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Knifewrench

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  1. Calling people out on their failures tends to make them respond with a bitter outlook. You're mocking them for failing to do their part, so there's a false correlation they make that you are also claiming supremacy in your team or faction. And it's a typical cop out. "Hey, you said I suck... I'll eyeball you so I can say you suck too! Oh look, he died to three people! He didn't top damage meters! Where's your credibility now?" What else can you really say about people when you're topping meters and doing objectives effectively but still losing against a team with three people that have <= 12k HP on it?
  2. If you're not getting carried, you're more likely to try harder to succeed. That's the Republic side. If you are... you will slouch and get lazy unless you self-intuit how to play. And that's the Imperial side. Problem is there's a constant flood of new players hitting 50 with the same problem and we have to carry ALL of them.
  3. For the Republic players, nothign changes. You get a new map.For the Imps, instead of Huttball 90% of the time, now it's 45% of the time.
  4. People love depressing stories. There's joy to be had in someone who's having things worse than you... why did you think COPS was so popular?
  5. You want to wait until your first hyperbolic topic drops off the first page before you spam with another one?
  6. I am able to see the blue lightbeam shooting out of the node across the map but the teammate there doesn't.
  7. You know... there used to be a room in schools where all the 'special snowflakes' went because they were unable to integrate with people who think. Maybe we should create a bracket for the same people?
  8. Now you can start an MMO now that you got the basics down.
  9. I think that's called arena. At least you know why it's wanted sometimes.
  10. It's also selfish to go off and do your own thing in warzones constantly which happen to screw your team over all the time. Louis C.K. says it best. And most people kind of don’t care. Most people are very selfish. Most people don’t give a **** what happens, as long as they get to do their favorite thing. People don’t even wanna back off from their favorite thing. They won’t even do their second favorite thing. Like, have you ever seen somebody in traffic, they’re at an intersection and they want to make a left. But they’re in the all the way right lane, because they messed up. So now here’s the guy, he’s in the right lane and there’s a whole lotta cars, like Sixth Avenue. Like, a lot of cars and he wants to make that left. So what does he do? He just does it anyway. He just goes ahead and he just shoves his car through everybody’s life. And everybody’s honking and outraged and you always see the guy…‘I have to. There’s no other possible thing I could do. What else could I do?’ …Except go up one more block and then go left and take four seconds!! ‘That’s not my favorite way, though! That only meets 99% of my criteria.’ It's a competitive game where you're being asked to win for a daily. That's not compatible with unique snowflakes running around in circles where they shouldn't be.
  11. If you are suggesting a solution for people quitting out of warzones, can you think of something a little more innovative than "keep them out for 30 minutes"? ... You might think that's an actual solution but it's really no more than a bump in the road. Well, why are they leaving? Because their team's not winning. Why aren't they winning? Because people aren't getting the objectives? Why aren't they getting the objectives? ... (less likely reason) The other team played better. or (almost all the time) Because they're not paying attention and/or they're getting themselves killed to avoidable situations. That's the part people ignore way too much when they're trying to figure out a solution to these problems. The excuse is simple... and even the devs of these MMOs agree. (Look up Bashiok's quote to someone asking why casuals were given leverage into heroic raids): $15 a month, br0! So people have the right to play how they want. You can't dictate that. But there is an overflowing number of terrible players in this game, especially on the Sith side where the zerg in Ilum sets the stage for sloth and incompetence. It was kind of the same thing with Wrath of the Lich King where the instances were so easy they could be completed without a full group (and they had achievements for doing so), and Lake Wintergrasp depended a lot more on who had the higher population than who played better. Now put those people on an even playing field or against something that's a slight challenge. If they didn't self-intuit how to play correctly, they would be a waste of a slot. That would reflect a lot in battlegrounds where people just dove in 1-by-1 into a sea of red names thinking they were going to do something only to get pummeled... or they would solo guard something only to get knocked out and not tell anybody they needed help. Trying to make the game easier in difficulty (instead of utility) just so people don't spend as much time playing it actually does nothing or the opposite. Because in competitive environments where you set the bar that you have to win, those same people hold up the rest of us and make us waste more time playing. I try to communicate and tell them hints on where to go or who to attack. Some people actually get offended by that, and those are the people that should be down in 10-49. I'm glad to help people stay alive long enough so they can practice their character but the $15 a month thing seems to get into people's heads that they have a free pass to be a unique snowflake and do whatever they want in a competitive environment where others depend on them to do their part correctly. The bad ones never do. I recall recently having a game where we were winning Alderaan 2:1 but then 5 members of the team ditched defending nodes to try for center when we weren't even close to stomping the other team. We ultimately lost because those five people were too terrible to CC incoming interrupts or kill healers in offense... and they completely ignored playing defense. If people play this game thinking that killing players is mutually exclusive to doing objectives correctly, and they choose to do the former... they really should just be in 10-49 or some casual bracket. As far as people ditching way too early, which is without question another problem, I'll give you something that did work in WoW, though, to keep people from hopping from instance to instance... having a timer that prevented them from entering another when they JOINED. And we could set this as low as 8-10 minutes. Anybody who disconnects or crashes on accident, or anyone who does not want to stick around to get farmed can just quit and use the time they have left to take a short break... use the bathroom, get a drink. Whatever. The people that ragequit in the first two minutes suffer the full weight of the penalty. And they don't stick around and AFK to grief because the penalty is shorter than the average game time. On top of that, you have the forfeit option where if the game has elapsed past the halfway point in either time or points... the losing team can opt ending the game early in concession because it's not recoverable. Such as 5-0 in Huttball, 3 cap or one ship being below half the other's HP, one team clearing Voidstar in under 4 minutes while the other team gets farmed at the start, etc. Save everybody the time, screw kill farmers, and get everybody moved onto the next disaster. SC2 players quit out of losing games all the time when they know it's not recoverable. The person who quotes this is probably going to say I'm bad. Close to War Hero without exploiting Ilum, winning 1v1+s constantly, able to mark enemy healers when raid leader. Top 3 damage and kills every game.
  12. The server's software for showing people's positions, interpolation, etc. is so godawful. I've seen so many people "fall" off bridges, clip in place down below for several seconds before my client finally updates them as still being up on top. This particular issue you're talking about... you have to knockback where they will be in the next second. It sucks, but that's the only solution since BloWare won't fix it anytime soon.
  13. Alderaan favors teams who stack healers and tanks. Voidstar favors teams who stack healers and tanks. Huttball favors teams who stack knockbacks and pulls. It's the same thing, but people rebrand it to make it sound different and worse. Oh, and hazards. People hate having to use their brains for those.
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