Jump to content

willybot

Members
  • Posts

    42
  • Joined

Everything posted by willybot

  1. You misunderstand my friend. Andryah made an absolute statement that "segments of the player base" will pretty much complain no matter what is given them. This is the same person who invoked that 'axiom' in response to those who questioned BW's ability to deliver on promises made, based on past record. He/she critiqued an absolute statement with that quote, then gave an absolute of their own. I responded with their own 'mantra' in irony. Your rant directed at *my* quoting is misplaced since, for the most part, I am in agreement with you.
  2. "past performance is not an indicator of future performance"
  3. Sounds pretty neat, I particularly like the idea of adding content to motivate players to return to out-leveled planets. Problem for me is, all it amounts to is more "Soon" content. "Soon" content no different than the previous "Soon" content they 'totally-are-thinking-about-and-are-excited-to-maybe-implement-at-some-point-but-in-the-meantime-keep-paying-because-you-never-know' i.e. SGRA, expanded class stories, "Secret Space Project", etc. It *sounds* really good and I, for one, would love to see it come to fruition. But honestly, until it actually hits the test servers, it's all more "Soon" content.
  4. A good compilation, thank you for tallying these up so far. They've shown that there is some attention being paid to this thread, hopefully it will turn into something.
  5. One Space Combat Mission in the past 30 days. I wonder how many of those happened to be the Cartel Listening Station mission over the couple of days the bug was active during the Chevin event.
  6. 1) A reason to push to a Legacy Level beyond 25. For a game that pushes for it's player base to level alts and raise their Legacy Level, literally half of the system does nothing. It appears (since there are no specifics given, appearance and conjecture is all we have) that any perks that would have been placed in the Legacy system are going to be sold via the Cartel Points system. I sincerely hope this isn't the case, but if it *is* then at least add a cost-reduction system tied to a higher Legacy Level. I know the Devs have a phobia regarding inflation, but as it stands the current system only has so many cash sinks anyway. Those that exist aren't going to really draw down the wealth of those who heavily farm credits anyway (and likely have the high Legacy Levels). 2) Ability to at least modify the color scheme of our armor sets independent of whatever the chest piece originally was. There already seems to be a variable tied to each chest piece that notes what it's primary and secondary colors are (the value that each other piece looks at when you set their color to the chest). Allowing players to manually set those values (even if we can only set the chest's values and tie the others to that) would go a long way. 3) A constant Test Server that allows every patch, even bug-fixes, to be tested by a segment of the player base before they are launched. I have respect for every QA team, but there have been a recent history of very large and obvious bugs making it past the team (the recent problem involving the 3rd boss in EC is the most obvious in recent memory). Any extra effort to set up and monitor the test server shouldn't be too much greater than the weekly effort to correct each buggy patch released.
  7. These are the two numbers that matter. By 'swapping' I'm assuming you mean switching Relic A to slot B, etc. The discrepancy of only 264 (2%) is about in line with how much you 'naturally' regenerate per tic out of combat with that health level. What I think is happening here is that both actions (swapping or removing both relics) are resetting your health to 12180. Since the Swap max health is still higher, it's adding that tic of health regen in the second or so following the recalculation of your health. Since the Unequip total is now the max health, it isn't going to increase and thus stays the same.
  8. It wouldn't surprise me if the huge cost was based on old numbers made when Legendary barrels were planned to appear in the system. Extraction costs have gone down a couple times since beta and they probably somehow missed the Legendary category when tuning down extraction costs and it never came up until now. A silly thing to overlook, but I imagine they'll lower the cost in a patch in the near future.
  9. May I request, with all politeness, that you *not* continue this reasoning going forward? These events happen too infrequently to release items that are relevant to only 2 classes (companions notwithstanding). At this rate any classes whose unique weapons (blaster cannons, double sabers, scatter guns, blaster pistols, etc etc) that are 'unlucky' enough to lose whatever decision process you use to pick these things are going to have to wait a year. As-is, the reward system encourages only the minimum participation (if any at all) i your class isn't selected to have a reward every few months.
  10. Vengeance DPS (//) As with other hybrid classes, you always feel that there is something to prove. More work has to be put it to excelling at your role when it feels that the 'pure' classes sing "Anything you can do, I can do better". The only true raid assistance we bring to the table is the ability to act as an emergency off-tank, but this is fraught with limitations (loss of all Rage when changing stances, difficulty of a non-Immortal Jugg to raise Rage while expending it to keep threat) and does not have the superior cooldown abilities brought by an Assassin or Marauder. Simply put, between the extra defensive abilities and raid utility (Shroud/Rez and Bloodthirst), unless the skill disparity is large there is little reason to take a Juggernaut over the other melee DPS classes. Up-time disparity is our largest weakness when compared to other DPS classes, especially ranged. Nearly every boss encounter and a fair amount of trash places unequal burden upon melee in general. Running a damage parser it's easy to see the difference between an stationary/equal fight (combat dummies or the tanks in EC) and one where you are forced to spend a disproportionate amount of time chasing enemies/avoiding mechanics (such as Kephiss or the twins). I understand that the 'melee hate' has been inherent in encounter design since time immemorial. Boss mechanics designed to hinder tanks effect melee dps and rarely ranged while effects that hinder range are usually raid-wide and hinder melee dps as well. The oft-used balance to this is to attempt to increase melee damage a bit in the hope that it all evens out but I don't think we've quite reached that balance yet. I've seen the 5% gap mentioned as the acceptable range that the Balance Team sets between 'top and bottom' dps classes. It's a fair compromise, but I fear it may be a 'dummy-meter' metric and not one based off of the up-time/down-time disparity in actual encounters. To help close the gap? Perhaps a combination of changing boss mechanics to force ranged dps to move more often than they do, tuning up melee damage a bit, or decreasing the cooldowns of our one distance-closing move (Force Charge) or our one real ranged ability (Saber Throw). Force Scream/Vicious Throw are 'ranged' yes, but most mechanics will easily place you outside it's 10m range. The last two options will likely have an effect on PvP I imagine, but since I'm not an active PvP'er I cannot comment. I give the suggestions only based on PvE experience. Overall things are pretty well in-hand, but it weighs a bit knowing that, thanks to forces I cannot control, the best I can achieve is a certain percentage of what other classes in the same role can do. Thank you for opening these threads, hopefully something positive will come from them.
  11. A: Well citizen that is an excellent question and I thank you for it. I think it's great we live in a town where you can ask questions, because without questions we just have answers and an answer without a question is a statement.
  12. One would figure that a canned, self-gratifiying 'Q&A' would move a little faster... Slow *and* uninformative, best of both worlds!
  13. "Do you have plans to add pod racing?" Winner
  14. What's the over/under on the number of questions they'll actually get through before the next EGA wave?
×
×
  • Create New...