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Tershius

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  1. Bounty for Star-Hawk's capture and delivery accomplished by Raxino'vel!
  2. Target: Star-Hawk Bounty: 75,000 Credits Species: Human Gender: Female Height: 5'7'' Description: Currently white long hair, fair skin, matching armor. Could change Known Locations: Fleet, Hoth, and sources say she will soon abandon Hoth for Voss. Associates: Maze Reasons for Bounty: Not Necessary for Capture Instructions: This is a CAPTURE mission. You are to capture Star-hawk by any means necessary, but no permanent damage on her. Any kind of irreversible damage will extremely diminish the bounty. Anything that can be cured by a kolto tank is acceptable. Expect her to resist. Discretion is PRIMARY for this target. She should not know you are coming. If Maze is encountered, do not kill, though expect him to protect her till incapacitation. Maze will be the main threat to an experienced hunter, not Star-Hawk. (Maze lvl 55, Star-Hawk, 43 [currently] ) Delivery: Upon capture you are to contact Dashtyne. (Whisper or Mail if he is not on) and instructions for delivery and payment will be sent to you.
  3. The bounty on Tatiånå was claimed by Darth Natashaly.
  4. Like a previous post said, it seems you are more interested in writing, then in rping. Not a bad thing, but to understand your predictament, it needs to be said. There's nothing wrong with your idea and I once had a BH just like what you are describing. I liked the independence and making my own rules and not listenign to others. I didn't want to be a slave or an apprentice and the thought of having one for a BH seemed kinda foolish. The situation I ran into, is that role playing is about personal interaction. and the more you interact with someone, the more you bond and depend on that person. Most guilds desire that and want to have their members work together or have structure. I don;t know of many guilds that really want to foster the lone wolfs. So what you might want to do if you want to stay this way, is to just do open cantina rp (the fleet cantinas are a great way to start) and start branching out that way. Meeting many people can allow you to have minimal, but meaningful rp that doesn;t come with the commitment. More cut and run, so you have a ton of rp with many bits at a time. Or just tweek your concept and have a partner, have a small group of confidants, or find a lover that you wish to spend time with.
  5. If this were a pvp server i could agree with this. Having a bounty put on you by someone else might be bad if you are being mauled against your will. But you fail to take in all the other aspects of what a bounty means. 1) You don't put bounty on people you don't know or "for grins". While the option IS there, lets be reasonable and logical. Might someone do this, sure, lets say they do. But 99% of people don't see a lvl 11 and say "hey it would be cool to put a bounty on them" because the whole point of bounties are to collect money. We all know if you put a bounty on a lvl 12, they will be taken out in one shot, you lose your money quickly. To combat this, you would have to put a low amount on that person, and people tend to not care if it's just a few thousand credits. 2) Almost all combat in this game has to be initiated by both parties. With the exclusion of that one time where you go to outlaws den or ilum, both parties have to initiate combat. You don't want to fight? You don't! Noone forces you to fight someone else. Which leads to the third point... 3) If someone is bothering you, you can ignore them. Obviously this doesn't remove their character from jumping around at you, but you can choose to ignore anything that comes out from somebody. This, combined with rule two, means that not only can't they make you fight, you don't have to listen to them complain about you not fighting them! Here is the thing, we're an rp server. Most people WANT to rp. Bounty are a great way to make that happen. You would be surprised at the amount of rp it opens up to have someone come up to you and say "I'm afraid I have to kill you, you have a bounty on your head." I would see it as a badge of honor if someone put a bounty on my head, means I do a good enough job that someone wants me out of the picture. I'm not saying this is 100% fool proof. I'm sure someone will abuse it, but to let that stop you, I think you're missing the greatest potential for a small amount of loss. I mean come on, if people want to grief, they grief, with or without a bounty.
