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Sardusx

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Everything posted by Sardusx

  1. Sardusx

    Ilum?

    Sounds like just about anything done by EA now adays. Mythic, bioware, westwood studios... they all used to be amazing companies until they were swallowed up by the entertainment giant.
  2. Nice. At least maybe now they know what it is they can FIX it then?
  3. The bug appears to be related to the quest tracker. There is a rumor out there that if you "untick" the daily warzone quest from your tracker that it will fix the issue. I tested this all last night and I was never robbed of a win.
  4. QUOTED AGAIN so you people can figure out how to get your wins Hell.. i just made a new thread for it... http://www.swtor.com/community/showthread.php?t=289062
  5. Sardusx

    Ilum?

    I'm just disapointed that threads like these always seem to get burried by the whining. I think people just love to post and read about drama. Kinda like reality TV show?
  6. Sardusx

    Ilum?

    Naw, I'm hoping for something more than alterac valley. I originally came from planetside so my ideas come from that direction- a game with persistent warfare and controlled assets. The the only thing planetside was missing though some sort of economy. Global Agenda attempted this too, but it had a few weaknesses that killed it.
  7. Sardusx

    Ilum?

    Just my idea of what Ilum needs. I submitted this to FeedbackSWTOR@swtor.com for what it's worth and I'm posting this here for discussion. 1) Meaningful objectives - Bases, outposts, choke points, fixed weapon emplacements, weapon production facilities, etc. Ilum should be it's own persistent world of constantly changing objectives. Objectives should be somewhat linear.. to keep the battle flowing in a specific direction, rather than spread out across the entire map. 2) Territory/Resource management - base building, guild management, vehicles, upgrades, etc. all add to the flavor of the game. If the objectives are truly controlled and operated by the players, it adds an entire new level of depth to the end game. 4) Time - the game should be fast paced, exciting and fun. Flipping objectives, building structures and managing territory should be by the minute, not by the day. Epic battles should be common. 5) Rewards - Both the winners and the losers should have the potential to score rewards based on their contribution to the war effort. 6) Balance - Population and power balance mechanics should encourage players to join the weaker side through exp, valor, or cash rewards. I do not believe that making the individual players "stronger" or harder to kill to be an effective solution. The map should be designed in such a way to give the defenders increasingly larger strategic bonuses the farther they are pushed back (faster spawn points being the key). In the end, strategy should define Ilum, where different tactics, ideas, and strong leadership can win a fight, even if outnumbered or outgunned.
  8. I remember this. AO had the worst launch ever. And Age of Conan.. don't even get me started on that crappy game. I'm never buying a funcom game ever again.
  9. The bug appears to be related to the quest tracker. There is a rumor out there that if you "untick" the daily warzone quest from your tracker that it will fix the issue. I tested this all last night and I was never robbed of a win.
  10. I know a guy who went 34 bags before his first piece. Consider yourself lucky >.>
  11. Sardusx

    Sorcerer Nerf....

    Grav round. Grav round. Grav round. Grav round. Grav round. Grav round. Hum what? Someone say something?
  12. Two fully geared healers working together makes it very very difficult to kill people- especially on maps like voidstar. In my honest opinion healers don't run out of force/ammo fast enough. On my trooper for example- a good commando healer can focus heal for a very very long time without running out of ammo (and sages are even cazier when it comes to this). Whereas my DPS tree requires me to spend it more wisely- I can burst a target down and run out of ammo, or I can slow my damage down to keep my ammo regenerating more efficiently. I like the tactics involved, but I don't think its working as intended for healing trees.
  13. Sardusx

    Tor=joke

    They did a fantastic job with the single player aspects- as bioware always does. But like 99% of the people on here, I'm very disappointed by the endgame PvP which is very "Mythic" like. Mythic used to be my favorite online game company- even back in the 90's when I played Aliens Online. But after DAOC, they're PvP team has been quite poor.
  14. Sardusx

    Tor=joke

    I wouldn't be surprised if in 6 months we start seeing server mergers like warhammer because the end game doesn't hold water.
  15. EA stock has been doing pretty poorly for years now. I'm really not surprised. But I do agree that the PvP in this game is turning out to be as unbalanced and empty as Warhammer Online. You see, the problem with EA/Mythic is that they have this terrible system of always rewarding the winning side. So everyone joins the winning side. That, and the PvP system was released at 20% completion. They either needed to focus on it more during development, or just wait to release the game. What they fail to understand is once 99% of the player base is done with the PvE- namely the grind from 1-50, all they want to do then is PvP (particularly, world PvP). And then Raid on the side. Now that everyone is hitting level 50 after the first month since release, most people are hitting level 50 only to find a broken Ilum and most just either roll alts, take a break, or unsub. The only recommendation I can think of, besides having 3 sides like Planetside (that game never in 7 years got out of wack with populations), is to give the underdog side increasingly more drastic valor bonuses.
  16. Do it... tons of fun while you're flipping the point. Aric Jordan... I CHOOSE YOU!
  17. Mythic has been fail PvP ever since the DAOC PvP devs left. That's not going to change. It took them months and months to fix things in Warhammer, and by then the game only had 3 servers left.
  18. OPs is the Witch Elf, and Scoundrel is the Witch Hunter. Both are over powered, but the "Dark" variant is even stronger.
  19. Weak PvP Mechanics: 1) Gear based (but i can get over this if the other items are correctly addressed, because it minimizes the effect of gear, but still allows people to feel special for grinding more) 2) Big open world with pointless objectives 3) Reward the strong side, punish the weak side - get's worse over time 4) No Strategy (Risk vs Reward on a "World" Scale influenced by leadership and skill) 5) No population balance mechanics (related to #3) 6) Does not involve guilds. 7) No resources/territory management Strong PvP Mechanics 1) Skill based 2) Big open world with FOCUSED and USEFUL objectives 3) Reward the strong side AND reward the weak side - working hard for your faction = win no matter how outnumbered - its more of an individual thing (if you don't have 3 sides, this is the ONLY way to handle a 2 sided war) 4) Strategy = wins, even if outnumbered. Community leaders are essential. 5) Population balance mechanics reward the outnumbered with increasingly bigger Money, Valor etc. bonuses.. but NOT make them more powerful. Even if your outnumbered 10 to 1 and lose, but you get a **** ton of valor/cash? Sure I'd do it. 6) Guild/Community rewards 7) Territory/Resource management on a "global" scale
  20. Cool story BRAH! The easy argument is the correct argument! ALWAYS!
  21. Quoted for truth. Totally not worth the trouble wasting my precious free time after work if there is no world PvP, no objectives, no having... fun? Warzones are fun when not stacked, but that's it? Flashpoints are fine, but I've always been a PvP guy. Planetside kept me occupied for 7 years. 7 f-ing years.. and it had zero PvE content- just PvP over and over and over and it never got old.
  22. Pretty much. I don't think they focused on it at all until the last 10% of production, and I'd say its maybe 50% where it should be. I give warzones a B- and open PvP an F. I personally would of liked to see territory control, bases, guild incentives, population balance incentives (the more you're outnumbered, the bigger bonus to valor/tokens you get to encourage population balancing), and player controlled vehicles in PvP. But that's just my opinion. This is also coming from the same Warhammer PvP team that designed little tiny staircases in castles with the keep lord up top and took 8 months to add in the rear ramp. Can you say 200 vs 200 cluster****? Completely baffling design decision and even more baffling that they took that long to fix it - and by then World PvP in that game was effectively dead. And don't get me started on World City PvP...I mean.. PvEvP combat.
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