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chrisishere

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Everything posted by chrisishere

  1. Rift also killed wow - lasted about a month and a half before most of the player left. I'd expect alot of players to hit the max level, get bored, then leave, about the same time.
  2. Thank you for reading my OP, understanding what I am said then going out of your way to find a technical fault which didn't exist outside of technical semantics. Your comments are warmly received.
  3. ...Which doesn't work on chanelled abilities. If you press another button it interupts. Which are virtually all non-instant abilities... Which was the entire point of the post.
  4. search youtube 'quick scoping montage' then see that people enjoy being ridiculously good at games Basically that's the reason people are annoyed when they are trying to play games well, and find their shoe laces have been tied together.
  5. I am still laughing HARD at the FPS gamers in here claiming First Person Shooters and MMOs require the same amount of skill. Especially when the people referencing FPSs as difficult are also begging for quick scoping which would make the game even earlier. Really, cant you guys just sit back, relax, and play with machine guns?
  6. Ok, to explain why your wrong. One is an event which is designed to have a level of unpredictability The other is an event which you know is going to happen. It is not a surprise that your channelled ability ends. You know from experience when it will happen. so your being timed on responding to something where you know what will happen when. Clearly and distinctly different scenarios from the link you quote mined
  7. Ok I'll give you that. What I really meant was: In a perfect scenario where it is you versus a combat dummy measuring your damage on a satanometer, with the game running perfectly glitch free, then the players response time will have a big effect on their dps because of the way abilities are done And If I had a parsar I would like to see if even the worst abilities that can be queued properly and are glitch free is better than coping with the dozen poorly implemented ones
  8. Animations cancelling each other is a problem. high level Tanks that dodge low level mobs constantly and are prevented doing much else
  9. Well I seem to remember Rock Paper Shotgun posting an article last week saying that there was a bug that meant certain of your animations interrupted opponents channelled abilities. INCLUDING /DANCE so you could /dance and half the enemy abilities would be interrupted
  10. Not for a repetitive action you've been doing for dozens of hours it isn't. If you try to play Call of Duty with 200ms reactions you won't have a fun time
  11. Actually the sloppyness and delay just makes it harder to see that it is a twitch game. There may be a 1 second delay before anything happens, but the one that mashes the button faster WILL go first.
  12. Yes your correct - it lowers your effectiveness much the same as a warlocks dot - only in this case you are limited not by your competence or skill, but rather by your own reaction time and ping.. which is a big step backwards in my opinion. Also the % lost is very high you could be talking about 10% lost easily through unavoidable interspell downtime.
  13. ah, I can tell your a bad player* after my own heart. Yes some games have clipping, but you almost always have to macro it in, also most games have more than 3 ticks of damage in their abilities, so it's a purely a lose lose scenario... It may be such a big % lose that it isn't worth taking any channelled abilities, as even bad/innappropriate ones that can be queued up would be better since they'd get rid of all the downtime.
  14. That's because your a good player** that has a great collection of hats.
  15. Actually no. I was saying that in addition to all of THOSE well known problems, there is another, that all of the channeled abilities require you to wait until they finish before you queue up the next ability, or else the new ability will stop the channelling and you'll miss the last damage tick - dropping your dps by,say 33% so you lose a big chunk of dps from your ability OR your character does nothing at all and just stands there doing nothing for 0.2 seconds after every channelled ability.
