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BobaIceTea

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Everything posted by BobaIceTea

  1. I’m not sure some people can grasp the concept so I thought of this little analogy. I think swtor is like Netflix. Netflix provides a great service. For $8 a month I can watch anything from their library at the click of a button. So I watched and watched in the same way that I played and played swtor. But in the last 3-4 months, I ran out of things to watch on Netflix. In fact, I had been paying for Netflix for 3 months without using their service once during that period. That’s when I finally decided to cancel my subscription to Netflix. I may go back some day when they add enough additional titles to their library, or I might give Amazon Prime, or Hulu Plus, or whatever else is out there a try. The only difference with swtor, is that leaving the game means I fall behind. If I come back, I can’t play with my friends until I farm new gear or level up (in the case of an expansion). I don’t really want to play the game alone so there is a good possibility that I won’t play the game at all. For anyone else that thinks the content updates are too slow, Bioware runs the risk of losing all of these players. Those of you that think the content has been fast enough might be thinking “Good riddance”, but what you don’t see is that losing players is NEVER a good thing. The warzone you want to play might not launch. The group might take an hour to fill in order to hit the dungeon you wanted to run. The guild you planned on joining might not have enough players left to run ops. MMOs need players, the good ones AND the bad. In order to keep those players, you need fun and exciting content (which they arguably have) and you need that content coming out fast enough before people leave (which I argue they haven’t been able to do).
  2. The problem with the only content that's been added is that it was completely irrelevant for anyone participating regularly in ops. I happen to fall in that category. I ran the content in order to see it, but the rewards for running dungeons are completely dwarfed by ops rewards. If you are an extremely casual gamer, 5+ months for content may be a reasonable pace. For the rest of us it's an eternity. I don't mind dropping $60 for a good game, but Bioware has basically asked us to pay $120 for theirs. In my opinion, that is way too much. If they can't release content at a reasonable rate, it's not worth my money.
  3. I don't know if 1.2 would actually bring back any subs, though I can definitely say that these constant delays will definitely lose some. I just unsubbed my account, though I am paid through the 23rd. If the patch comes out before then, they will have a chance to get me to re-up. If not, I will probably be gone forever unless I hear the patch is all that and a bag of chips. 5+ months is way too long for content releases in this day and age.
  4. I logged in every day up until 2 weeks ago. That was when the last two active players on my friends list stopped logging in (out of about 40 names) and I couldn't find anyone to run Warzones with. I tried to play every couple of days after that, but still nobody left to play with, so I unsubbed my account. I may try again if 1.2 comes out before my play time expires, but the 23rd keeps coming closer and it doesn't seem like they're any closer to releasing the patch. A single player mmo can only hold my interest for so long...
  5. You can set your minimap up so that north is always at the top. In fact, I think it's set that way by default.
  6. Your math is off. Your argument shouldn't be about the change, but that regardless of the change the Ilum daily/weekly is still retarded.
  7. So what you're saying is that you don't want people to play a multi-player game with their friends? The match-making system isn't perfect, but preventing groups from joining the queue together is an absurd solution. Posting unreasonable things like this take away any credibility you could possibly have. It would make much more sense to have a system that attempts to build a balanced game based on gear score. A good pre-made team will still wipe the floor with equally geared pugs, but that is the reward for using organized tactics and strategy. For anyone suggesting a separate queue for pre-mades, your idea is ridiculous as well. Splitting up the player base any further means that Warzones won't even launch on some servers. Bioware needs more ideas of getting players to play rather than implementing ideas that prevent people from playing. If they listen to ideas like the one offered by the OP, the game wouldn't even make it into summer.
  8. There are quite a few positioning bugs that occur when people get pushed, grappled, or charge up and down the different platforms. This is what typically has caused that error message for me. You can usually tell if a person isn't actually there if they are running in place with a jittery animation. I've never see the double score thing though. Seems like a serious bug if it happens often.
  9. The number of medals earned does not translate into skill. Hybrid classes had a huge advantage in the old system since more medals were available to them. Players that focused on winning warzones rather than their scores were consequently punished since game objectives didn't add to the medal count. I've had plenty of huttball games with my organized group scoring all of the points, and the other half of the op focusing on their scores, and the result was always them scoring more valor/commendations than us. The change isn't perfect, but it is way better than what was there before.
  10. Just remember that when you make love to him, you're making love to the entire colony.
  11. BobaIceTea

