Jump to content

FrankLee

Members
  • Posts

    29
  • Joined

Reputation

10 Good
  1. My raid has dissolved. We were running content twice a week - pretty casually since we hadn't finished all the raids in HM - and we lost a character. We needed to PUG one routinely. When you cannot routinely PUG one spot, any role, in primetime - your server is in bad shape. THAT WAS MONTHS AGO. My guild has since dissolved. 90% of the guild left for other games, 10% for another server. I have done the entire DVL event on a west-coast server - because it has SOMEONE on it. It is obnoxious beyond description that you haven't merged this server. Twice. I remember when Belgath's Beacon merged to the Fatman, and then the Fatman merged with Pot5 - there were literally ten times as many people on when we merged previously. This server routinely sports 7 people on fleet during primetime, and half of them are gold-spammers.
  2. This is still broken. I don't know what they 'fixed' but the blatant reset wasn't it.
  3. Moving the cross phase to directly after a long stationary phase would also help. Synchronization would be more likely between clients and server. Leaving underlurker in whatever position he did his scream from woud probably work fine. We'd get the knockback, the cross would display, we'd go to our spots. The idea of having a very sketchy leap/walk/display scripted in there... really sub-par design. Changing the cross to a circle with 4 sections would also give a greater chance of accounting for latency. We have been clearing this since the week after 3.0 went live, and this week it turned in to unplayable garbage; none of the previously extensive 'workarounds' were enough. We'd be in the cross, but out of melee range. I'd be out of melee range, out of the cross, but couldn't leap to my target. This mechanic is terrible, and demands much more performance than the server can reliably provide.
  4. We have been doing this for weeks. It was however impossible last night. The boss and cross weren't a 'little' off of one another, they were half a map away from each other. We tried piling up behind the same rock (which was a 1-shot strategy last week, 0 deaths, 0 issues) we tried spreading out... no dice. The best luck we had was ignoring the cross altogether, and pretending there was an invisible cross with the 6 o'clock position on the main tank, and situating there. The cross mechanic is absolutely stupid. The same thing could be accomplished by dividing a circle into 4 sections and requiring the same placement - but it would be far more forgiving of latency and position reporting errors. This... this is garbage that should never have left the test environment. It could also be done with the tight cross mechanic but putting that particular segment in a location in time that was not directly after guaranteed motion. If it was instead after a long stationary period whereby the 8 or 16 client machines would have the greatest chance of synchronization. Ie, he does the kickback and removes the stones, but does the cross from his present location, rather than approaching one group, leaping to the other, and walking back. The same cross could be just dropped wherever he did his scream, and provide the same mechanic. It would still require the players to know where to stand, and actively move to get there. It would also still allow him to do that mechanic from anywhere in the room. Let him do his buggy movement AFTER the cross. Both the Coratanni and Underlurker fights feature atypical scripting and mechanics. Both are riddled with breakdown locations. I'm all for new kinds of fights, multistage fights, fights with interesting mechanics... but those things have to demonstrably function a high percentage of the time. These are the opposite - they fail a high percentage of the time with the presumably correct mechanics.
  5. 2 Basic comms. ~300 credits. I've done half a dozen of them, and the payouts have been identical. Is there a reason to fight them? Looks incredibly pointless to me.
  6. Still broken. Dropped the weekly which was at 0/3. Picked it up fresh from a terminal, 0/3. Queued for HM FP and tactical. HM popped. Completed it, start to finish. Received daily GF reward, saw quest completion and received reward. GF shows 'reward already claimed'. Zoned back to fleet. Mission tracker shows 0/3.
  7. Also noted that several times in that fight I got the AoE corruption seed, and while it was still counting down got the pool dropped on me. Very difficult to see light-red/pink cloud underneath the additional bright red circle/reticule. Essentially I just started slow-kiting the countdown AoE to make sure I didn't get screwed with another ninja pool - and it left the pools back outside of the normal raid kill zone.
  8. Happened to us last night as well. Our best pull on Brontes yet, 100% of our team fully healed up. Waited the stacks out perfectly and moved to the second hand to finish up what would be our first kill... F'ing hand had 100% health. Wipe. Bioware's lack of a hotfix to correct the NiM bleed-ins and persistent bugs without fixes... utterly disappointing. Particularly bad last night, given the effort we put forth to get there.
  9. I highly recommend the Sunday 16 if you want to get your feet wet, earn some comms and see how they play.
  10. Resolve is probably my biggest gripe in this game. Any time you make a pivotal game mechanic out of a "pause" button, you're doing it wrong. It is too easy to be killed in one cycle of full resolve to make it feel like the system works properly. There are literally dozens of ways to be stunned, and only one way to avoid it or break it. Also, the resolve bar lets me see how much resolve a person has and stun or not stun accordingly, but I can't tell for crap who's going to be affected by my kick/snare/root. Either put them on the same mechanic or give me an easy way to see that I'm about to waste my best defensive skill. Further, I PvP to be in to the action relatively quickly and not have to commit for hours. The time I spend behind the timer doors, or running back to a node - a complete waste and painfully obvious. Voidstar door timer is actually longer than the warning timer on the deserter debuff. Fix one of them. The hypergate WZ... if you die you're looking at a long wait behind a gate, and then a serious walk back to anywhere to fight. Annoying, and pointless. The round is 2 minutes or so, and it's easy to spend half of that time in an unplayable state or location.
  11. FrankLee

