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Wolf_Knight

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Everything posted by Wolf_Knight

  1. As the OP, I don't believe I encouraged punishing anyone, my recommendations were to reward the players more for objective based play. I also suggested the addition of Team and Solo Death Matches so those that just want to run and kill everything had a special place just for that where the objective was like in GSF's Death matches the team or player that reaches to targeted kill number wins, or in a solo match set a timer and most kills at end wins. The problem where it seemed I may have advocated punishing someone most likely stems from the fact that if you reward 1 style of play over the other it could be seen as a punishment but if rhe maps that have objectives should award that kind of play. Actually hypergate is a good example of one that works along those line. Capturing the control points rewards the team more than the kill points and carrying energy to those points rewards more. Control of both of them has become a tactic for winning faster so teams are "forced" to guard and support each other if they want a chance to win.
  2. In regards to the objective's being Arbitrary, they are and always will be in a game. A game has rules set up by the person who created. However this is also true in any kind of objective base system even in life. The rules you have to follow at work or school direct you to "arbitrary" objectives because someone set the goal. My recommendation that they give people a better reason to work towards those objective is a way to make PvP a little more fun for more people by encouraging people to be on the same page when they enter a match. I'm not saying it will be more fun for everyone to play towards the objectives which is why my recommended changes and additions had both the Team Death Match and Solo Death Match match-ups as well. They would be a separate queue just like ranked so that people could chooses the way to play. One other suggestions would be to lower the Huttball count in the rotation a little so people see more of the other types of games.
  3. Why change it, while the Outlander/Commander is a "sole" hero and their presence expected the Average Citizen Species from the Pub and Empire aren't really seen in that area of space except for Zakul Humans so there would be no need to change that once line or scene
  4. I'm not saying any of them would be easy because they would have a lot of work to do makeing teh models fit other body types. Ensuring they are capable or matching the movements to actions and weapons and Armors that they can wear to avoid clipping and other issues. There is no easy way to just add a new species and I'd never imply there was. I was just making my list of suggestions that I'd like to see knowing full well they most likely wouldn't happen.
  5. Don't take this the wrong way but I'm not being Arbitrary, games are designed within a system of rules and objectives to make things interesting for everyone and based on the idea of working towards the goal. If people want to just run and kill that's what Team and Solo Death Matches would allow with no need for objective based game play and would allow for people to queue for the type they'd prefer. As for the play ability of a match or map is from each persons individual perspective and I'm just making a suggestion to get the focus back onto those kinds of situations. also this would help people prepare for some other content by teaching them to use the roles they build their characters into because if a healer is using their healing and support skills in a match they will be better prepared to use them both in ranked if they choose to go that route and in Master Mode FPs. Ultimately this is just a suggestion from my perspective as this is the suggestions thread
  6. I do have a serious question about Command becoming Renown. The Legacy Perk that grant faster progression for each mirror class that gets to 300 Command isn't going away or being rest on those us who have spent time unlocking the mirror classes and credits on the Perk in the first place? I ask this because the Legacy idea from the beginning was supposed to be one of the key features in the game and while the perks are useful if expensive in terms or credits or Cartel Coins for something that was supposed to be a core mechanic to the players. I was so impressed with the idea of the Legacy System and what was described I was the first among my group of friends and guild mates to hit Legacy Fifty. A couple of examples of this are character perks that should be global such are claiming HK-51. All the work to get him and now if I want him on another toon I need to have 350CC or 1 Millian Credits for each additional toon. I'm hoping BioWare and EA take into account that when you guys get players to work towards something then either it's less that what it was supposed to be from you descriptions or something earned in simply taken away that is how you lose loyal customers to other companies. I like the Game, like the story but dislike working towards thing and losing them. Also, as pointed out by a couple people before me Lack of Communication, Proper Communication is another way to alienate those you want to keep around.
