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  1. I'm just trying to level different classes and story missions. I use different companions to see their dialogue options I don't even care about the heroics, but the downtime between fights is annoying, even in basic story settings, and mix that in with the massive load times of this game, it just isn't fun to play anymore. To be honest, the only thing I like about this game anymore is the story, great story, but the game play just gets in the way. You all just made it 100x worse with these nerfs. The game isn't hard, it's tedious and I'd rather just not play anymore, so I'm moving on. I wish you all the best of luck.
  2. I like everything but the mandatory level sync. The level sync needs to be optional, otherwise all those heroic missions I "missed" while leveling will be absolutely unplayable now because I can't find people to group up for them. As I'm leveling, I just tell myself, "I'll come back and do it later after I level up some and get better gear." I get it that it makes playing with low level friends more enjoyable, but I don't think the situation arises very much where a high level character wants to return to a zone they have, for the most part, already completed to actually xp. More often, in my experience, I'm asked to come help because my friend can't beat a heroic mission because there are never enough people at the appropriate level to come help. A mandatory level sync also ruins the "powering your character up" fantasy. I spend all this time becoming a Sith Lord, and as soon as I step on the soil of Dromund Kaas, I'm all of a sudden a peon again. I just don't really like that vibe, and really hope they consider making the level sync optional. The only place I could fathom that a mandatory level sync would make sense would be on a PvP server, but the PvP server I started out on is dead, and I never see a soul on planets anyways. TLDR: Level sync on planets really needs to be optional.
  3. Sideshot

    PvP and Resolve Bar

    I agree with your points, however if they do this I think they would need to consider giving Snipers/Gunslingers a slow, since we live and die by legshots. I also think resolve should not down tick while behind the glass rez doors and perhaps last a bit longer. Nothing sucks more than getting stunned to death, rezzing and having it happen all over again.
  4. I have an idea, make it so you are immune from being attacked by other players unless you turn your pvp flag on. We could call these servers PvE servers, and players who feel like you can play without fear of harassment....oh right. Look, nobody likes getting killed in impossible fights repeatedly. At the same time, anything less than full pvp on a pvp server ruins the feel of open world pvp. On my server, (RP-PvP server) if a lowbie is getting ganked over and over, the word gets out, and massive battles then form to defend the lowbies who are questing. I've even participated in a raids of level 25-35s to take down level 50s griefing some of us at a particular quest areas, and that is always very fun. The core gameplay of what makes a PvP server a pvp server is that there is territory you have to fight for or else your faction suffers consequences, and that is what makes it fun. Do I get mad when I get ganked on a low level toon? Yes, absolutely, but then I stop and think about why I play on a PvP server and the sacrifices that I must make in order to enjoy the perks of a PvP server. You might not want to hear this, but if you don't like this setup you really should play on a PvE server. I would take my money elsewhere if they turned PvP servers into PvE servers with a different name.
  5. I'm glad you enjoy it, and I do as well to some extent. However, I disagree on points 2 and 3. In my opinion, ToR PvP is okay, but not good. However, it has the potential to become great. The combat is suffering from a few things, but what irks me most is the animation delays still in game, ability stuttering, and poor synchronization with my positioning and my enemy's position. Improvements have been made, and I expect them to continue to tweak these issues, but as it stands now, for me, this drastically effects my opinion of ToR having "good" pvp. Next, I don't doubt that the devs are working hard to provide us with enjoyable pvp, and I think you might be talking in terms of game balance (which I find is balanced with a few areas that need addressed). However, I think they have designed some uninspiring warzone scenarios (aside from Huttball, love it or hate it, at least it's original). Additionally, open world pvp has been a disaster thus far. Until they step up their game on warzone design, there are more polished versions of these warzones in other games.
  6. Sideshot

