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Faulimir

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  • Location
    Earth
  • Interests
    Star Wars, 3D Modelling, Miniature Wargaming
  • Occupation
    None of your business.
  1. I think this is a good step forward. A baby step, but a safe one. What I'm still concerned about is Armstech and Armormech. At Lvl50, the Purple mastercrafts still don't come close to beating the Lvl50 PvP gear. I think the Lvl50 PvP gear shouldn't change but perhaps more powerful Armstech and Armormech possibilities would be nice so that a player that puts in the time and work to hit 400 for Arms/Armor can really benefit instead of hitting the mark and then eventually having to sucomb to ditching those crafts altogether because they just aren't well matched versus the PvP gear and further crafting will yield little compared to what a Lvl50 player that has full suits of PvP gear can get out of it. There are a lot of players that just have gathering skills, no crafting at all, and since they are Lvl50 they can just get the PvP gear. It basically renders the Arms/Armor crafts almost useless once they can start getting the Lvl20 PvP gear.
  2. I just read this post and all I can say is OMG! I understand why players with high-end PCs are upset. The response from Bioware seems logical and quite a bit techincal but for those of us that understand how game engines work, the explanation on how the rendering process works did not accomplish anything except trying to dangle shining things in front of people. From the explanation given, it looks like at one point high-res existed in BETA, then in retail it was taken out, but highres is used during cinematics, but not during gameplay, but it is going to take time and a lot of work to implement a feature that allows highres during gameplay--and I hope you are all following me on the way I'm saying this--even though the highres feature is ALREADY IN THE GAME (the cinematics use it) and it is a matter of simply connecting the event of selecting high-res in the preferences with the variable that I imagine is being used for the class which the render engine is based upon so that all of the objects created are rendered in high-res. Now if they wanted to limit things a bit, fine, make it so just the characters are high-res but the rest of the world remains at the normal gameplay-res it is set to now. That's a compromise that requires NOT a lot of work and NOT a lot of money. The code is already sitting there and the high-res textures are already available because the cinematics already use them. What I read was a lot of going in circles with the explanation but not coming close to just admitting it was a bad choice. What surprises me most, and for those that are mature enough and inquisitive enough to discover, is why hasn't anyone begun a petition and filed a complaint against Bioware in the State of California, where its main office resides, for false advertising. Cinematics aside, some of the gameplay demos were done with high-res turned on and some turned off--the difference between the two is clear. If this problem bugs people so much, take action. Forums really aren't going to get much done at this point. Count the replies. Posting isn't going to fix the problems. Not for something like this. -Faulimir
  3. I'm not the kind of player that waits until they hit the cap to play PvP. It seems kinda pointless to have PvP if it only really matters when players hit the level cap. If you know about issues and aren't posting about them, and no offense, but you aren't helping the effort. I like the game, but there are some issues that if they don't get addressed they will erode away what starts out as a good foundation.
  4. I enjoy the PvP but there are some glaring issues that need to be resolved: 1) Chain lightning in some cases seems to be cast well outside of normal range. I could be standing in my teams "endzone" during Hutt Ball when someone hits me with Chain Lightning all the way from the center of the arena. There is no lag when this occurs and the opposing player is able to fight without glitches with other players in the center of the arena. I can't identify any issues network-wise that would cause this. 2) The lag that does occur is annoying. It often makes a big difference when it comes time to figure out who killed who first. 3) Sith characters can pretty much run circles around any characters that are ranged based which basically means the ranged character is toast. Since most of the attacks a ranged character has relies on the character facing the enemy they typically can't use the attack. The melee attack the Sith use can just be the standard default attack and so long as they just keep circling an enemy and hitting attack they get the kill. I've seen damage being taken from these attacks when the two opposing players are back to back. 4) Line of sight has serious issues. There are several matches in Hutt Ball where Agents have been able to continue firing on someone that is clearly behind a large obstacle. A player may have been attacking the Agent intially without any blocking terrain but even though the attacking player has now moved behind an object that clearly blocks line of sight the Agent can keep using all their attacks unhindered until the player dies. 5) The 'throw' action in Hutt Ball needs serious work. There were several times where I had a clear line to a fellow team member and I was in close proximity and no enemy players around but regardless of how many times I throw the ball facing the targeted friendly player, it hits the floor and just sits there. The friendly player I'm throwing to has sometimes been within 2 paces of my character. 6) I've seen characters 'cloak' themselves (I don't recall the ability) and continue to fight like normal for an entire match. The only time you know they are there is if you happen to bump into them and they attack. At that point only the weapon they carry becomes visible. The problem is half the time this happens you can't target them at all which means free kills for them. This is a possible exploit! 7) It's a rare occasion but I have seen enemy teams able to end a match right away when they play defense. The attacking team could be going for the door and get killed while trying to open it. What happens, as it appears, is an enemy player targets the door and attacks it somehow. The moment the door is breached the match ends. I've seen this happen within 27 seconds of round 1 of a match starting! 8) Let players choose what type of PvP they want to engage in. Hutt Ball gets boring real fast if that's the same warzone you get 8 times in a row. Add in the problems observed above and one can see how the PvP experience quickly becomes uninteresting or discouraging. These are the problems I witness most often in PvP. Other players may have different experiences and I understand that. I'm just hoping that for others that have seen similar problems will help push this thread so we can see some patches in the future. /bug reports have been submitted. The responses I get back consist of "it has been forwarded to the relevant department." This isn't to say the /bug reports are being ignored but I hope others will see that these issues are being looked at and that the more people use this vital feature the better the future will be for this game (which is already an impressive piece of development effort). Respectfully, Faulimir
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