    %5 Win ratio

    By blocked I mean that all members of a given team are contiguous - they form a block. In terms of objectives in a WZ (which I believe is the default sort order). So rather than a 'close' game which might have a couple of the losing team getting more objectives than a couple of the winning team (ie, 'bands' of losers up in the winners) it was basically the lowest guy on the winning team still had more objectives accomplished than the highest guy on the losing team. This was on Pot5 BTW.
  12. FrankLee

    %5 Win ratio

    I have been strongly considering dropping my subscription since I got in to PvP. It seems to be a good way to hop in to the action after I get home from work without having to commit to a set time or duration. A couple weekends ago I got to play for a whole day, and here are the results I got: Total WZ's: 43 Void Star: 13 Novare Coast: 10 HuttBall: 12 Alderaan Civil War: 8 Wins: 19 Loss: 24 I broke down matches into 'blocked' or 'mixed' based on if all (or at least 6) members of either team were lumped together. Blocks with no striations usually mean a lopsided victory or defeat. Mixed Matches: 22 Block Matches: 21 So you can see - almost half the matches were lopsided. This isn't a huge sample set, but it is large enough to poke at. Also: In that run of 43, there were 5 times where the game either required logoff or restart to be able to actually queue. I'd sit in the q for minutes, logout, back in, and then be in a WZ in 15 seconds. The queue script needs work too. There were 5 'arrived late' matches, 1 'not enough player' termination. There was also one that just dropped me back to the fleet at completion and didn't give me the score screen or any commendations. Pick at that as you may.
  13. FrankLee

    Statistics

    Did extensive PvP today, and wrote down some of the data so I could see if the matching system was as bad as I thought, or if it just seemed that way. Total WZ's: 43 Void Star: 13 Novare Coast: 10 HuttBall: 12 Alderaan Civil War: 8 Wins: 19 Loss: 24 I broke down matches into 'blocked' or 'mixed' based on if all (or at least 6) members of either team were lumped together. Blocks with no striations usually mean a lopsided victory or defeat. Mixed Matches: 22 Block Matches: 21 So you can see - almost half the matches were lopsided. This isn't a huge sample set, but it is large enough to poke at. Also: In that run of 43, there were 5 times where the game either required logoff or restart to be able to actually queue. I'd sit in the q for minutes, logout, back in, and then be in a WZ in 15 seconds. The queue script needs work too. There were 5 'arrived late' matches, 1 'not enough player' termination. There was also one that just dropped me back to the fleet at completion and didn't give me the score screen or any commendations. Pick at that as you may.
  14. FrankLee

    stuns

    Stuns should be either a mitigation to a class that has otherwise little mitigation, or an opportunity to do damage for a class that doesn't have enough raw damage output to do it without a brief pause for unhindered attack. We have top-end dps classes with multiple stuns, and we have mitigators with aoe-instant-cast crap that can pause a whole team with a single click. The time-magnitude on resolve is a joke. The magnitude on the cc breaker is a joke. I can be dead before the resolve bar ever fills, and I can be stunned 20 times before my CC breaker is back. Not only that, but the gd lag is so bad that any kind of timing-related counter stun (with my POS 10m 'ranged' stun) is a gd joke. My latency rarely approaches 100 ms, but the practical lag on events is so bad kicking someone of a bridge, or interrupting a cast with a stun is almost impossible. So I save my stun, my kick, and my CC break for one specific moment, one chance to flip a carrier over the edge or one shot at holding the door one second longer... and it doesn't f'ing work because if I break the CC there's a second stun to go on me right away. Or my kick moves nobody because they've somehow become immune - with a half-empty resolve bar. Idiots. It was a half-assed fix predicated on a half-baked idea. Didn't touch the problem of pvp playability, and makes certain that I find something else to spend my subscription money on.
×
×
  • Create New...