  7. Severith, you have my sincere apologies for incorrectly titling the thread as you were correct that the only Gear Items purchasable with the Monumental Crystal. What I saw on another Vendor were Decorations that would also use the monumental Crystal and I have no Great need for the decorations, I like them and all but there are better ways to spend my time in a game. I con decorate at home if I really feel the need. I didn't remember that the items were on different vendors hence the confusion on that issue. Mea Culpa
  8. I'll double check my information, in other words I'll check the Vendors on Ossus again as I believe the were other items beside the main and offhand items that took monumental crystals to obtain. That being said, if I am wrong I stand corrected and apologize for wasting peoples time on the Monumental Crystal portion of the issue. That however, still doesn't change the fact that the environment has gotten toxic which while not where the thread started was brought into the conversation. I'm not someone who just comes onto the Forums to complain, I'd really like to see positive changes where people take the game for what it is, A game, entertainment meant to be fun. i know people are competitive and want to win. I want to win but if I don't I don't kick a player form a team or verbally abuse them or even insult them. I will admit I called a group of rage quitter a bunch of pansies to the rest of the team in a hypergate match today. What's funny is that we managed to turn it around and won the match. In that case I was on my Tank Spec Trooper. As stated before this problem is with the DPS Sage I took into ranked to get the Monumental Crystal. As for the not being comfortable or familiar with the class, I'm working on improving those skills but the only way to improve them is to play in the environment that uses them. I don't expect to be the best but I will strive me best to contribute meaningfully to every group and match I enter. I run the daily and weekly regs on this same toon but the play style is different there. Different skill levels and ways of doing things that can only be learned with the help of other players and or fighting against them in those types of matches. I'm not saying that people shouldn't get upset with a loss but many people complain that the queues don't pop fast enough or they are always facing off against the same few people. The Toxicity to which I was referring is what chases new blood out and keeps the wait for matches longer. It is a game, feel free to take it seriously as you want but don't be rude to others who may not have the same mindset. I've done PvP in many games,I'm better in some worse in other just like I am better in some classes here and worse in others. My own guild banned me from playing a healer because I am more danger to the party as the healer than the Enemy is. I still try healing in some games where it's an added skill available to all classes and not an actual role line in most MMO games. As for the Crafters back in 2.0, I've been playing since Beta and didn't laps my Sub until around the time a few months before Makeb and Rise of the Hutt Cartel was announced. I was subbed once again from before KotFE until after KotET and Iokath. I've been in and out of the game from time to time since then. But back in that time frame I had all crew skills unlocked across my account but I also had all my characters that ran PvP in full PvP sets. Mostly my Tank Apathy. I'm not trying to get a free ride or farming losses, I'm trying to play the matches and win, I'd rather win and get the Points 5 at a time as opposed to farming 50 losses. As I may have mentioned before I do want the game to be wat it's supposed to be FUN and ENTERTAINING. I'm going to log back into the game and have some fun now, I'll get back to you in the Monumental Crystal issue and apologize properly is I am mistaken on that count.
  9. Most Voidstar Matches are pretty much free-for-all fights that are more about killing everyone in the first room and never getting past there or at least rarely. I can't remember the last time I'd seen any team reach the end of Voidstar. So my idea is to make it worth going for the objectives instead of just killing everyone you can and not only in Voidstar but in a couple of the other maps as well. I'll Start with Voidstar - because of respawn times and the increased damage and interrupt that keep being added 8 seconds to plant the bombs and 4 seconds to defuse is an eternity. Allow the doors to be directly targeted and attacked,. give them good reduction to it's not an instant open but as a second option to the bombs, or a way for certain crew skills like slicing or cybertech to be applied to a second way of opening the doors. this a quick ideas I'm throwing out there not the only way it could be done. Another option would be to move the respawn points for the defending team. as a defender dies they get moved back into the next section. but that would require a change to the map putting a defender spawn point on the near side of the bridge as well. This would be because they would need to be able to defend the bridge consoles after they got killed in the front room. Once you get to the last room the defenders would have the respawn advantage and again change the doors or if need be create a new "Voidstar" like map where the doors are destructible. Another option is to leave Voidstar as it is and create another attack/defend map using control points similar to GSF where being in range of it soverts it to your side. as long as you have more players at the location then the defenders you gain control if the defenders equal or have more all progress stops. if the defenders are the only ones in place