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Verain

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Posts posted by Verain

  1. That's totally nonsense. Where there's a will, there's a way. Worst case, you take stuff offline and sed /s "Hot Prospect" with something else with the same count of letters, on all raw disks, and then you handle whatever stuff you keep compressed. Or you just make another server with a new name, and migrate Hot Prospect to that, using the same magic you used to migrate people to Hot Prospect in the first place. Then delete the empty Hot Prospect when you delete all the current servers.

     

    If it doesn't change, it will be because there's no will to make the change, and no other thing. I'm sure it is technically challenging, kinda costly and has some risk, which is why they won't do it- but it's absolutely possible.

  2. It's named after a crappy ship with a dumb name. So it's a server with a dumb name. It's really bad. Even though Hot Pocket will start bigger, the combination of, east coast location (central, east, and euro will all look at Star Forge- many are on Harbinger just because it is larger), terrible name compared to actually good name ("Star Forge" is actually cool), and merging in of very underpopulated servers to Harbinger (Star Forge will be a genuinely merged server, Hot Pockets is just a rename of Harbinger), I think we'll see Star Forge become the "understood megaserver". In fact, it may get so bad that we'll see transfer costs go UP, instead of down, or even transfers disabled "temporarily" after the fact.

     

    It's a really bad call. If you had a hundred servers, a cute name that players opt into is one thing. Renaming the biggest server to that in a world where there's only FIVE things (and only three English things, and only two things in America), is pretty messed up.

     

    know it was that guys ship but still its like "Who", "What ship?"

    Hot Pockets and a Stripper bar.

     

    http://starwars.wikia.com/wiki/Hot_Prospect

     

    The description of the ship makes it sound even worse lol.

     

    The saleslady whom Slyssk met with tricked him, saying that the Hot Prospect was a "gem" of a ship, when it was actually a gem miner. As a result Slyssk choose to buy the Calipsan mining ship, which looked equally ugly both inside and outside. Gryph had Slyssk spend the rest of his life debt cleaning it up.
  3. Any ideas how to combat mouse sensitivity?

     

    From https://support.microsoft.com/en-us/help/14206/windows-7-change-mouse-settings for Windows 7:

     

    1- Open Mouse Properties by clicking the Start button The Start button and then clicking Control Panel. In the search box, type mouse, and then click Mouse.

    2- Click the Pointer Options tab, and then do:

    3- To change the speed at which the mouse pointer moves, under Motion, move the Select a pointer speed slider toward Slow or Fast.

     

    In addition to your OS supporting mouse speeds, your mouse driver may also offer mouse speeds, in some GUI specific to your mouse driver. In addition to that, your mouse may offer a configuration option as a button or slider, and many mice are available to switch between difference sensitivities on the fly for pretty much this video game specific purpose. Pretty much any of the Logitech gaming mice have the ability to save presets and switch between them with your thumb, and I am sure their competitors offer similar as well.

     

    You may also be able to set up some kind of software that changes it based on a button press, if setting it in Windows is not good enough for some reason, and the driver doesn't have it, and the mouse doesn't have it.

  4. Fedora pushed wine-staging 2.14 to available tonight. I grabbed it, and deleted the "skip_self_patch" line in launcher.settings. Upon launch, the launcher predictably updated itself... and then it worked, and I was able to log into the game.

     

    This means that wine-staging 2.14 has SNy-lotrolinux's patch to add support for the extra certificate types. I didn't have to change the claimed version of Windows (still XP) or any other thing, and am now running the newest version of the launcher. This is fantastic! Thanks all.

     

    PlayOnLinux also has 2.14-staging available. I'm not sure about all the other variants. But if you don't have it, you will soon, and then you can be on the new launcher well before the October deadline.

  5. I agree to this. The game needs to be so much more informative.

     

    I think the game could use more information. I think it needs flytext. Other changes I would like include: ship icons on maps could distinguish between ship types. Able to bind keys for "cycle through gunship", "cycle through scout", etc. Flytext on damage taken could distinguish by font or punctuation between railguns, mines/drones, ship blasters, lockon weapons. Flytext on dodging could say "dodge" (similar to the flytext we all agre on for when you aim at a ship and miss due to combat roll). Enemy ship arrow icons on HUD (showing you what direction the enemies are in if you turn, the one that currently distinguishes by target and non/target) could have a bit of a difference depending on class.

     

    Like none of us are really in any disagreement on this, but those would all take dev work.

     

    My worst fear is to get a message "you are not contributing" becaue everybody has too much evasion, to put it rather extremely.

     

    This message should be cleared if you properly aim a shot and the combat roll misses on live.

    It should also, but does not, clear if you shoot a missile and the target cancels the missile. In both cases you are clearly contributing- when you clicked the shot correctly, you contributed statistically to your team's success, and when you launched the missile you got a cooldown. I do have some problems with the non-contributing message, which tends to punish girl bombers on TDM, as it has no way to distinguish between someone sitting in a pipe and someone carefully LOSing enemies while maintaining a nest.

