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Crixa

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Everything posted by Crixa

  1. My guild and I have been discussing this for the past week so I thought I would share. We are all big fans of the new art style some of the items in the recent Freelancer/Contractor packs. Specifically, the Morlinger Aggressor, the Meirm speeders, and my own personal favorite, the E2-M3 astromech droid. We really like how these items have a retro feel to them compared with the technology that you see in the movies. Given this game's position in the timeline, we would love to see more work along these lines - clunkier, more old fashioned looking versions of iconic star wars technology. Anyway, since we were all so happy with these designs, I thought I should make a post here in hopes that it will reach someone who was responsible for creating these items.
  2. OMG I just played a match w/ him! Got my screenshot standing next to him and everything. Sadly I could not get an autograph. But I'm posting a sanitized version of the chat awesomeness here for all to see! Relax Mods, names and dirty words have been redacted. Click for lulz
  3. Crixa

    Defense medals

    The other day after watching 3-4 people run out to a side turret and just stand there the entire match, I had a thought: Wouldn't the system be a lot better if it awarded defensive medals based on the number of people defending a node? Instead of periodically giving a blanket number of defender points to everyone standing there, if it instead distributed a set amount of points divided amongst anyone who would normally be receiving them, wouldn't that be a better system? An example would be a periodic award of 600 points to all players on a cap. Player 1 & 2 defending the cap split the points to 300 apiece. Players 1, 2, & 3 defending the cap would split the points at 200 apiece. This way, the system would reward the poor souls that get stuck standing out on an island solo defending while everyone else gets to fight. It would also discourage too many people from derping around on a cap that doesn't need defending while they have left their team at a numerical disadvantage on the rest of the map. I don't know if the devs are paying attention to ideas like this anyway, but I am curious to see if it sounds as good to the rest of the pvp community as it sounded to me.
  4. I hated Corso. Until I got the rakghoul appearance option for him that is. Now I tell everyone I killed the poor sod and he's just too dumb to realize he's dead.
  5. 1. Novare Coast 2. Republic vs Republic (we were yellow team) 3. 11:45pm Central 4. Jedi Covenant Completed an entire match w/ 7 in the group. We had 1 person leave and we backfilled the 7th spot, but never the 8th.
  6. This happened to us 2 nights ago on the Jedi Covenant Server on the Republic side. We would backfill the 7th but never the 8th spot. Had 3 warzones in a row w/ this problem and we actually won one of them. But now I have to wonder whether the other side was having the same issue.
  7. I'm reluctant to say that Commando healers are underpowered by any stretch of the imagination. We have some amazing commando healers on my server who I'd take over any Op or Sorc in a heartbeat.
  8. [quote=chimex;6457748 *snip* So, because it calculated a "pass" from the middle, it played the soundbyte from that. Unfortunately, the intercept happened AFTER (according to the client) pass, so that soundbyte was not played, as the event happened too soon and the original soundbyte had not stopped playing (again, according to the client) 2) The only other possibility is that if the Guardian right clicked on the little "Huttball Buff" icon and cancelled it. However, I'd be willing to bet the first set of events would be more accurate in this case The sequence was as follows: playing on my shadow tank. Opposing team on our goal line, force pull for whatever reason (probably LoS) did not affect the ball carrier. Stealthed and ran back to mid to grab the ball ASAP. No members of the opposing team were at mid, all were concentrated on our goal line. Ball spawns, I grabbed the ball and ran around the side ramp b/c the air vents hate me. Fire trap comes up, enemy team begins to reach my position. I popped kinetic ward, had a couple mara's leap to my position. Knocked them into the pit. Operative and Sniper closing in from behind my position start firing in my direction. Fire trap goes down, anticipating a leg shot, I pop deflection and run through the trap. Next fire trap is up, and as I wait for it to go down, I notice the enemy team has broken off the attack and is running past the first fire trap on our half of the map. They now have the ball, and run it into our endzone for another score. There was no announcement of interception, killing the ball carrier, or pickup from mid. Never seen anything like it.
  9. Just had this happen to me in a match. Was running the HB past the first series of fire traps on the enemy side. Suddenly the other team starts running the other way and I no longer have the huttball. Didn't pass and my health was around 85%. Unsure if this is a glitch or a hack, but if this is popping back up again it needs to be looked at.
  10. I hope they do this planet right. Open world type planet. Instanced underwater Gungan cities would be a nice bonus. I'm not sure I've seen any game make an attempt at rendering those and they seem like they would be rather forgiving given that they would be enclosed etc.