progress reverses at half pace. This is because one a position is compromised it is always harder to defend. Ideas for other objective based maps like Alderaan, Yavin 4, Hypergate and Novare Coast. Instead of stopping the capture for any damage taken make it require and interrupt ability, stun or 15% of total health lost in 5 seconds and of course a knock back ability to be all that stop capture progression. The characters are supposed to the Heroes of the Galaxy and are "Wearing" Armor and are always in combat but are immediately stopped from performing their duty but the least amount of incoming fire. This would allow all classes that have them to make more use of short term shield and other DR abilities and give people a new way to learn to play. Most important aspect to all of this is to make the objective the more important things than just numbers including the number of Medals. Instead of basing the rewards on just the number of medals received up to 8 you give more weight to certain one. The most weight would go to Objective based medals; ie: Defending and Objective, capturing an objective, scoring in huttball, carrying energy in hypergate. Second highest weight of rewards given to Spec based skills - Tanks would get weight for protecting allies, Heal Spec only would get the weight for healing and DPS would get weight for total damage. The least weight would be given to all other medels such as a DPS with taunt would get minimal benefit for using their taunt and guard. They would still be helping the team but out of their role, same for Healers doing DPS, they get the least benefit as it isn;t within their role. This way the rewaards are still based on performance but are tied to completing the objectives like in Flashponts. In this regard you could also set up both Team Death Matches for 8 on each team using the existing arenas as well as restructure the huttball maps into 16 man Solo Death Match when once the total kills gets to 50 or 100 the person with the most kills gets an extra bonus but the 8 top players are declared winners. You could even turn on friendly fire, make people more careful about being caught in their own AoE Damage effects. If you apply any of these ideas and want to use them for ranked and arenas tun on friendly fire all ranked matches so players have to think instead of spam. We have to think in PvE as not to aggro more than we can handle and use tactics and mechanics in boss fights why not add the level of challenge to PvP as well. I don't know if these suggestions would go over well with our players but I have been playing both Video and Pen and Paper RPGs for a long time and in Pen and Paper RPGs Friendly Fire does happen and it isn't Friendly. Foe a laugh and an example - How do you change a Wizard into a Dog? The party is in a dungeon and gets into a fight. Everyone else is engaged at close range except the Wizard who is standing back fighting at range. One of the enemies, the group leader and their target run away towards a door and enters it. The wizard chases him ad enters the doorway right on his heals. The DM tells the Wizards the enemy is at the other door to the room. The Wizard use his Fireball Spell and then asks the DM how big the room is. The room is 5x5. A Fireball has an AoE of 10x10. Too late to take back the spell. The wizard rolls a Critical Success and rolls 27 damage on the dice with the critical hit that is 54 Damage and to compressed area of the spell added a multiplier to that. and the Wizard was caught in the blast as well. The enemy is killed and Woof!!(think of the sound of displaced air when you light a large flame such as a gas grill or bonfire) the Wizard is now a Dog.
  10. Easy with that add a third key type, silver and gold are character keys as they are now and a Platinum key has the same permissions as a gold key but is applied to legacy or a Durasteel Key would be legacy silver and Platinum would be Legacy Gold Key
  11. Something like this was done in Star Wars Galaxies, the biggest issue was remembering on what planet and what area of the planet you built you home. However that wouldn't work here as these are not open worlds like in galaxies, each planet has a specific map designed for the content for that world. It allows for more story driven content than the open world model.
  12. My suggestions though someone may have listed some or all of them previously: Deveronians Barabel Rodian Shistaven Faleen Bothan Togorian The are the ones that I believe they could do as they are "Humanoid" and according to the books all capable of speaking "Basic" A couple I'd like to see but unlikely due to thing such as size as they are much taller on Average or other reasons: Thackwash - equine Humanoid race - "Runt" from Wraith Squadron Selkath - an I'm unsure they can speak Basic Rakata - just doesn't seem likely and more of a would be cool kind of thing WotC D20 Star Wars RPG Noghri - excellent Assassins from the Thrawn Trilogy - most likely no due to not being discovered yet, also size as they are about the smae size as Jawas andewoks
  13. Nat a bad idea generally speaking, like on KotOR when the were different blaster and melee weapon modification that allowed for adding an ion cell for droids and or vibration unit to a vibroblade to increase damage. Different Crystals and other parts to increase , change the type or add an addition type of damage to lightsabers. Many player like to customize their builds from gear to style and this would go with the play your way concept of Onslaught
  14. Easiest would be to tie the ignore list to Legacy name instead of character name because this would ensure you wouldn't run into them if they switched toons, the only downside is if the did a Legacy name change.
