is for PvE.
  17. First things first, Carebears? Just so you know there isn't a single aspect of this game that would not be considered Carebear. As I've stated before, this is not a full loot open world pvp game. Playing this game, even on PvP servers is still Carebear. That being said, I agree with this poster, and I'm going to leave everyone with a little history lesson. With the release of path 3.2 Blizzard finally fixed what had become a huge PvP problem. Rampant elitism, and broken mechanics had made low level Battlegrounds (Warzones) impossible to enjoy for the more casual players. Blizzard realized that their player base was fractured and players on both sides were becoming increasingly hostile towards each other. This division and hostility stemmed from the fact that a small handful of people, "twinks", had made these battlegrounds inaccessible to lesser geared players. (A twink is a character that has refrained from leveling beyond a certain level and aquired the best in slot gear for that level). Whether it was because lesser-geared players had no shot against players with Best In Slot items or because new players queued for PvP would be shamed out of those games by team mates less and less of the player base were participating in PvP. This problem was exasperated by the fact that classes in Warcraft were constantly balanced around end game Arena matches. These class balance changes almost always negatively impacted endgame PvE. Which meant raiders had to wait for a fix so they could continue their progression. (As a note, end game raiding in Warcraft has lock outs, and is even more competitive than you could imagine. So when a raider has to wait for a fix, which could sometimes take weeks, they were essentially left with two options: 1. Don't play, or 2. Play a broken class.) Now with the release of 3.2 Blizzard did two things. They added XP gains to Battlegrounds, and they introduced players to Behsten and Slahtz. Those two NPCs I linked to have the ability to turn off XP gains. When a player turns off XP gains they are now queued separately from leveling players. The system isn't perfect but this history lesson isn't over either. What did we learn from all of this? All of the good players, the competitive players who simply enjoyed twinking, and playing against other twinks would go on to participate in premade groups, which are player organized. In all truth to the matter this has always existed but it became much more popular after this patch, and even more so when battlegroups became merged, allowing players across many realms to queue for PvP against each other. You do still sometimes find twinked characters in leveling battlegrounds but those players aren't a majority, and they are known by the PvP community to be nothing more than griefers. As they will simply delete a character once it levels beyond the target level range and start over. TLDR? Real pvp has nothing to do with gear. And PvP in SWTOR will never be fully balanced because this is a game with gear, stats, and rp elements. There will always be slight advantages, but good players can mitigate those disparities with skill. When we, (veteran mmo players, veteran PvP enthusiasts) hear players asking for gear progression in PvP we laugh, because we know who you are, and what you're really asking for.
  18. You're misunderstanding the situation. This discussion is about adding augment slots to customizable gear. You will still have to raid / pvp for the best stats, as the best mods will still only be available from Raiding and endgame PvP. Also, Carebears? Really? You realize this is not a sandbox open world full-loot-pvp based game right? Everyone playing this game is in Carebear mode, including you.
  19. I would have to ask you to stop making comparisons to Star Craft then because that kind of thinking is actually erroneous. Star Craft is an RTS. Every aspect of that game lends itself to competitive 1v1 and team play. Star Wars The Old Republic is not a real time strategy game. Many of us who do not want Arena in SWTOR do not want it for very good reasons. It's not because we don't like Arena, it's because we've seen the negative impact that this niche has on every other aspect of game play. It's not as though people are coming to this thread seeing Arena and then completely fabricating class balance issues. If you really don't believe that Blizzard made class balance changes because of Arena you're either delusional or you haven't been paying attention the last 4-5 years. If you really think an RPG can ever have balanced, competitive PvP in an arena setting you're far more optimistic than the rest of us. For anyone that wants Arena play in SWTOR, I say more power to you. But I'll only support the addition of Arena play if Bioware can assure me three things: 1. Arena Rewards should never be better than what can be earned through any other form of PvP. This means no unique titles, no weapons, mounts or anything that you can't earn through Warzones or open world PvP. 2. If Arena ranks players anyone who sells or trades ratings should be permanently banned. No ifs ands or buts about it. I'm tired of talking to people that think Arenas are a measure of skill and are willing to tarnish that by cheating. Those are just not the kind of people any gaming community wants. 3. Not one class change can be made as a direct result of Arena matches. Not one buff or nerf.
  20. I'm not trying to be rude but I think you're confused about the meaning of capitalism. I also think you're confused about the meaning of will turn, and balance. From the patch notes: "Credit rewards for Warzones have been rebalanced." This may mean reduced but that's not exactly what it says. If you've found confirmation that it is a reduction a link to relevant information would be helpful. Now regarding this capitalism business, there is already a player driven market in game, meaning capitalism is already here. Even if a nerf is incoming, reducing the amount of credits you can earn through PvP doesn't create capitalism. It just means you will have to PvP more or find another source of income.
  21. You're trying too hard. Also, Ghostbusters 2 never happened.
  22. Well I'm particularly thrilled about this. Well done BioWare. Thank you for treating this with respect and ensuring it's done right. Regarding the implementation, it seems to me the easiest solution would be account level options. A kind of parental control that determines what is turned on and/or off. This would also appeal to parents who would rather their kids not experience certain material until they are emotionally mature enough to do so. I can't speak for the technical end of things but this seems like the most elegant solution as it accommodates everyone whatever their preference. Also, the next major patch looks awesome! Keep up the good work. P.S. I think that a case could be made for flirtatious droids. Particularly whimsical flirting like astromech droids. I mean, they already whistle...
  23. I'm loving the Ventress stories a great deal. I knew she would become one of my favorite characters if they fleshed her out a bit. Complicated characters are always a good thing.
  24. I'm guessing because this is Star Wars, not Star Diplomacy... But in all seriousness you bring up a valid discussion. To frame this in more earthly affairs many people (myself included) feel as though the United States seeks out war in the name of peace, and that especially since the war in Vietnam the U.S. has only engaged in wars that serve the ends of those in power. The overall message I gain from the films (I haven't read the novelizations) is that power corrupts and no form of governance is immune to this corruption.
  25. Yes quasi-religious or even full on religious BS is quite irksome if the discussion is public policy, or the encroachment of these beliefs into science class rooms. However... With regards to the original films, every thing we learn about The Force from A New Hope to Return Of The Jedi defines it in spiritual terms. In interviews going back to well before the release of A Phantom Menace George Lucas described The Force as being inspired by eastern philosophy, specifically Taoism. This concept, which even non-spiritual / non-religious folks like myself are perfectly okay with, is paradigm with which we viewed the original films. Further, the original films were not science fiction. They were space operas. They were fantasy. Flash forward to the release of A Phantom Menace. The Force is now no longer a part of a fantasy theme, but is now a science fiction theme shoehorned in to explain why Qui-Gon would ignore the orders of the council and jeopardize his mission by wasting time on some precocious slave boy on a backwater world like Tatooine. It was completely unnecessary for the plot. Qui-Gon would need only "search his feelings" to realize that there was something special about the child. That being said, I enjoyed all of the films. Some more than others. But just because I enjoyed them doesn't mean they were without flaws. George Lucas doesn't owe anyone an apology for his artistic vision, but to many fans who grew up with Star Wars the prequel movies had too many flaws to be overlooked. It really felt like Lucas would have benefited from a better script writer, and maybe someone that could have looked at him and said: "Jar Jar Binks... really?". There's a reason why Episode V is considered by both fans and critics alike to be the pinnacle of the entire series of films.
×
×
  • Create New...