    1.1.5 aargh

    They had no life. Now Bioware is taking that away from them too!
  12. More medals does not equate to a warzone win. Hopefully this change helps keep people focused on winning rather than padding their stats. The old system was also completely broken since some classes could get over a dozen medals in a game, while others are pretty much capped at 8-9.
  13. Having your back turned to the guy planting the bomb doesn't count as him being stealthed... Stop chasing people and watch the door.
  14. I am a Lethality spec Sniper and I support this change... but it would have been nice if this change came along with a fix to the tab targeting system. Nothing better than having to hit tab 8 times to stop a guy 3 yards away from planting the bomb.
  15. I would support this change if I could tab target to the guy planting the bomb...
  16. Penalizing players is not a solution for poor/lazy game design, you want to reward people for playing. It also unjustly penalizes players that get disconnect from the game, which is already a bad enough since it can happen when you are on the winning side. This would be extremely exploitable. Also, losing when outmatched only takes a few minutes, and is probably not worth building an entire system around. This would be great if the timer to join a wz wasn't a minute long. Games could take upwards of 10 minutes to start simply because people are afk, trying to complete quests, or a hundred other reasons they chose not to hit the join button. This means being trapped in the starting room until both teams completely fill up. The problem with creating an additional bracket is that there are barely enough players to start a wz match during off-peak hours. So having 2 or more brackets will only make things worse. Not everyone can play during the peak hours. Completely agree. Completely agree as well. CC is fine, being CC'd by multiple players for the full durations is not. I'm sure they are planning cross-server warzones. The only question is if they can get all of these fixes in before losing critical mass. My Suggestions: 1. Revert back to the single PvP bracket, but adjust the minimum level to 14. Nobody should ever be allowed to play without sprint. 2. Remove the expertise stat. PvP only stats equate to lazy design. 3. Create nearly identical gear paths for PvP and PvE. They should take roughly the same amount of time to farm and be about equal in power level. 4. Create interesting and desirable set bonuses, on equip bonuses, or activated abilities on gear that favor they type of play you earned the reward in. For example: General Set Bonus - 10% increase to your rate of resolve gain. Warrior Set Bonus - Force Push now deals XXX damage to the target if they strike an object/wall. Sniper Set Bonus - Ambush deals 25% of its damage to any players caught in its path. The list can go on and on. There is plenty of design space... the devs need to stop being lazy and use it.
  17. Figured I should cross post this in the forum it belongs in... I'm not sure if I'm in the minority here, but I have full champs and almost to BM and I would support the removal of expertise on PvP gear. PvP stats create a barrier of entry for anyone that enjoys this part of the game, one that is much steeper than it is in PvE. It becomes all about the haves and the have nots, which eventually leads to the have nots leaving PvP and possibly the game. Less people means fighting the same players all the time, longer queue times, and even more dead periods where there aren't enough people to even get a single warzone match started. The main problem with removing expertise is that you need rewards to keep some people interested (myself included). Without worthwhile rewards, you'll run into the same problems I mentioned above. Less people, long queues, etc. I would much rather see equivalent gear rewards for PvP and PvE, except with on equip and set bonuses that provide a bigger impact for the specific type of play. Wouldn't you rather see bonuses like a reduced durations on stuns or snares, or a percentage increase on resolve gain, or increased range on your abilities, or a ton of other unexplored areas? I for one would still farm PvP gear if those types of bonuses were the only difference. Wouldn't you? There is no excuse for lazy design.
  18. All the bonuses are lackluster. I've been gearing my sniper in full enforcer to get the extra energy. Seems way better than anything else offered to us.
  19. BobaIceTea

    Remove Expertise

    I'm not sure if I'm in the minority here, but I have full champs and almost to BM and I would support this change. PvP stats create a barrier of entry for anyone that enjoys this part of the game, one that is much steeper than it is in PvE. It becomes all about the haves and the have nots, which eventually leads to the have nots leaving PvP and possibly the game. Less people means fighting the same players all the time, longer queue times, and even more dead periods where there aren't enough people to even get a single warzone match started. The problem is that you need rewards to keep some people interested. Without worthwile rewards, you'll run into the same problems I mentioned above. Less people, long queues, etc. I would much rather see equivalent gear rewards for PvP and PvE, except with on equip and set bonuses that provide a bigger impact for the specific type of play. Wouldn't you rather see bonuses like a reduced durations on stuns or snares, or a percentage increase on resolve gain, or a 1 yard range increase on your abilities, or a ton of other unexplored areas? I for one would still farm PvP gear if those types of bonuses were the only difference. Wouldn't you? There is no excuse for lazy design.
  20. This is a sound strategy if your goal is to own the non-expertise geared people you encounter in warzones. Try it against a full champ or bm geared player and see how well you do. I enjoy PvP in this game and I'm working on getting the bm gear. The problem is that I'm doing the gear grind not because it's fun, but because it is a necessity if you want to stay competitive. I think this is the same problem most people are having. I think it would have just made better sense to offer Tionese/Columi/Rakata gear as PvP AND PvE rewards. If they want to differentiate them, changing the set bonuses to have more of a PvP impact would have been enough of an incentive IMHO.
  21. WTH IS THIS!?! Please get your insightful and well thought post out of these forums!!! It doesn't belong here.
  22. Here is an idea: When you see a sniper in cover getting ready to take your head off with a 2.5-3.5 second cast, maybe you shouldn't run straight at them and instead hide behind something. They can't shoot what they can't see for the same reason you can't charge them when they are hiding BEHIND something.
  23. I didn't realize Surge was an Op only stat...
  24. Target center screen will target enemies and friendlies. Next time you offer a solution, make sure it's helpful.
  25. I'm not exactly sure what their gear looked like. Also, it's not within the span of 1 GCD, they might have to blow all of their cooldowns to complete they cycle, but it's definitely a death sentence if my escape is on cooldown.
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