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Polobear

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Everything posted by Polobear

  1. Actually, that's exactly what I'm afraid of.
  2. Are you guys drunk? how does that kind of math even make sense.
  3. This might be how you intended for this to work, but there's a problem somewhere. I've disintegrated numerous light saber drops from crates--on my operative. So it might be designed to work like this, but something isn't quite right.
  4. Polobear

    One Shot

    Show us the screen shot that indicates the kill shot on you was for 73k.
  5. Let me stop you right there, lol. I wholeheartedly agree with that IF statement, but the ELSE is what we seem to have been living with for the past couple years. I mean, look at Hottie's complaints about Holotraverse as an example... Note, I'm standing next to her on the top shelf of the fleet right now. How about the fact that Sage/Sorcs can STILL phasewalk_cap the node in NC. That's been how long? Lots of territory in the ELSE part of your statement. You're right, but that's a mighty big if...
  6. I don't know anything about the dev team, product team, support team, etc., for EA...Ware, but I can tell you from my own experience that even things that appear from the outside to be easy are sometimes not easy at all when you're up to your elbows in the code. Assuming they use some form of Agile development, I would guess your changes would be at least 1 maybe 2 PIs just to get to a 'staged for release' position. In our organization, a PI constitutes roughly a qtr, which means there would be 3-6 months time to implement your suggestions (taken at face value, without any codebase/infrastructure knowledge). I'm assuming the dev team dedicated to pvp being 2-5 people, and if that assumption is even in the ballpark, that is going to put the pricetag between 150k and 300k. My PM would look at that and ask what the other side of the ledger will be for that player base. I have no idea, but to quote an old boss of mine, it takes a lot of 59 cent tacos to make $1,000. Similarly, it takes a lot of 14.99 subs and even more $5 cartel buys to offset that kind of spend. I'm not trying to be Johnny Raincloud on your idea, because like I said at the outset, I think your ideas are solid and would DEFINITELY improve pvp gameplay. Rather, I'm just playing devil's advocate here on the business case side, which is going to be a major driver for the powers-that-be who make the decisions. The Director in me says this is lipstick on a pig.
  7. Solid ideas, but here's my $0.02... Looking at this from a pure SDLC (software dev. life cycle) standpoint, the juice isn't going to be worth the squeeze to the product managers who are looking at the P&L for the product. You said in there a couple times 'design...' and that carries the implied 'build', which has a $. It also involves testing (more $), to cater to a small segment of the population that may or may not be driving revenue. I don't pretend to know their metrics, but by day I'm in charge of an Analytics software product and go round and round with my own product managers over these exact topics. It all boils down to the spend vs. the income, and If there is a spend dedicated to pvp, there had better be a corresponding income generated by pvp. If we really want to enable changes like this, we (as a collective pvp community) need to start presenting the revenue case. I know I'm a subscriber, and I know most of the dedicated pvp'ers are as well, but we are barking up the wrong tree here: lobbying for features, features cost dollars, and we need to push on the $ side of the equation.
  8. And yet here you are, posting on our forum, casting your 'holier than thou' shadow and wondering why pvp'ers hate you. I have more of an issue with the valor 40+ d-bags that don't have max gear than I do with the low valor guys trying to get some gear. If you are valor 20 or higher, you have made enough comms to max gear. Anything over that is either lazy or ignorant or both.
  9. It is a total of the time spent in the 'attack' and 'defend' area. I can't say with certainty where these mystical boundaries exist, but chasing the enemy out away from the door will reduce your time, for example. So in a tie, the team who tunneled the door the most (cumulative time of all players, or so I'm told) wins.
  10. This. Bad players mark juggs and snipers and complain that they can't kill anyone. Bad players ignore properly marked healers and continue to attack dps/tanks. Bad players turn their backs to objectives and act surprised when they get ninja'd. Bad players stand right on top of the nodes and act surprised when they get sap capped. Bad players don't gear properly and act surprised when they melt like butter. Then, bad players come to the forums and blame premades. Bad players are blamecasters. Everything/everyone is stacked against them to prevent their success. Common sense goes a long way, but blamers are gonna blame.
  11. Great manifesto, Domi. Here's the other side of the coin: Grow a pair and fight players. Love, A Scare Bear.
  12. Totally agree with Hottie here. I tolerate the original huttball map but can't quit fast enough if it's Quesh.
  13. Read graphs much? Expertise on that graph is still relatively linear up to 2500.
  14. We also learned the OP can't do math. There can only be one majority.
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