  15. The way I've raised most of my toons social scores has just been running missions with other guild member and using a social boost on occasion. Every time you complete a mission you get social point, when running Heroics with friends for conquest points the bonus objectives give social points. Que for Flash Points you get social points running them. Social points add up over time. Another option is to add the social gear into your collections if you bought the whole set with an account unlock uning in game credits not cartel coins say 5x the purchase price. It would be a credit sink but not a cash sink for people who want this option
  16. I wasn't causing 50 losses, the games I played we would win some and lose other a ratio of 40/60 W/L, sometimes more losses but I was doing my job. The team we were up against all targeted me as a group, and I was a DPS Sage so I was kind of squishy. I missed the bubble in the seconds it took them to kill me with all four targeting me together. My issue in this case as I stated earlier was "needing" to play Ranked PvP in order to get the Monumental Crystal, this has nothing to do with the Main Hand / Off hand as I already have them from the World Boss missions. I do better in PvP when I'm on a Tank or Heavy Armor DPS. But the character I was working on was my Sage. While my frustration is more about the toxic nature of how people relate to each other in situations like this which is why I started this thread. I wasn't looking to start any kind of a fight over how people are playing to win or playing just for their own numbers. I'd like to see some refinement made to the objective, timing and scoring to make playing to win the objectives more important that getting higher numbers. I'll probably add those in the suggestion box thread unless there's a related version in the PvP forums.
  17. I don't know if it's changed since inception but most of those overstuffed with whatever you could get you hands on decorations was because the percentage of completion effected how much or a conquest bonus your stronghold provided. so unless you had every possible hook filled you were getting less conquest points. Since I know my Yavin IV stronghold is nowhere near finished the the current bonus i receive is at 125% which is why I believe that has changed to just owning it gives the 25% bonus per stronghold.
  18. I do understand the difference between adaptable and mod-able, but my point was about bringing crafting back to those of us who actually enjoy and used to make a fair amount of credits from. I'm not saying go back to the original crafting but give some love to the crafters to make then relevant in the end game again. After all onslaught is supposed to be a play your way expansion so that should include crafting players as well.
  19. Maybe allow Cybertechs, Artificers and Armstechs to create a few more obtainable tuning as the CC ones are too rare coming out of packs and thus too expensive on the GTN
  20. I'm not talking adding a set bonus to every weapons or every tier of weapons but maybe when you do the next Sideline Story like the Dread Seed (survey droid) and Shroud (macro-binoculars) stories from before make the final rewards the choice of a Main hand for one and an Offhand for completing the other on. The bonus would be a synergy for the type of build and would be for that specific spec. Think along the lines of a passive ability like you get from equipping some Relics but tied to a specific skill progression tree and unique from any of bonus in the game. The Bonuses would most likely not be active in Warzones unless they could be balanced for that kind of content but that is beyond me. For Example- Juggy/Guardian Tanks could get a passive ability to self absorb roughly 5% of their outgoing damage as healing helping them tank better and as healing themselves would likely increase their threat makeing them even more effective since healing creates PvE threat for healers. The passive for the other two paths would need to be for someone who know DPS Juggy/Guardian Specs better than I do. Sniper/Gunslingers on the Sharpshooter spec could get a 10 meter extended range when using the paired set on their primary abilities like Aimed Shot/ Snipe and the mirrored charged shot. Again these are just preliminary ideas based on the classes I play. What do you all think and any other ideas for different classes and Specs?
  21. I like the idea of this too, mostly because I used unique builds for my toons or at least different than the standards. While alot of DPS players focused on Crit burst damage I built power + alacrity to get continuously increased damage and it worked great for me. For my tank I duilt him in the classic Shield Absorb but augmented him with power Endurance to increase his DPS for solo runs to go faster killing enemies and to get a little more damage in when in PvP. The customization of out gear and stats was one of the best things about the early years in the game. With Onslaught adding the Set Bonus to the shells instead of the Modification inside that level of customization will be possible again especially if with the abundance of gear they are describing we should be able to remove and Reverse Engineer(RE) the components and make all crafting professions useful again. Also while the Cartel Market has tons of Adaptive Armor Shells try adding in the ability to RE the extra set bonus Shells by Synth and Armormechs to make a form of Augment to add the Set Bonus to custom armor shells. While these are ambitious ideas they I don't think will happen it would definately show some love to the crafters.