    stuns and movement

    I'm having the same problem, any movement effect just stutters me around or the opponent around. It's highly disorienting. I didn't have this issue prior to 1.3.
  7. I'm enjoying it and it seems to be working pretty well. I like it better than WoW's dungeon finder since it isn't cross server and any potential loot ninjas have a reputation at stake. Although, we've had 200+ ppl online in the fleet most of today, so I may be asking for cross-server one day if queue pops start taking way too long. My only complaint is there needs to be a more distinct sound that alerts me to a queue popping. If I'm queued and doing other things like surfing the web, I usually don't even hear the pop since it is so faint and drowned out by other noise in the fleet.
  8. I know, right!? I'd hate to see Voidstar just scrapped, it has so much potential. As for the fence....I've heard horror stories and also nodding approval from different people, haha, but I don't play on the test server so I haven't experienced it yet myself. I am curious though, from what I've heard it may actually address some of my concerns, but I can only speculate until they put it into the live game.
  9. I think it would be useful if the field respec perk allowed you to save templates of specs too. You could still keep a cost for switching, but this would create a pseudo dual spec, and really help out in situations when your team needs a dps and not a tank sans the hassle of reallocating points each time.
  10. Everything about the OP's post is made of win! I love your ideas! Oh man, the idea of moving platforms and new traps sounds amazing! Hutball on a floating arena over a Sarlaac is a must have for one of the maps! I'm not sure if this was mentioned already, but maybe having maps with traps that can be player controlled would be fun too. For example, having trap doors leading to a rancor pit that a player can switch on might be an interesting means of encouraging small skirmishes within a huttball match. I especially like your idea of multiple spawn points for the ball and thematic planetary arenas!
  11. Yeah, this might be something ticket worthy. I'm sure they don't intend to rob contributing players who just happen to be a range class. I haven't noticed this in Novare, but I have stood in the corner next to a turret an entire Civil War match before, and gained 0 defender medals. In subsequent matches, I made a note to not stand in that spot, and stood even farther away, and gained medals.
  12. I disagree, resolve is less complex than than DRs. Especially with resolve giving players the ability to see when an enemy is CC immune, which is especially helpful in randoms. It may not be working optimally in its current state, but I suspect part of the perception of resolve not working is latency or something similar. Also, (I know this isn't the OPs complaint) some classes have certain mechanics that make them immune to cc without full resolve, and if one is not aware of these abilities, I can see how resolve may not seem to work correctly either. I'm tempted to say that snares and slows should be added to resolve, but I am not at the point where I can say this definitively. If I'm playing my Gunslinger, I'd say no it's fine, but if I'm on a melee class, I can see how it would get frustrating. However, melee have ways to deal with this if you use certain abilities creatively.
  13. This is exactly why expertise is needed, and I completely agree. As long as gear is going to be relevant in PvP, PvP gear needs a distinguishing factor to make it more desirable than PvE gear. Otherwise, the Raiders are going to have an advantage over the PvP'ers and it would force PvP teams to raid (which at least some of us hate, including myself). I don't mind doing a storymode raid to see the content, but personally, if I am going to grind, I'd rather fight players and not AI. That being said, I find expertise not the optimal solution. I'd rather have gear not count in warzones period. They could use the bolster system to make everyone equal in stats, and gear in warzones would be more about customizing a look, rather than trying to have bigger numbers than your opponent. I hate grind, and I PvP because I enjoy the competition, so for me, grinding out gear is just an annoying hurdle to enjoy PvP. I quit WoW because every time I'd get bored with a character, I'd level (only through pvp) a new character up. With the heirloom system and very cheap pre-85 pvp gear, this experience was enjoyable. However, each character that hit 85 had to have gear grinded out over and over again, and I finally got sick of it. My view of gear in MMOs is that it should be used as a means of customization, but not a means to give someone an advantage over another in a PvP setting.
  14. Day Z is totally blowing my mind right now. I'm loving it, and it's only in Alpha. Although, it's a different animal than ToR so a comparison between the two is not a fair comparison.
  15. This is a very interesting idea. It would preserve the coordinated team kill tactic, but allow flexibility for DPS focus tactics as well. Also, it would encourage healing and tanking by forcing the defenders to worry about a death lest they increase their teams rez timer, so that survivors would have to make a choice between zerging the bomb planter or playing defensively. I like it, and I'd be very curious to see how this would play out.
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