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Nigyl

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Everything posted by Nigyl

  1. -Time spent finding a group is time spent not playing. -The timing of the server merge (with the wipe of the friend list) made staying connected with non-guild friends (guild too small) tough, and was discouraging. -"Why bother?" The speed of getting comms is no incentive for me. "Gud fites" are incentive to me, and non-ranked is tougher now in some ways (more newer folks?), and the challenge is the thing. -Tired of PvP in this game, needed a break from it. Call me bad, if you want. I just can't be bothered to get excited about "Arena with glowsticks".
  2. Ditto! Sending positive vibs to those still working on it... just keep at it, it'll get there.
  3. My only complaint with the process, is the requirement to disband the old guild in order to get the guild bank reinstated on the new server. There are always members away for a few days at a time, and now instead of a mostly empty guild roster and a MOTD stating what happened; they will be greeted with the dreaded 'grey tabard'. I would think that it would be possible to instead 'destroy' the old bank and then be given a replacement on the new server. I get that 'transferring' the bank didn't fit with what they wanted or were able to do, but I dislike that some of my guild mates might get misplaced, or at least suffer an unnecessary fright.
  4. First: there is no excuse for not calling out incoming, I'm not defending poor communication. Many times, however, the call does come late, and/or the opponent attacks from stealth, of for 'some reason' a node is lost very quickly. So, I ask: How many of us realize that moment when the focus of the enemy has shifted away from our node? I've seen many people who do recognize it, and I thank them for the lesson. They rush away from a 'successfully defended' node even as the last enemy is still struggling to die as slowly as possible. They know the enemy respawns are already closing on our other node, perhaps stealthed, perhaps hidden by terrain, perhaps our defenders there are too busy dancing. "inc" is helpful, but if we really know our stuff, we shouldn't need it. I can see if there is red near my node, and how many greens are with me. I can count to 8, and add and subtract as well. I can see the raid frame, and if a greyed out health bar drops, I know what that means. So the next time your team loses a node and you're tempted to yell about it in ops. Maybe you should first ask yourself why you weren't already there.
  5. This strikes at the heart of the issue, imo. The medals do not do a good enough job of defining what is a good contribution towards the team getting a win. I.e. getting a killing blow in Huttball can be a bad thing if that enemy respawns in your ball carrier's face. Healing and DPSing in the road when you need a turret isn't helping (though road fighting when you have the lead might be helpful - by keeping the opponents further from the objectives...). If the medals were more refined as to what is actually 'positive team play which contributes to the win', then I'd be all for more medals being required, though I do like the scaling of rewards to medals. It's a great way to fight botting and afking.
  6. I'd rather see 1-2 medals required for rewards, but have those rewards for a loss be lowered. But then I play a pub healer on a server against a lot of very well-geared imps... I spend most of my time running back from the spawn area Edit: +1 for the EVE comment above me, now that is a PVP game!
  7. 'cuz the football players have to win first, THEN they get issued helmets... ... by the way, you might want to put yours back on. Just sayin'
  8. Winning is fun, competing is fun, playing well (and knowing it) in a loss is (still) fun. Having the game reward you a line of "0" when you know you played well is a dis-incentive. For me personally, if I got only one credit more for a win than for a loss, it wouldn't matter; if I got only 250 credits and a couple comms for a loss, that would be fine. It's the absolutely nothing that stinks (rare as it might be, even once is too often, imo, but I know others won't agree). I don't envy BW's balancing act here: -too much for just showing up, and the bots/afkers for credits/sellable gear could have a very bad effect on the economy. -too little for a win and people might decide it's not worth it to queue. (More credits and gear might be more efficiently available elsewhere) -too wide a gap between winning and losing and we run into the 'rich getting richer' phenomenon and we burn the forums! They seem to have made a nice, fast adjustment in response to the issue. Nice to see, it makes me realize that they do care, and that's really all we can ask, imo.
  9. I know you guys tried to make more medals available for healers, but I don't think you succeeded. I don't expect free stuff, I PvP for some fun competition against unscripted opponents so the rewards themselves don't matter MUCH (I'll get the gear eventually), but seeing all 0's on the 'scorecard' at the end - when I KNOW I did more than my share is .... discouraging. I won't clutter the thread with more 'math'; you (BW) have the metrics, you know how it's working out. I just wanted to throw my 2 credits in.
  10. From another thread on this: DPS players see only their side: they attack a healer who doesn't die. If I (as a healer) get the wide range of results that I listed above, that's a 'good thing', imo. If the large pack is dumb and/or poorly geared and I'm 'in the groove' (i.e. still sober), I might live a looooong time. To me, that does not mean that healing is OP, because I remember the previous WZ where 2 smart and well-geared DPS dropped me in a very short fight.