     

    And I believe it to be so small because of my Dyscalculia I simply cannot imagine any good coming from these tiny numbers. Even 20 % doesn't say much to me.

    If I had a cake graphic showing me how big 20 % are on a cake, then I would be able to understand that better.

     

    My suggestion would be to sketch out these game numbers then, if you think getting a visual would really help. Alternatively, if you ask for some kind of visualization in any GSF math thread, I suspect you'll find people who will love drawing a graph.

  6. I don't think you understood me.

     

    is that even possible

     

    To get killed by Gunships isn't nice for those who don't know how Gunships work.

     

    It should have a salutary effect on their desire to understand what is going on besides directly under their nose. You were helping them learn!

     

    Then why did they rant against me and the Gunships in that match, then ?

     

    I know this sounds a bit novel, but hear me out: players will whine when you beat them.

    They will do so with whatever tools are available. They will weaponize words to try to make you feel bad, because they aren't emotionally mature enough to handle a loss, and they want you to feel bad too. They will blame game balance, premades, ship requisition, component balance, that you've practiced more than them, literally anything they can pick up and use as a cudgel.

     

    That doesn't mean that the game is perfectly balanced, or that matchmaker is perfect, or that double premades are a delight to fly against. It does mean that you need to put into context what they are saying instead of parsing it literally and mostly uncritically. I've been soundly beaten across a zillion matches in a zillion different video games, and the only times I can recall logging over to complain to the other person was when they were in some manner of ToS violation (aka actually and really cheating, not just overperforming, and that has never happened to me in any of SWTOR). While you can't control what offends other people, their offense-taking is often just another weapon deployed in a lifelong or at least gamelong war to get their way.

     

    I bet their entire team didn't log over and cry about the fact that you contributed meaningfully in a game, I bet it was a few people who have been conditioned that they can get their way by creating negative emotions in others.

     

    Don't be controlled by them, deliver them railslugs at high velocity. Or whatever it is you can do to help the team. If you were on a bomber, they'd complain that you are playing a no skill ship that they can't even get close to, fight like a man. If you were on a scout and hunting them down like blimps, they'd complain that you need a ship with a good turning rate and cooldowns to be good. We've had people walk into this forum and complain about strike fighters because missile locks are too good. There's literally no limit as to what people will complain about.

     

    Just say vae victus and ignore them if it bothers you.

  7. Also if you gave noobs a mastered strike fighter, they would just complain that strike fighters are terrible and demand a mastered battlescout and railsniper and a mated pair of bombers. This version of req is about fivefold more generous compared to the original.
  8. Sure, 25k fleet req is nice - but given that has to be devoted to ships and pilots it disappears quickly.

     

    No, it doesn't. For that req you can have a perfectly serviceable ship. Additionally, you are on a bunch of alts I know and a bunch of alts I don't know, every day, doing dailies and such. A player who cared about actually getting a character into a good hangar, instead of a small army into top tier hangars, would not have anywhere near the experience you are talking about. Playing N characters is supposed to require N times the effort of playing 1 character, and you've chosen a very big N. It would be destructive to the game to make it about that playstyle- having a bunch of geared alts is a luxury bought with time (and sometimes money).

     

     

    Your FIRST GAME gives you 25,000 fleet req, and usually at least 500 ship req. By three games in, you've earned around 25,500 fleet req and 2000-ish ship req, and up to thrice that really.

     

    Mastering a ship has historically cost around 150,000 requisition. Currently it's around 75,000. The intro quest gets you one third of the way to mastered, roughly, if you are buying and playing that ship.

     

    In the modern GSF experience, there's three general strategies to gear up. You do the one that is most common, as far as I can tell: you buy all the ships, and then you apply the ship req tokens from the daily and weekly to all of them, every day. This is a great long term strategy, costs no real world money, and takes a bit of time. If you play 2 games a day to complete your daily, then every 7 days you will complete 7 dailies and 1 weekly.

     

    This is 12,400 ship requisition to your entire hangar each week. If this is all you do, then you will have your ships mastered- the ones you don't play- in a month and a half. This doesn't count your weekly fleet req bonus, all your earned ship req, and all your earned fleet req. It doesn't account for the fact that you have a bonus to each ship when you play it each time, or that you can engage in a req-farming playstyle without hurting your game play immensely.

     

    There's another way to do this- dump all your reward req into one ship. Play that ship exclusively. If you play four games a day for a week, spend around 20,000 of your initial fleet req on that ship, and get around 1000 ship req each game, you'll have over 60,000 req on that ship- you'll be mastered in a little over a week. Of course, you can't probably do this on a whole bunch of alts, but that's not the normal play case.

     

    There's a third way that is rare, and it's what I think you are complaining about- you can pay to convert ship to fleet, and then spend that fleet on that ship. This is similar to the second way, but it costs money.

