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FrankLee

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Everything posted by FrankLee

  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.
  15. Working up WH gear. Was previously getting hit for 1/4 max health by any single big hit, which was crappy but acceptable. Now, I'm getting hit for more like 1/3 of my max health in one attack, and eating several attacks every time I come near melee. Mutliple attackers is a joke, I don't survive long enough to bother with any kind of 'mez one, dot the other' strategy, I'm just dead. My heals in pyro spec are amusingly bad, and my best heals for considerably less health than I'll take in damage while casting it. I can get out of precisely 1 effect every 2 minutes, so timing that is not nearly as important as it used to be. So yeah, upgrading my gear isn't helping, even at half WH, it's pretty dismal.
  16. Came back to PvP on my alt, after significant 'work' had been done on it. Like the gear progression, don't mind grinding. Last week's patch took me from slowly but surely advancing back to stunlocked death about 80% of the time. Subscription is good for a couple more months. No plan to renew at this point. Trying to explain to my gf who I'm getting in to MMO's why stuns have a place, other than the fast track to the spawn point.
  17. RWZ have been trading 3:1 for quite a while. Not just since 1.4. Also noted the huge spike in single-hit damage. My kit is all BM with 3pc WH, and I'm getting hit harder now than last week. And being more consistently stunlocked to death. As an almost absurd side note, they considerably f'd up the graphics for my cross-fire rig, and added significant lag, especially spikes during WZ's. PVP Q's break about once an hour now and require logout-login to join a WZ. Can wait for 20 minutes, drop Q, logout, re-Q and be in in 15 seconds.
  18. The recent change to stuns is idiotic. Stuns did not need to be MORE effective. Stuns are used to create space or time or both for other things to happen. The fact that this mechanic removes a players ability to control an avatar, however briefly, means that this aspect of play should be minimized at all costs. Slows work. Roots work. Increased cast times work. It is a dangerously stupid idea to remind a player that a big part of your game mechanic is periodically pausing their game so someone can beat the @#$@ out of them. Further, the mechanic by which a player can 'break free' of these stuns is orders of magnitude slower to reset that even the longest cooldown on any stun. This should at the very least, reset on death. A more effective solution would have it linked to the resolve cap; if a player reaches capped resolve, their remaining stun-break cooldown is reduced or removed. It is not at all hard to go from full health to dead SEVERAL times in being able to break CC. This is not fun, not compelling, and has exhaustively, clearly, painfully simply been stated over and over.
  19. FrankLee

    1.4 resolve

    Successful patch. If the aim was going from annoying to asinine. Still get stunlocked to 10% health, still spend a significant amount of time not in control of my character. This is not the dumbest thing I've ever seen, but I've spent a lot of time drinking so that bar is pretty high. Also managed to make melee which was already killing me in 3 hits to kill me in just 1. Cool. Oh yeah, and they managed to cripple my crossfire graphics cards to the point that I get better performance by shutting one off. Their QC guy used to do underwrite kids toys in a Chinese factory or something.
  20. ^^ This. People not having fun are people not playing. When the bill comes due and I think well, I haven't logged in for 2 weeks, maybe I'll let that one slide - it's already too late.
  21. Routinely going against teams whose composition is practically unbeatable is no incentive to continue. Spending 10 seconds stunned, then dead, then spending 30 seconds waiting for the door, 30 getting back to the fight, then being stunned for 10 seconds until death... idiotic. We have one stun-break that takes 2 minutes to recharge. The resolve/diminishing return mechanic is stupid to the point of absurdity. You can be dead twice over long before the resolve bar is ful enough to make a difference. Why is it that game designers think a compelling part of play is making play unavailable? It's essentially pointless unless you have a pocket healer (or are a pocket healer) and can live through huge swaths of time where you just stand there twitching. There's also times when it misrepresents someone's level of resolve, so you blow a kick or stun on someone that shows half-full but they're really immune - and you've wasted your stun while they happily pound the @#$! out of you. Oh yeah, and the insipid lag when you have someone lined up on a bridge or near a hazard... only to find out your graphics are wildly misreporting their location and you just kicked them into a perfectly safe spot. Just look at the end-of-match scoreboards. I don't care so much about my win/loss ratio as I do the clearly blocked out boards. If you're seeing big blocks of friends and foes instead of relatively scattered lines, you're seeing poor match-ups between sides. When we win it's generally because everyone on my team is above everyone on the other team. When we lose, the converse is the case. If there's a polluted board, it was usually a close match. The mixed boards are a rarity, something like 1 in 3. And yeah, I could find or make a guild up so that I could _always_ have organized runs. I spend eight hours a day organizing and motivating people. The last thing I want to do when I get home is unpaid organizing and motivating. That's not recreation.
  22. ^^ This. The lag was idiotic, and this is now the second time I've had to fix names. And I promptly transferred to a destination server already. So - lost the names I'd been in beta with, been sever-bounced twice, and seen game performance decrease. This game is rapidly becoming worth every penny the free trial costs.
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