  11. I'm late to this, and probably have nothing that hasn't been already said, but I'll drop my 2 credits here for posterity: I like healing in PvP, it's a blast being someone's 'support'. Dragging dumb dps away from objectives because they see my green 'jebus beam' and then watching my teamates cap behind them puts a big smile on my face. I've not had much time in 1.2 yet, but my impressions: - BW seems to have failed in their effort to make rewards for healers more attainable. I get the medal for the 2.5k heal and sometimes nothing else (depends heavily on which WZ, to be fair, usually get the 1k defender also) because I spend so much more time running back from the respawn point. - I don't mind so much that I die more easily and more often, though I am disappointed that much of the strategy of the WZs may be lost due to the more 'deathmatch'-oriented dynamic that has arisen due to the effects of 1.2. Edit: Quoting myself from a previous thread, regarding the healer vs DPS debate: That was pre-1.2, and it was my reasoning for thinking that healing was 'OK' at the time (not OP as folks were claiming).
  12. I don't think that they should go back to pre-1.2, but I do think that they failed in their claim to help healers get equal/comparable rewards. The new 'objective medals' don't really cut it. I PvP because I enjoy it, not just for new shinies, but getting absolutely nothing in two separate WZs last night was still hard to take. (especially because it seemed like much more 'work' in those losing efforts than in the easy win with 8 medals)
  13. This topic simply doesn't deserve this many wasted electrons... we been trolled, y'all. However, I'll throw 2 more credits into the mix... As a healer: sometimes I last for 30+ seconds against 4+ people, sometimes I die in less than 5 seconds to 2 people. I've seen enough of both extremes to be quite certain that the difference is a combination of skill, gear, and who's got their CDs available. Period.
  14. So... my healing is messing you up? Pissing you off? I think I just won the (meta)game!
  15. Please be careful with any 'Guild leveling' or other 'guild vs guild' features. Guild leveling killed our small, social guild in WoW by striping it of all but the tight-knit core members. Those remaining members then struggled to get groups together, making it harder to do things as a guild, and removing much of the 'social' feel of the game for us. Guild perks can be nice, but all guilds have many who will jump to 'that guild with all the perks already'; creating 'mega-guilds' where everyone is a stranger to everyone else. Doesn't mean that those members are bad guild members, just that they are more serious about min/maxing. Please don't make me (or anyone) have to choose between friends and that 'extra 5% XP from kills'. (and yes, my sig makes me a bit of a hypocrite maybe... lol)
  16. I leveled as heal spec and had a blast. At low levels, I made sure Aric had good gear and healed him as much as I dps'd the mobs. Once I got Dorne, I started using her (again, keeping gear updated) and started using more of my own dps abilities. I know it may sound strange, but the combat medic tree does not gimp damage as bad as you might expect. (note: my playstyle is one of 'control', not 'speed'; a slower fight that I dictate is ok with me. YMMV) PVP as a combat medic is fun (imo), though you will be a target. That's just life as a healer, we get to know the spawn area real well .
  17. First: Go Blue! Second: People always complain about change. The only thing people hate more than change is stagnation; except when it's the other way 'round . I like that BW seems to have a plan. I may not like all aspects of the plan, but there is no 'perfect' game... except on the forums . Every time they choose 'A' over 'B', half the players won't agree. Just the way it is.
  18. We are playing an internet computer game with dress up dolls and nerdy number-crunching, there is no reasonable definition of 'hardcore' that applies to any of us. Get over it already.
  19. I hope this is the place to simply say that it all looks great. You've been watching our actions and are reacting to the data (i.e. you noted that only 38% of 50s have run Ops and you are responding). That's nice to see. Keep up the good work! Also liking 1.1.5. Thanks N
  20. I've had it happen to me a few times, and I think this is why they are increasing the AFK/deserter timer from 60 to 90 seconds. That will hopefully fix this for us.
  21. Is Labradoraki agreeing with richardya? Is that allowed? But seriously, we're arguing based on speculation on a few comments from one guy who was probably so jet-lagged that he thought he was a pineapple. Once the real details start coming out, then we can burn down the forums.
  22. You are extremely naive (or possibly trolling).
  23. Nigyl

    Solo queue rated WZ?

    My edit (while you were quoting it, sorry) of that post you quoted: "edit: ...and 'team play' is 'team play', there is no yardstick of utility in an objective-based system. Pure DPS/HPS is simply a metric of gear/rotation knowledge, but the guy winning 1v1 duels in the corner of the map doesn't help win, even if he is 50-0 with 700k damage. " Yes, teams can carry bad players, and so long as they do, that player will have a phony high win %. And if they carry him for a whole season, and he dragged them down for a whole season, that whole team will have a lower win % than it might. I've seen premades that have that one guy fighting in the corner, I ended up in 5 WZs with them, we lost 4 straight before we won one. If that guy went and solo queued for some of his matches, his win % and that of his teammates would move in different directions. We've derailed this a bit, and we aren't likely to change each other's opinion. Bioware will do what they will, and we'll have a more informed arguement then...
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