Jump to content

McVade

Members
  • Posts

    993
  • Joined

Everything posted by McVade

  1. I'd agree with you, but the issue is, very few people who quit actually do so out of rage in this game. It's just practical. Most are doing their dailies and losses don't do a thing for them. What's the point of staying in a game for 13 more minutes that you're 90% likely to lose, especially if there's no penalty to quitting. To put it another way, it's like winning gives you honor/progression while losing gives you absolutely nothing. So why would anyone stay, especially since, 1 minute later, they can be playing another game where there's a 50/50 chance of winning again?
  2. Most of the time, people will be off diminishing returns, especially if AoE CCs go the way of the dodo bird. Just look for someone on the outskirts of the battle who doesn't seem to have any attention on him, or someone who is on you who seems to be invisible to everyone but you. There's also the question of should you actually have this information. This is the only MMO I've seen that lets players actually see the level of "resolve/diminishing returns" on the present target. I don't really dislike that aspect. I just hate the amount of CC in the game, how long it takes before Resolve does anything and, really, how SHORT resolve lasts before it happens all over again.
  3. Bad idea. Too imbalanced to classes with on demand damage shields/healing. The solution to CC is Diminishing Returns. You get stunned once, the next stun is half as long. The third stun, half as long as that one. Then you're immune to all stuns for 20-30 seconds. Same thing with Knockbacks and Incapacitation Effects. Also, AoE CC is an absolutely god awful idea. It's probably responsible for most of the QQ here. Take Awe/Marauder Counterpart, make it a 20 second cooldown and only effect 1 person. Yes, I'm proposing a nerf to my own class. Also, remove all AoE Knockbacks and balance the class another way. Ranged should have no Disorient style CC without a 2 second cast time. Melee can have their CCs instant. It's okay for melee to have an advantage over ranged in 1 department. Also give all melee a second means to avoid snares/roots, or make it so spell-casting while rooted is not possible. No reason roots should = a stun for 1 style of character and be harmless for another. Or if you don't like my ideas, just do something to reduce Crowd Control. Make terrible music play when someone uses an AoE CC... it may give them a moments pause, which will translate to LESS time I spend in a CC.
  4. There's too much control in this game and Resolve doesn't do enough. I don't really understand the developers thought process here: Warhammer: Let's make sure everyone has a TON of CC. That'll be fun! Result: No one liked it. CC was finally hammered into the ground. Rift: We've learned from Warhammer's mistakes. Let's make sure everyone has a TON of CC! Result: No One liked it. CC was finally hammered into the ground. SWTOR: Okay okay. This time, we've got it. Get ready. Let's give EVERY CLASS a TON of CC! Result: Any predictions???
  5. I had the misfortune of not playing Eve from the start. As I don't wish to invest 3+ years into developing a character so he can be a threat to the majority of players playing EVE, I'll stay right where I am. Besides, if I want to play with spreadsheets, I'll open Excel rather than play Eve. It's cheaper and I get more customization options.
  6. Hey all, So I was doing my dailies today and I noticed something about Alderaan today. Played it twice, had the good fortune to win both times... but neither match was particularly good. We capped West and Center both times. West was uncontested, but we had a big epic battle in the Center for it. We won. And that was it. The rest of the 15 minutes was spent staring at the wall more or less. Some Imperials just left the game. About 4 just sat on the one node they had, waiting for the game to end. Only 2 seemed to actually try to attack a node, which was a joke. That made me realize something. Probably 90% of all Alderaan games I play are determined in the opening push. Why? Compared to how long it takes to kill the average player, there's just too much time to respond and reinforce. The only real way to win after you've lost the opening push is... well... the other team screws up. Either they don't communicate incomings or a stealth cap gets off when the guards chase a decoy off the node. There's almost nothing the team that 1 capped can do to force the game out of the other teams hands, assuming the other team does basic 101 stuff like fight on the node and reinforce. I think that's what people are starting to figure out. It's becoming more and more a trend to just give up very early on and either leave or AFK at your one controlled node. I think if the canons flipped a little more often in Alderaan, it would be a more interesting warzone. Also, when Rated WZ comes out, you might as well just award 300 damage to the enemy ship when a turret gets flipped... because 99% of the time, the first flip will be the last flip vs. 2 coordinated teams. The rest of the game is just redundant.
