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StrandtheMan

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  1. Answer to Question 1.: Because most people cannot cope with losing or being associated with anything negative. These are usually people who IRL are already associated with losing and therefore seek the opposite in videogames. Extra Credit Question 2.: Not going to answer...I dont need the extra credit. Here is a better solution than adding new daily missions that reward people for doing the same things they do to farm medals...add stat tracking. One of the stats tracked: WZ Matches Quit. Let everyone else be able to view your stats. Sure...it wont stop all the quiters, but it will stop a good deal of them...not to mention we can then point out all the quiters so we know not to team up with them.
  2. I agree that there will always be people who leave in PvP matches...it's human nature that says most people are impatient and incapable of dealing with loss. However, I dont think the issue is people who leave a Huttball match with 2 minutes to go and the score is 5-0. Let them leave...all they had to do was wait 2 more minutes and they would have got something out of it. The problem is people who leave when the score is 1-0 and therefore, due to constant swapping of players...end making that score 5-0 in the end.
  3. How is a statement claiming someone would AFK every WZ instead of actually playing it if there were cconsequences "true"? AFKing is a problem the community can solve on their own by destroying players in-game reputations, which granted, mean nothing anyways, but may prevent grouping or limit other aspects. I know I personally do not invite or accept players who prove time and time again that they are spoiled or cant cope with applying effort in order to get a reward such as winning. Not to mention if this became a real problem in game, all the devs would have to do is slightly turn the direction that player a player spawns at in their home base. That way you would not auto-run towards the door and in-turn recieve the deserter debuff to the delight of your team.
  4. Dear Condescending Jack*ss, Thank you for wasting what I could only imagine is a great deal of your time in trying to comprehend the english language so that you could write a useless response to my post. Although I appreciate the fact you tried to make a point, you never actually explained how your "UNINTELLIGENT"...oh wait excuse me..."INTELLIGENT" matchmaking would really work as I am pretty sure there is no code or other system that can logically rate a player based on his/her IQ level...since after all, that is apparently what causes you to quit matches. I also offer you this bit of advice, since this topic seems to be a very touchy subject for you...either that or you lack a great deal of emotional control regarding videogames. Be careful what you wish for in regards to your "intelligent" matchmaking, as I am fairly certain you would still be grouped with the same people calibur of players that make you upset. Your bestest friend (not really), - Original Poster
  5. I'm guessing you meant you "dont" care about those things. Good point as someone in your place would still not care about losing such things. Back to the drawing board!
  6. My proposed solution: Anyone who leaves a Warzone before it is finished gains no rewards, valor, etc. and loses 10 Warzone commendations. The amount of Warzone (WZ) commendations lost stacks for every match left within in a 30 minute period. Example: Leave first match: -10 WZ commendations Leave another match 5 minutes later: -20 WZ commendations Leave another match 5 minutes after last: -30 WZ commendations Leave another match 30 minutes later: -10 WZ commendations If the player has less than 10 WZ commendations, he/she goes into negative. The total negative ceiling of WZ commendations that a player can accumulate should be 1,000. Accidental quits arent that bad as the loss of 10 WZ commendations is trivial and can be made up quickly. However, frequent quiters will find they will miss out on being able to buy PvP bags as quickly due to having their numbers drop. Those same players will also need to stop quiting games in order to be able to make up the numbers of WZ commendations they've lost if they end up in the negative.
  7. So when you down those bosses in SWTOR and all those other MMOs...you always have a 100% chance of getting the loot you want huh? It's the same thing. Stop trying to get everything handed to you and enjoy the journey of gearing up. What's that? You cant find enjoyment in that journey to better gear? Then stop playing the game as MMOs apparently arent for you.
  8. No...I'll chime in because late last night I played Alderaan. Joined before match started, match was a close one but we ended up winning. Win did not count. This issue isnt tied to Huttball...isnt tied to what time a WZ ends...and isnt tied to whether you join late or leave early. It's something else.
  9. Actually...the body type 4 for males is not "truly obese". That body type just reflects a failure to add cardio and/or clean dieting to a muscle building workout routine. If you take of the a male body type 4's chest clothing off...you'll see he is actually pretty ripped, especially in the back/shoulders. What does this mean? It means that he can lift his own weight and due to his increased mass, would be quite a powerful foe physically. An "obese" person would not have these muscles defined. Source: I work out (cue LMFAO song...).
  10. Some CCs do not break on damage on purpose. These are usually the ones that either require close range, have a long cool down, and/or are meant for stunning a person for escaping so that if DoTs are on the enemy, they'll still be stunned. In a team setting however, these types of CC mean you will be destroyed during the short stun time frame lol.
  11. You do realize you're playing an MMO...right? Character development = Time Invested = Better Gear = More Power
  12. Cool...those people are lucky. Now the game is in 4-D for when they get hit with Sith Lighting...
  13. But its not much of an overhaul just adjusting stat totals of gear and moving Expertise to PvE teir gear. Also, raiders wouldnt be "OP" in PvP as their gear will generally have lower totals in other stats when compared to PvP gear. Its the expertise stat that would give them the extra boost in damage and defense needed to survive Operations/HM Flashpoints. That means players could PvP with PvE gear...but they would never be as good as using actual PvP gear. The same goes for using PvP gear in PvE. Sure the general stat totals are higher, but the lack of a PvE "expertise" stat would mean that such gear is still x% weaker (x = Expertise stat bonus).
  14. That too would work...sort of like the "trama" debuff that makes heals 30% less in PvP combat. DPS could suffer from this too, although due to healing usually being greater than DPS, I dont see this as ever needing that severe of a reduction lol.
  15. But the current Expertise stat on the PvP gear is making those abilities' damage that much higher. Remember, Expertise increases damage/healing output and damage mitigation accross the board by x%. If ithe stat were moved to PvE gear, then the damage of those wearing PvP gear wouldnt be as high and you wouldnt need to be wearing the same level of PvP gear just to survive. This may even help close the gap a little between fully geared PvP players and under geared PvP players.
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