  6. Name: Tatiånå (Note ascii characters, do not confuse with Tatiana) Faction: Empire Profession: "Sniper for Imperial Intelligence" (Sniper) Mission Type: Traditional Bounty - Capture and Detain! Reward offered: 60,000 Credits (with an additional 40,000 for role playing) Reason for Bounty: The reasons for the capture should be none of the hunter's concerns. Suffice to say Tatiånå is to be *captured* not killed. She is a slightly seasoned sniper so expect resistance. Payment will be transferred upon capture along with further instructions for delivery. Known Associates: Sthenos (particularly looking for role players who wish to partake in a story arc that has lasting and future potential for more bounties. Tatiånå spends a lot of time on the fleet so expect to have to rp her out of it for capture. If this interests you please send a letter to Sthenos. Note: Sending a letter to Sthenos is NOT a requirement for this bounty, merely just good correspondence if you wish to have a future story arc. Hunters who only want to capture for bounty are more then welcome.)
  7. While I'm sure I'm preaching to most of the choir, I thought I would give some discussion points: PVP in this game is complicated. Now before the flames start happening, its complicated for a few reasons. The main things that make up PVP are: skill, gear, class, and synergy. Gear is the easiest to quantify because I can see how much health you have, I can inspect your character and see how much war hero gear you have. The bonuses' the mods you have and whether or not you are min/maxing. And I think that gear is important, but many people use gear as a fall back to skill. I've heard in many warzones, "They have more WH gear then we do." They don't see the strategy of ping ponging back and forth to meet their team. There was no split and conquer. Nope, it was - They have better gear they win. And while gear is important, its not the end all be all. Skill is much more harder to quantify. I've seen fantastic operative healers like Noland that are very very hard to take down. And I've seen other operative healers, similar gear, get pulled apart. Why? Because they dont use their abilities to the maximum effect. Skill in this game is huge because thats how you win in one verses one, how you take a geared out mara and it gets beaten by a sniper. Because one knows how to use their skills and abilities and one did not. Most "hardcore" pvpers have skill and understand that having skill overcomes gear and sometimes class and its crucial to have to win. Unfortunatly class in this game is more important than I wish it was. Powertechs are glass cannons, but with proper healing, become face melters. Smash warriors are typical flavor of the month with auto 5-7k crits. Which is frustrating when I see a premade of 3 smash warrior and 1 operative healer. But even so, I've beaten teams like this. I've been on a team like this and lost. It's not some panacea to victory, but let's be honest, it sure does help. I've seen a sniper on top dps before. It happens. But I'm sorry to say I see PTs/Maras on top 99% of the time. This is something Bioware needs to adjust and we just have to live with it sucking till then. Synergy is all the other things. Voice chat comes in here. Or playing with another person and knowing their responsibilities with respect to yours. Synergy of a team is not just voice chat. You been on a huttball where you grab the ball and someone is where you can pass it to jumping up and down? Synergy. You been on a team where the ball spawns in the middle and half your team jumps down from great passing positions to all grab the ball at once and the person who grabs it has nobody to pass to? Lack of synergy. The thing is voice chat is great for is preventing the 4 in the middle. But I've been on a complete PUG group that rolled a premade because we just were at good places at right time, People got open with the hope they would be passed to and they were. A good match usually has all of these, but its not always the case. I don't like it when people equate one thing to the reaosn they lost. I look back and see that it wasn't just one area, its usually 3 or 4 even that makes them lose. The best games are when both teams have all 4 and its a back and forth as to who will win.
  8. I see frequently posters compare SWTOR to the original launch of WoW. "When WoW launched it didn't have this or this and had this......" And they try to say that we should not complain about SWTOR's failing because WoW had the same problem. The only problem is this: WoW came out in 2004. Welcome to 2012. Even if we go based off of release date, you get 2011. If you were to go to Best Buy and the clerk tried to sell you a 2004 laptop for $1000 you would laugh at him. "But it was good in 2004!" Guess what, technology improved. You expect better because it can be better. When you say "WoW had this and this and this problem" you're only trying to hide the fact that SWTOR has a problem and therefore because WoW had it, that SWTOR having it is just business as usual I want to make it clear, SWTOR succeeds in areas that WoW even today still struggles in. But there's only so far you can go before you hold SWTOR to a 2012 standard. You dont expect to buy a luxury car in 2012 without heated seats because luxury cars in 2004 didn't have them, why would gaming be any different?