  11. Yes please! Huttball is the only map where nobody gets penalized because they don't have someone sitting out on the action watching an inactive node. Voidstar is close since the nodes are so close together that it is rare for an attacking team to just ignore one of them, but there usually tends to be an active door and an inactive door, which means someone gets stuck sitting around when they obviously queued up for pvp to fight other players. I'd also be interested in the huttball league idea. I would love queuing up for that!
  12. I just got out of the Novare map. It was a fairly close match, but our team was trailing at the end. With 2% left however, we managed to cap both turrets and were poised to have a go at coming back since the other side was down to 26%. Unfortunately, after we capped somehow our total still decreased down to 0% and the match ended. Has anyone else noticed anything similar?
  13. This 100%. Currently the only recourse you have when saddled with a teammate who actively tries to sabotage a match is to leave it. There is no way to vote kick someone who isn't afk or downvote someone to reduce the likelihood of getting stuck with them again. I've seen a lot more of this type of behavior going on in the last week or so than I have since I started playing at launch. Not sure what is going on, but it definitely contributes to more ppl leaving warzones.
  14. Hey, you have a point. Maybe they should also reset all defensive cooldowns upon death!
  15. Yeah, we get it. Only PvErs can have actual complaints worthy of addressing. PvPers concerns are "excuses" for doing something wrong. Your objective and unbiased assessment of the situation was truly enlightening and shed new light on this murky issue. Thanks for playing!
  16. I would really just like to see you guys finish that matchmaking system you were working on 8 months ago.
  17. The notion of these quests as being "PvE quests" simply because they involve elements beyond engaging in combat with other players is completely out of place in this game. Every single warzone is won by completing objectives outside of this simple concept. Even in Ancient Hypergates, pylons must be captured and controlled for kills to count towards a score and the design still provides a nonlethal way to score points during those healfests when nobody actually seems to die. Expecting to venture into a PvP zone and complete these objectives while circumventing a system designed to pit you in combat against other players is just as ridiculous as expecting to enter a warzone and do the same. There is no flag huttball league in this game yet, but with the rate PvE content is created compared to that of PvP content, I wouldn't be all that surprised if it winds up being announced as the next warzone map introduced to the game.
  18. I've spent the better part of the last 3 days doing these. While they are a nice refreshing change of pace and also strangely addicting, BW needs to tweak the way that treasure and quest objectives can be found. On a heavy pop server, when things get really competitive amongst diggers these quests lose their shine. It can be beyond frustrating to have people following you around and then setting their seeker droids down exactly where you put yours. Twice today I've had people do that and find the special item for the area I was in even though my dig spot went down first in the precise area they dropped theirs. This is a really really frustrating mechanic that seems to discourage social play. Which seems counter-intuitive in a MMO. Maybe if BW expanded the number of active areas/planets at a given time, this wouldn't be as much of an issue. But yeah, these quests are a nice change of pace, but could definitely use some additional tuning.
  19. Amazing how that one bit of news can really let the air out of the room.
  20. I fear this is more accurate, but as long as we're talking about things we'd love to see, my list is pretty short. 1.) Matchmaking system 2.) Cross-server queues
  21. If that's the case, I hope they are aware that the exact same mob spawns to the south of the pvp zone.
  22. That's off-topic, but to answer you, there are a myriad of reasons why people might choose to either pve or pvp exclusively. I have had guildies who PVE exclusively for the following reasons: outdated hardware/poor performance in warzones, hate competitive elements, find repeating same 5 maps dull, don't like respecing and toolbar swapping between matches, frustrations playing against same faction, frustrations playing against certain classes. Guildies who PVP exclusively have given the following reasons: more dynamic challenge/players>AI, faster pacing, teamwork and camaraderie, feels more like a war, allows for better build experimentation, less predictable than pve, enjoys competition. Personally, if it's not my guild's raiding time, then I prefer to spend my time in warzones. IMO they are the most fun thing to do in game if you don't have a full raid group available. Honestly I find pvp every bit as fun as raiding, probably even moreso, but raids aren't awful and it's fun to hang out with a larger number of my guildmates.
  23. I love how ppl consistently reach back for these labels. Someone has a different playstyle from me so they must be MORONS, or CAREBEARS etc etc. The mechanic in pvp is the same as it is in pve. If something is red to you, then it is an enemy. The difference is that the AI limitations in pve mean that red mob over there has an aggro range of 20 meters. The red player has an aggro range of the limits of his vision. When you're passing through a mob's aggro range, you don't try to make peace with it. A pve enemy will ALWAYS attack something within its aggro range. A pvp enemy may not, but ignoring him is a risk you would not take in a pve setting.
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