  16. You can't have a proper action queue without macros - otherwise you can't interrupt an ability to use, say, a healing stim, and have to instead wait until the channelled ability is finished and you've been dead for 2 seconds
  17. You are of course correct. even though you ignored the topic of the post - that there is a reaction time involved in players ability rotations - which makes but You are of course correct. To make all games realistic they should include two reaction times. One for the player, and a second for the character. I was thinking as much whilst I was waiting for the traffic lights to change for the third time earlier. Then the lights changed. I waited for the animation to finish, 0.2 second delay then I went through the drop the clutch animation 0.2 second delay then I went through the 1st gear animation 0.2 second delay then I went through the hand break animation. 0.2 second delay ah. The lights are red again. never mind. Why's that bad player* behind me honking his horn
  18. So in some of the many (MANY) posts - complaining written by bad players* about the tiny supposed delay caused by animation time, that any reasonable good player** can see is no problem whatsoever - it was mentioned that wow is a twitch game, while swtor is a higher more etherial game - hence the delays don't matter. _ well as a bad player* who only has a small collection of hats, I have to disagree. Wow is not a twitch game, while swtor IS. _ Now a twitch game is one where the reaction time (and ping) of a player effects how well a player plays (clearly rediculous as timing doesn't affect hats.) _ In wow, if you are casting spell 1, then press 2 within half a second of spell 1 finishing, then the 2 spells cast with 0ms between them. Hence a player with very bad reaction times (say 200ms), with a big ping (say 100ms) who knows what they are doing can do EXACTLY as well as a younger player with a better connection who 'twitchs better' In WOW both are equally able to play there character with 0ms down time in their rotation. _ Now in SWTOR, let's say you are casting a channelled ability, like say my Vanguards 'Pulse cannon' Your tanking, so let's wait the 0.7 seconds between your pressing the button and the ability generating any threat and watch as the mobs you are trying to agro have scratched themselves for a bit, made some tea, before finally walking off out of that oh-so-hard to position aoe to head for healerland. now the electric bolts of the pulse cannon do 3 pulses of damage. so clearly you want to wait until the end or you'll lose 1/3rd of the damage. Now if you press any other ability it will instantly stop the ability, so you can't queue up another one until the ability has finished - or you'll lose damage. Now after being forced to wait for the ability to finish you rush to press the next ability... this is obviously done at your reaction speed. So the 12 year old with a good connection beats you by, say 0.2 seconds. Over a 5 minute boss fight all those 0.2 seconds that the young bad player* has built up likely amounts to a good 5-8 seconds.. advantage over the good player** which is, say, enough time for a bad player* to heal the tank for all their hit points - which as you can imagine makes the bad player* even more bad at getting your party killed ______ So the conclusion of this bad player* is that WOW has no/minimal twitch element, while SWTOR has a significant twitch element - fast reaction players have a big advantage in this game and may be able to clear additional content purely because of that. _____ *Bad players are those that believe in satancrows*** **Good players are those who understand that the goal in a world where everything is trying to kill you is hats. Preferably colour coordinated hats, with bells, and tinsel, and well, as many other accesories that can be fitted on a *REAALY* cute looking hat. Anyone who doesn't understand the importance of hats should be referred to team fortress 2. ***Satancrows also known as macros are pure evil that bad players* use to cheat, which is why only bad players* are able to clear all the content at the end of the game.. Those evil cheating cheaters. ****Satans Numerators, also known as parsers or damage meters, are evil cheats used by bad players* who wrongly think that in a game world filled with things trying to kill you, your ability to kill and be the least worst at getting your party killed is in any way important. Good players** Know that the creatures in the game world are only trying to kill you so that it makes it more satisfying when you /hug them and see what they look like wearing your hats.
  19. Well noones going to be stupid enough to do a staggered launch again ever. This forums been the most trolled in history - that tells me that this launch has been a PR disaster. Whatever the reason - an unhappy customer is an unhappy customer - this is BAD.
  20. Just for confusion EA Origins just sent out emails saying 'your pre-order is ready' THIS HAS NOTHING TO DO WITH ELA!
  21. Part way through 9th with this wave then. This is going slower and slloooower as we head towards the 'start' of EGA on the 13th.
  22. .... i fear that dec 12th may not be getting in /sigh ty amazon.
  23. 12th no invite, client says no active account still.
  24. every other day they started at 12 GMT, so you 2 are wrong, sorry. It IS late already.
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