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Sethland

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  1. Right, so I realize that mostly this list of (in)famous forum posters are for the General Discussion forum only, however your post does not specify that. I'd like to take a moment to recognize OwenBrooks, who mostly posts in the CS forum. This guy is probably the most helpful guy on these forums; whenever someone comes here to look for a solution to a tech issue, Owen is there to help. His patience, helpfulness and tech knowledge is second to none, and you will often see the full front page being plastered with him as the last poster. IMO, that guy deserves a lot of praise for doing the job of BW tech support! Hats off to you dude, I reckon your advice has helped many a player!
  2. Just to clarify a few things from my opening post and the discussion going on - good discussion btw Yes, a larger group size would of course mean re-balancing content, and no, I do not envision that BioWare would re-design old content to suit a larger group size. Look, I am not complaining or raging about longer queue times in the sense that I feel entitled to have the same wait as say a tank or a healer - I know I have to wait longer as a DPS (sniper), and that's OK with me considering the class that I rolled. However, the design choice of a 4-man Flashpoint group still baffles me, and that is what I wanted to discuss. By norm I of course meant WoW which has 5 man groups - and just adding that extra DPS slot would probably have a large impact on queue waiting times as DPS in SWTOR. So, the question is still - why design around a 4-man group with only 2 DPS in the first place? and why not design future group content with an extra or two dps slots? I am sure that future content could be tuned to a larger group size, i.e. less AOE damage going around, higher tank threat output, more boss health etc. I've read all the "roll a tank/healer" or "DPS players suck" comments, but that is really besides the point. I am not QQ'ing about being a DPS, I am just genuinely interested to know why the design choice for group content in SWTOR is based on a 4-man group with only 2 DPS slots? - and am pretty sure that this design choice contributes to longer wait times for DPS. A response from a BioWare designer is probably beyond hope here, but I have yet to see that comment here that makes me go "ahhhhh, that's why!".
  3. So SWTOR like the majority of MMO's out there adhere to the trinity system: Tank, DPS, Heals. Now, in SWTOR we have 4-man groups for regular Flashpoints, and 8 or 16-man groups for Operations. For 4-man Flashpoint groups in particular these will consist of 1 tank, 2 DPS and 1 healer. We all know that tanks and healers are in short supply, whilst DPS are a dime a dozen. So the question is simple really - why would their design revolve around having only 2 DPS for every Flashpoint group? Would queue times not be faster from a DPS perspective if a Flashpoint group consisted of say a tank, 4 DPS and a healer? Or even 5-6 DPS? I do not have the metrics of course, but any way you look at it - something could and should be done about the queue waiting times for DPS - and it is clearly not enough to make the tank and healer classes more appealing - people like those large damage numbers too much. And I suppose this is the inherent flaw in the trinity system. So to re-iterate, why break from the norm (don't make me say WoW) when the outcome is a longer wait for DPS?
  4. Well OP, you gave the link yourself. http://www.swtor.com/support/helpcenter/5200 Just install Skype/Google Voice and call following the information in that helpcenter FAQ. Why anyone would ever use a landline/mobile phone for international calls is beyond me.......if you play the game you obviously have internet - use it to call!
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