  9. 1) No ranked Warzones- This has been beaten down to death. While I respect Bioware's effort to help be transparent. I find it quizical that 48 hours before 1.2 they pulled the plug, and now have had months to fix it and not only do we not have it in 1.3, but no guarantees to have it in 1.4 or after. Which leads me to my next point.... 2) Patch 1.2- The patch failed to add real depth to the game, but did manage to change PVP completely and not in the good way. Maybe 1.2 wouldn;t have been quite so bad if Bioware hadn;t totted it like it did. I guess they kinda had to, but they promised a lot and did not deliver much. UI was great. performance issues, great. But those could have been added in on any maintenance weekend. Legacy.... dropped the ball. Married to my companion and can't add her into the tree. You think sith pureblood jedi are amazing and going to add depth to the game? Guess you have the data and I do not, but I can;t help but think people not just on rp servers thought this was a foolish and frivolous thing. I mean being a miraluka bounty hunter I don't think was on everyones top 10 lists of things. Especially when there are other problems to address. Which leads me to my next point... 3) Bugs. Nothing says excitement from a locked up boss encounter. Where the necessary mechanic is bugged in place. Or spams nonstop missiles. Or the boss enrages after 30 seconds in the fight. The fights aren't that hard, its the bugs you have to defeat. And after you defeat them, the final bug you need to get past is the one that is tied to the loot chest. 4) Open world pvp. Bioware. I know you are restructuring. And I'm sure you laid off some very nice people. But I hope to God every single one on the pvp team was laid off. Or maybe just the ilum planet design team. You know when you look at something and you think... "Man that just sound stupid"? Well that's how I see Ilum's open world pvp. Stationary placements. No real point to taking the points other then valor which is now useless. Has a developer actually sat down and tried farming the armaments in the middle. Maybe he's on one of the many servers that have nobody on them, so it's just him everyday farming for it. You know, supplementing his hour long pvp queues. And whos real bright idea was it to put them all in one place. Lets have 5 points and have only one with items at it. This will really spur on that open world pvp. Or outlaws den... you know that place on a level 25 planet that takes 10 minutes to get to, to find that nobody is there, because the people on Ilum can at least do dailies while they look for people to attack. Good idea, Bad execution. Seriously, I think the pvp team really dropped the ball on this one. 5) Space missions. Space mission were cool. The first time. The second time. Maybe even the third time. But the 10th time? 20th time? You have 1, yes ONE, space mission at level 50 that's worth doing. And its the only one I have access to for over 150 days. Were you expecting me to run the same thing 150 times that doesn't change? Maybe you think I'm a tester that will willingly do the same thing ad naseum for days on end, and give you the thumbs up because you sign some checks. Testers and QA put up with crap because they get paid to. (probably pretty small too from what I hear), I however am the one paying you. The visuals are stunning, but the rail shooter is just bad. I don't even care that it's just considered a minigame, just make it something I'll want to play for than 10 times.
  10. Yes. You have the gist of it. So many posts seem to be from people who only play DPS classes. Which was part of the reason for the post. DPS are being selfish and think that they are the only thing that matters. After reading all the posts one thing keeps popping up. That DPS are perfectly fine saying a healer NEEDS a tank to do their job and that a tanks job should be to protect a healer, and its fine that DPS don't need anybody. But see that right there was partly the cause of the huge healing nerfs in 1.2 Because DPS were crying that they couldn't kill healers 1 on 1 and needed teamwork to take them down. DPS are being selfish thinking that they should dominate everybody if they are good. And for those who see it, marauders and pyrotechs and shadows are owning healers that are now dependant on tanks just to survive. Honestly people won't see the disparity until ranked warzones come in. That will ultimately be the test of this theory. When you start getting rolled by teams of DPS FoTM , then you'll finally start to understand that when you make DPS equal to everyone else, that nobody will want to play that class. Thank you for those who actually say the level and spec of what they play, it brings credibility to their opinion. But if you have never played as a tank or played as a healer then you need to understand that what you see other healers and tanks do, and what you see other premades on your server do, does not make YOUR opinion better. It would make THEIR opinion better if they decided to post. If you just play a DPS class then just ask yourself this question. Why? Why do you play DPS class? If your answer is because other roles don't interest you, or are boring and not fun, or don't give you the big numbers, then ask yourself this: If you don't want it, why should I. And that's why things will always be unequal, because we need to give other people incentive to play other roles. Imagine a world where everybody was a marauder. Imagine where everyone was just one class. I'm going out on a limb here so I might be mistaken, but wasn't Warhammer overrun with one class (bright wizards?) that broke the game because there wasn't a point to be anyone else. And people left not because the game was bad, but because of class imbalance. A game that favors only one role is doomed to fail.