  22. Unfortunately this isn't the case. The Monumental requires the Queen in Veteran Mode or 50 Ranked Solo points. Most Queen groups forming are still story if you see them at all it is mostly the WB groups for the Bot and the Bug that I see form on Ossus.
  23. Now this isn't an I just want to complain thread, I have some questions and Ideas that I want to get out there. Things that nay be able to be implemented to improve the GSF experience all around for many players both old and new alike. I'm going to start with some balance issues not in the MM but in ship design/execution. The Strike Fighter and scouts are pretty well designed for their functions and I would make no changes to the Strike Fighter unless someone else who knows more about them than me wants to make their own recommendations on them. I would suggest adding an option to the Scout ships of adding a secondary weapon that replaces their projectile weapons with a short term (30 - 45 secs) Hyperspace Beacon allow a team to "jump" to it's location while active. This could work by using a system pop like flagship summoning but instead of a click on the mouse have it assigned a hotkey that can only be used at that time. This would be countered by giving bombers the opposing option of an Interdiction Mine. These would change the face of Domination and even TDM by allowing and countering rapid deployment forces which is what scouts are for. I say that because in my experience in different games and games types Scout and Recon classes were rarely heavily armed and were meant to get information and or facilitate rapid response/deployment. Gunships are my favorite ships since the beginning, I like the sniper concept behind them but they have that whole sitting duck issue. While flying and firing their main lasers don't change anything except maybe give them beefier armor but even that should be a component if the player wants it. On the other hand, Snipers on ground (not so much in this game) usually have cover and terrain advantage that don't typically exist in open atmosphere and space. My suggestion for this is two fold as Strike Fighter and scouts can both close distance extremely fast and take out gunships while in Sniper mode the first thing would be to extend the range of the gunships main gun to allow them to be fired from further out. while they already have the best range it the game it is far shorter than what could be possible without throwing the balance completely off even if the increased that range by 50 to 66%. The second this is while in sniper mode make one or two component options for the "Shields". #1 - going into sniper mode grants a massive Hardness and recharge boost as all engine power in diverted into the shields give the gunships the time and ability to survive to actually line up shots on the smaller a faster ships with being insta-killed by the "pile driver" or other high burst builds while hanging in space, maybe even take a hit or 2 from missiles on the shields before being blown from space. #2 - This going more in line with the '"sniper" having cover idea, while in Sniper mode the pilot can use the terrain such as asteroids, capital ships or any structure in the game to "hide" themselves. Not a true cloak because in the SW universe those are exceedingly rare and would blow balance out but a form of passive/active stealth. Being in sniper mode would activate a sensor suppression that would make the ships more difficult to detect by using less power, dampening the energy signature so to speak and make it so you had to get a 30% or so (this are just guesses and estimates for distance and I know they would need testing for balance issues) to be picked up and targeted. This would also make missile locks harder by either adding a small amount of time or shorting the lock on range for effective targeting. Those are my two ideas and I'm sure you other players as well as the Devs may be able to come up with others and I'd be interested in hearing about them. Bombers - bomber in my limited experience have some effective options and some drawbacks. Bomber are usually slower and less maneuverable than their counterparts but usually make up for it with armor, escorts and in many cases gunnery crews handling point defenses and out bombers do seem to share these traits to a point. First of lets get back to the Interdiction mine I mentioned, it's been a while since i delved to deeply into the Bomber and think they already have something like this so it may be just a different way to use it. The idea is in a Domination match they could deploy these only 1 active at a time per active bomber, I say it that way to a bomber can't just plant on of these near a Domination objective, go die and come back in a different type of ship or in an new bomber and plant another at a second Control Point. These would have a longer lifespan that and Scout's Beacon but could be targeted and destroyed like the other turrets and mines. The idea would be that a Hyperspace beacon wouldn't be able to be active within 2 to 3 thousand meters making jump to the point ineffective for rapid response to an enemy trying to take control of the point and also aid in defense. The mine would be a double edge sword as friendly Hyperspace Beacons would also be blocked. This reflects established "facts" in cannon as Interdiction Cruisers keep both the enemy and allies from entering hyperspace and also drag ships that pass into their range from hyperspace early. A way to add some surprise to this would be to allow the Beacons to be dropped and work but have them jump pull them out at the edge of the mines area of influence. While that would make thins a little more interesting it understand it would be harder to implement as well. Another change for Bomber/Mine-layers is to allow for on of the secondary weapons (ie- mines, turrets) to be swapped out for a Laser Anti-Missile system or LAMs. This would be used by Defensive configured bomber in Domination matches currently and could be adapted for some of the ideas people have put forward like Attack and Defend, Escort and even Capitol Ship fights where the comber would need to be used in defense not just offense with massive burst damage. The Bombing run idea for these scenarios could also be implemented by again trading an existing weapon slot for a "Space Bomb" weapon. In the old X-Wing/TIE-Fighter games Space bombs were heavy, high Damage slow moving projectiles that were designed for quickly destroying the big ships. They were also target-able so were most often used but the crazier (read better) bomber jocks who could get close to the Capital Class Ships without being destroyed so they were harder for the opposing defenders to shoot them down before they got to their target. Implementable Match Type Ideas: #1 - The GSF Voidstar like scenarios - the attacks are given multiple control points along two paths to capture and hold long enough a Capital Ship to arrive and activate a new spawn point until they last single point is a final target to be captured or destroyed such as a planetary defense platform for destroy or a research space station for capture. 1 Big difference is that each path unlocks independently from the other so the defenders or attackers can Choose to focus on one path making attack harder and defense easier to to split their forces across the 2 or 3 paths available. This would also make great use of the Hyperspace Beacons and Interdiction Mine ideas. #2 - Skirmishes - smaller 4v4, 6v6 or 8v8 type matches akin to arenas, 3 respawns so 1 screw up doesn't end the match for you but also only 1 round, last team with a dog in the fight wins. Straight forward idea but these would need their own Queue. These would also allow for rapid popping of runs. #3 - Furball - similar to Skirmished and Team Death Match but an every man for himself fight, spawns are at the edge of the map so as not to allow spawn campers damage immunity for 15 seconds or until you are are at a certain range from spawn point, any ship no in this immunity phase will be fired upon but high damage defensive turrets wile in range of the spawn points. #4 - Escort - I'm sure you all pretty much have the idea behind this but it would also be good for smaller teams, That is all for now, looking forward to hearing your thought out opinions and Ideas on this
  24. I know what they said they are doing and I am looking forward to it. However, I am not holding my breath as I have a firm Wait and See attitude due to some of the stuff they've said over the years. Also, until then we still have the same issue of people not wanting to understand. So that's why I put this out there so people can see and think about the problem. I am not naive enough to think the issue will go away but maybe this will help lessen it until then.
  25. I am not the best at PvP but I do enjoy it, however I do the PvE and want to get the best gear so now I have to go into ranked PvP and piss off the better players when I'm not up to their standards as well as sometimes get kicked because some of them just don't want o understand that not everyone is great at PvP. I got kicked out of a ranked arena 5 seconds before the match ended, not just the round but the match and lost the completion credit for it so no progress on the monumental crystal. Also an a crafting player at 600 in all professions many of the needed exotic material are also available through ranked PvP weekly and Dailies. Is it so difficult for other players to understand that we're all here to enjoy the game but also to earn progress on crew skills and gear. Other than people working together the only other option is for EA/BioWare to not Gate progression items behind any particular type of content or at least add other options for getting those items such as maybe giving the option of getting crafting crated instead of commander crates from Heroics. However, until or unless they do something like any of this can players please try to understand and not verbally abuse and kick players who are also just trying to enjoy the gaming experience. MMO is Massive Multiplayer Online but syas nothing of all those player being great at all content. I am very good at normal PvE, FP before they went Veteran mode, I used to run the Hard Modes a while back and can pretty well follow the tactics needed for running ops with groups. So while I and other like myself aren't great at PvP we could use the support needed to get our progression done just as you need yours to get to Valor 100 and advance through the ranks in the seasons
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