     

    In that case, after your first seven games, you'll have your weekly done, your daily done, your hangar unlocked (12 ships total), and then you'll pop your daily and your weekly. You'll now have 5200 req on each ship. Your main ship now has about 13,000 ship req. If you convert the 5200 * 11 ship req to fleet req, you'll have 62,400 ship req to work with- almost there- and assume you can get 8000 ship req over those seven games and you are within 5k, which is effectively done (especially because you may have some left over from the big and little fleet tokens). In this case, you have a mastered ship, and you have spent 2007 cartel coins to do it. A twenty dollar purchase is 2400 cartel coins: if you spend 100 bucks, you'll have spent less than 14 dollars.

     

    That is the closest to monetization that GSF has- having a fully mastered ship, on day one, for 14 to 20 bucks. The real cost here is that your other ships are stripped bare of req, of course. Unlike the other games that do this, GSF ships don't come in "tiers"- you don't ignore the Mangler the moment the Dustmaker is available. While some ships are not useful, all offer novel play experiences, and none are intended to be bad, nor is their gating to unlock "the good ships" in any way.

     

    If you are really bothered by playing more than seven games in anything less than a mastered ship- and remember, even a little req on a ship goes a long way, as regards armor piercing upgrades and the first few cheap tiers- then this 20 dollar purchase can let you skip even that. But most players won't feel the need to do this, and of those that do, most won't feel burdened by the twenty dollar cost, or will spend a tenth of that to get half the benefit.

     

     

    The real fact is, the current state of req trades away almost all the GSF monetization that existed before, because it doesn't grief players into feeling that they should pay to upgrade. The initial version actually did, and some players actually just bought their ships after a few weeks of flying and wishing they had all the upgrades. This version will master your entire hangar in less than two months with two games a day. The lack of monetization probably hurts this game's appeal as a money source, but generally gets more players in than the previous model. I don't know what the "point" of GSF is financially, but generally in an MMO they hope to make enough playgrounds on their property that you don't get bored, and stick around with friends and spend your time on it. GSF is definitely doing that, even if it isn't getting people paying to get their ship upgraded a day or two faster.

  9. I don't want to ruin other people's fun. That's an ethical thing for me. In my opinion, it is unethical to ruin other people's fun just to boost the own ego.

     

    Competition is literally and without exception the point of player versus player combat. If you really believe this, you should simply not be in a game mode where the objective of the game is to shove hot metal and coherent plasma through your opponents, making them explode into the void of space. There's a ton of game modes where your excellent play transfers into a more enjoyable experience for a variety of players surrounding you, and if you don't play excellently, everyone has a worse time than if you did- that's actually the main game mode of MMOs, this one included.

     

    This is truly one of the craziest things I've ever read on a pvp forum.

  10. 11:15 in the video he scarily manages to pitch ever so slightly upwards. There are no stars slightly upwards- and at that moment, the screen goes black, obscuring the TIE Fighter he has targeted. It tells him to press a button to "recenter".

     

     

    This is the game you'd compare favorably to a free flight 3D space sim? This is some kind of mouse pointer on a star wars adventure. This is an experience bottled on a video game system, it doesn't even compare to GSF.

  11. important is what the player can do with starfighter in that mentioned video comparing to star fighter in swtor

     

    What exactly can he do in contrast to swtor? I don't see him roll, I barely even see him pitch. He seems to have some control over yaw. The things he does that look great are when he turns around and checks on his R2 unit, or looks around an immersive cockpit- things that work in VR, but would require a camera stick that you would be hard pressed to use correctly without the VR head tracking.

     

    Also one thing those ships can't do is fly fast lol

  12. I am pretty sure that guy is not really in control of his ship at all. All of the promos of that thing are like "look at how cool it looks". None of them are like "man, it is hard to fly this X-Wing". Does he even roll? It looks like he's just moving his cursor around and clicking on things, not flying a ship.

     

    Maybe it will let me download it without the VR goggles I don't own, and I could review it. But it doesn't look like any kinda space sim, arcade or otherwise?

  13. While balancing dps around spreadsheet numbers with tweaks for how damaged is delivered has merit, similar changes to healing is generally a much harder sell. I don't have any skin in the ground game pve balance game, but I raided WoW enough to know that the highest HPS classes were often not something you wanted to stack, etc. If you want to balance healers like this, you end up having to homogenize them heavily so that the comparisons are meaningful. The same issues can apply to dps, but are by no means likely to do so.
  14. I really like Manaan. I wasn't expecting it to top Yavin though, but I think it is pretty great.

     

    There's three dev threads right here man. Do you think that because something lame happened last time, it will for sure happen this time? That seems pretty depressing.

  15. The WoW equivalent of this game is friggin pet battles, and we get a fully 3D flight game with many viable and fun ships and strategies. The game is always going to be beholden to the greater audience of SWTOR, and other flight game fans outside of the game are reluctant to grab an entire MMO to play the part that interests them. GSF is more popular than I would expect a sub game that doesn't bend over backwards for casual players to be, and a big part of that is because it is so unique.
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