  11. I am the OP. Reading names are hard. Yo.
  12. Man your knowledge of healers amazes me. So in depth and informed. I'm going to take one guess how many healers you've played. Zero. Have you ever even TALKED to a healer before? or you just expect them to make your health go up? Guess so. I mean what else do they have to do. Allow me explain what healers do. not only do they have to watch potentially 7 other peoples health bars including their own, but they also have to evade dps from trying to kill them. As soooo many of you amazing dps have posted how you focus fire and target healers, they have to juggle multiple things at once. Including all the things you do, like defending points, trying to cap points when the time permits, and the good ones interrupt, stun, and have to plan where to put aoe healing down and try not get LOSed by their team members who don't know where the green numbers come from, just that they like them
  13. Ironically that's what most of the DPS think. And yes you did oversimplify. When pvp becomes the dps zergfest you'll wonder why the game just isn't fun anymore. Because teamwork and strategy are no longer required. But then again you obviously didn't see the point I made TWICE that healers needed to be toned down. But hey I guess reading what you want to read is apart of life. Oh but I will contest one point. Opinions aren't limited by class selection, only your knowledge base. you think you know what being a healer or a tank is like ebcause you play with them? Guess again. And when you tell your opinion to others without seeing a bigger picture, or misdirecting them by implying what I wrote is invalid because "i hurt your feelings by not saying it in a nice way" does highlight that you most likely can't refute my points. Truth hurts, deal with it.
  14. Ok here is what most of the DPS in the thread think. Everyone should be interchangable. As said by the poster above, in team balance, 1v1 having as much healing as they do dmg is balanced. Again no it is not. You are thinking of balance as only dmg and healing. A healer is more then healing and a DPS is more then doing dmg. That is the point that DPS don't understand. This concept to take from economics is called an externality. An externality is a consequence, good or bad, caused by a transaction not related to price. I know its advanced so let me simplify, Tonning healiers too far down causes negative externalities, that being more running back from spawn points because healers can't do the heals they once did. Having death counts go up much higher, that leads to people getting more frustrated, especially people who solo queue and don't have premades. It's more then just "bringing the healing numbers down" And the selfish point that DPS keep making is that they should be able to take healers down by themselves. Because if not, then the other team has an effective team of more then 8 (healers being more then one person's worth) which is unfair. What you fail to realize is that once everyone becomes interchangeable then composition won't matter. The best team will just become FoTM. 8 shadows become the best. 8 marauders become the best. Because everyone is equal. Most people in their posts understand the concept that people have roles. I've seen DPS say "well the tank should do this, the healer should do that". The problem is they don't take it a step further and see that if 2 dps should be equal to 1 tank/healer combo or 1 tank/dps or 1 dps/healer that nobody has a special role. "So who cares. healers heal, tanks tank and dps do dmg and everyone cancelling everyone else out is the same" right? This is where the game breaks down because it seems that DPS don't ever see a dependancy on themselves. Healers need tanks. Tanks should guard healers, But there isn;t a dependancy for DPS. Multiple posters have stated that healers are just there to delay death. Well if thats the case then why not have 2 dps. The target dies quicker and you don't need healing because your target is dead. If you take away an incentive to be special and unique and make everybody interchangeable, you're going to see something evolve into something you don't want. When healers stop playing and you run back more, when tanks stop being tanks and guard falls by the wayside. When you tell me things are "doable" its because you can't tell me they are fun.
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