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PavelH

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  1. 1) Cross-server matches 2) ranked GSF (or any GSF without 2-ship F2Ps that end up with just a few hundred dmg at the end of the match) 3) fully premade GSF (related to 2) 4) shared hangar (faction-wide), or at least legacy-shared fleet req Basically the most troubling issue is the low amount of people playing (hence long time to pop), even lower amount of people with actual brains (2 per match on each side, on average), and the hurdle of not being able to wait in queue with all my fine-tunes ships while doing quests on a new character
  2. This Idea I love. Any chance you can pitch this directly to the people responsible for decision-making?
  3. This doesn't really work, because the commanders are currently designed as a PvE objective. this means most people killing them are PvE oriented players with PvE gear. Now, a single PvP geared player can very well kill a 10 person group, which is currently engaged in a fight with the (named) commander, just by killing one healer and applying an "engaged in PvP" healing debuff to the rest. The commander will do the rest does that seem fair to you? I am not against World PvP, but I have a rather specific requirements on its fairness. using any sort of overpowered guard mobs on your side is not fair in any way.
  4. Please read the post again. small/medium *raid-oriented* guild. that means somewhere between 10-30 active people, who spend most of their time doing engame PvE, such as NiM Ops Yes, 20 point griders can get to top10, the easiest way would probably be grinding WZs, since they can be won quite quickly if you have a good premade group.
  5. Hey Currently the whole conquest scoring is catered to huge guilds full of casual players, and/or PvP guilds. a small/medium sized raid-oriented guild has about zero chance of getting in the top 10 Here is what I imagine would make it a bit more fair: - Make non-repeatable objectives per-character and not per-legacy. the current system favours guilds with more casual players, instead of serious players with multiple characters. - Remove the daily bonus requirement for FPs, making them infinitely farmable, just like PvP is. Also make sure that the character actually has to do the whole FP to get points, so people cant work around this by only joining for the last boss - Add conquest points bonus for endgame PvE content. say 1k points per HM boss, 3k per NiM boss (for lvl 55 operations). - Greatly favour winning in PvP/Starfighter, so that people have an incentive to try to win, instead of losing the match on purpose. - Add more bonuses to Starfighter, so it has about the same points-per-hour as ground PvP. (also ranked/premade starfighter would be nice, but that is a topic for another day). As a balance rule, try to create imaginary characters, some of which only do PvP, starfighter, casual PvE, hardcore raiding, or some combination thereof. then try to balance the points so that these people can get about the same amount, assuming they spend about the same amount of time doing it . As stated by Bioware, conquest events by themselves are not supposed to be balanced, but their average/sum should be.
  6. well, no how/when would this limit be enforced? Imagine a person who wants to do ranked PvP, but while waiting for the queue, he runs some PvE missions or something. do they need to wear their PvP gear just because they are queued? the workable solution wold be to give this player some time limit (a minute or so) after entering the arena to re-equip, and not lower the shield before he does. if he fails to do it, kick him. btw also try to fix the bolster in regular WZs. currently it makes people in endgame PvE gear weaker than a fresh 55 with blue items. there is clearly something wrong with that
  7. Unless you have some extra long fingers, your not gonna be able to press more than 1-5 without moving your hands. however, you can do 1-5, shift+1-5, ctrl+1-5 and alt+1-5, which should give you enough room for 2 action bars full of abilities, probably more than you actively use. extra mouse button for interrupts and maybe other cooldowns can help, or any of the less used keys (QERFZXCVT mostly) IMHO its not worth to waste keybinds on stims, mounts, QT and other **** you only use out of combat anyways
  8. weekly reset time is Tuesday 12AM GMT (noon) for most of europe it means 1PM / 2PM (winter/summer time), if youre far west (england, portugal) it would be 12AM / 1PM, if youre far east (finland, ukraine, greece...) it could be 2PM/3PM or even more
  9. 55HM FPs are totally doable in 156 gear, we had worse when it came out (154 or so, dread guard), and we farmed them for elite comms. at the start they were hard (well, its called hard mode for a reason), but once you learned the fights and knew when to use cooldowns they became easy. if 3 of the 4 people have 180+ gear, then there is no reason to fail, if you use your brain correctly (and not pull every mob you see, for instance). if the tank and/or healer have slightly worse gear, and have not been there before, there might be some wipes, but when they learn the fights its easy since FPs dont really have enrage timers, its entirely possible for one person to completely slack, as long as he is dmg role if you are actively playing the game, try finding a guild. they can carry you through SM and HM raids. most guilds are happy to have new active members (and sad if you leave them after getting all the gear)
  10. Hey, I have found some bugs in the new patch, that were not fixed yet in 2.9a - Only the guildmaster seems to be able to use guild ship summon, others get an error message about missing permission to withdraw from guild bank, even though they have a gold key and can withdraw more than the price of the summon - when donating certain mounts, there is an error. this seems to be caused by the fact that someone else has already donated this mount. guild ships should not have a limit of 1 mount of a type, so people can have a display of all rare mounts is the guild (platoon of siege tanks, room full of wings...) instead of just one of each - using exit area option "return to [previous location]" only works before logging out, after I log out I get the right planet, but not the exact location some of these may be features, but so far they seem more like bugs. making it a feature would need at least some tooltips that tell people this is the expected behaviour (like "only guildmaster can use summon" instead of "missing permission to withdraw from guild bank")
  11. How is this not in yet?? transfers used to work (see proof), no idea why it was removed/banned
  12. +1 this needs to be in the game raid frames with 4 debuffs are just stupid, healers cant often see who needs cleansing 4+ rows of debuffs on ops bosses make it impossible to track your debuff for reapply
  13. Hey not sure if anybody suggested this before (in that case consider this +1000 to that suggestion) it would be awesome to have friends list for people, not just characters. this would mean that all of my legacy would share a friends list, that would contain other peoples legacies. for sake of RP players you can keep the current system in as well. making ignore work in the same way would be appreciated as well
  14. nope, never had this, and we wiped on him all night what we had were lag issues, where one would either activate the mine on the boss without clearing it (i guess the server and client were in a disagreement about "on the boss"), and a few times people died to lasers, even when standing in the right place (again, probably client/server disagreement about position). The game seems to have quite a lot of timing issues. Anyone wonders whether Bioware tests the game over medium/high (~100ms) latency links, or just on LAN (with <1ms latency)?
  15. Just one question (and apologies if there is an answer in the 30 pages): will the space movement be modern or realistic? by "modern" i mean the ship always moves forward, sort of like an airplane by "realistic" i mean the ship has its own momentum, and the engines modify the momentum the difference is that the "realistic" approach allows you to strafe in space (or go backwards, or have ship oriented independently on current movement), which would make space combat really fun and challenging, while the "modern" is well suited for brain-dead children, who don't understand the physics behind it
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