  7. Does anyone actually care about WZ commendations anymore? In all seriousness, it's too complicated/conditional a solution. Besides, even if we come up with something that'll stop people from leaving, it won't stop them from giving up. Sitting on the one node you've captured in Alderaan. Suiciding into the fires in Huttball... etc.
  8. It's a universal nerf to DPS across the boards, in PvE and PvP. Doubt any class is really going to feel the crunch more than others. Healers will be happy though.
  9. Who cares. SWTOR made a dent. SWTOR is doing great on my server. More and more people hitting 50 every day. Besides, I think WoW did itself in with Pandas and Pokemon. I'd renew in a heartbeat if I had a 7 year old son I wanted to play with. Alas, I'm single and fat.
  10. So that's what that laugh is... I figured it was an ability after awhile, just no idea what, especially since they often are cackling their little hearts out while I'm giving them a total, full-on lightsaber aenima. Definitely didn't make sense /emote style.
  11. A part of me likes this in an eye-for-an-eye way, but it's a terrible idea. It's too hard to tell whether or not people are just being quitters or if they legitimately have to go/have technical issues. This kind of vindictive punishment is only just if people quit with intent of trying to find a winning match. It's not a fitting punishment for anyone else. Besides, there's not much difference between leaving a warzone and idling on a node, or just deliberately suicide over and over again in a Huttball game by running into fire. Force people to stick around, and they'll probably just do that instead.
  12. Luckily, it's a rare case when the first person into a warzone actually leaves it before it's concluded, or the issue would be easier to track.
  13. They used to work. No idea why they no longer do. It wasn't mentioned in the notes.
  14. I kinda fall in the same boat. I more or less just log on my main, do my dailies, then log out. I think Bioware knows their end game isn't really there yet, but it's something they'll address before long, I'm sure. They don't want to lose PvPers to Guild Wars 2 any more than they want to lose PvEers to Pandas and Pokemon. To do that, they'll have to expand the menu a bit more to include something in between dailies. Rated Warzones would be a good start, but I think they really need to do something to spice up Ilum PvP. Even at 100 max, the performance is just God Awful. I'd say half it again, insure 25 vs 25 (also separate PvE Ilum from PvP, so PvEers don't upset the scale) in each instance and shrink the map down to 3 points. Also, provide some incentive for fighting to happen at all 3 at the same time to further spread things out. Perhaps a stacking debuff to minimize the appeal of zerging. "Clustered", which increases damage taken by 10% for every member of one faction over 10 in the area of one of the 3 points. Basically, if you send 20 to one point, everyone will be taking 100% more damage from the other enemy. That should encourage smaller scale PvP.
  15. Haha, epic troll. You all just don't see the magic.
  16. First, address the population imbalance somehow. Anything else is useless/gravy until then.
  17. I have to call troll on this. Mercs useless in Huttball... lol
  18. I give them to Healers first that I know were doing their job. In the case of no healers (or a healer that just never seemed to heal me), I give them to people with the highest Objective in Alderaan and Voidstar, as that person was at least defending a node/fighting by the door. Huttball + No healers, I'll vote for the highest damage if we win... and no one if we lose. Huttball, objective seems completely freaking random. I once scored 2 of our goals in a game, got 400 objective.
  19. Too elaborate. You voluntarily leave a match, 30 minute desert debuff. Simple and tells the story.
  20. In all fairness, does it surprise you the average SWTOR pugger doesn't know his right from left?
  21. I'll play devil's advocate and say it's an improvement. It through me for a loop at first, but now that I've gotten used to it, it does provide more information than the way it was before. However, I'm again floored by your lack of forward thinking: if you're going to do a change that drastic, why don't you have a toggle option for people who prefer it the way it was? Then you turn a 31% approval to a 100% by default.
×
×
  • Create New...