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Pekish

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Everything posted by Pekish

  1. I am playing wildstar who isn't actually... my "ex" guild all went there but the more i play the more i feel it's so wrong I may be superficial but they keep telling me "ignore the graphic" "ignore the style" "think about gameplay and the quantity of things to do" it's like when people buy a car for the better millage or for the performance 5% better... ignoring completely the aesthetic of the car. Prius is ugly it may be green it may have awesome millage but is ugly how can you buy it. is it so hard to spend some money in a decent industrial designer? plus you spend money once and then u produce 1243564676 of the same come on! I guess i am a slave of appearance but wildstar really make me feel like a stupid teenager (and really that pvp is not much better mechanics wise... nor more balanced the only thing that is better is how is structured, cross-sever and massive battle-grounds) I see people that sux here go there farm like crazy and be good thx to gear or because they get the easy to use op class (spellslinger) i am sure they like there better they win there and sux here ehehe i am a shadow here so i would say not an op class more like an utility class and got myself a stalker there same concept and quite hard to master so i like the challenge there but being a copycat wolverine in my little pony world really lack class... i rather be a shadow warrior with a double light-saber in space... it sound just lot better
  2. lol someone has bad taste or is just a fun boy 12/13y/o or just have no clue about mmorpg
  3. wildstar is a bad game with the right pvp feature and a combat very easy for some class and very hard for others will it kill SWTOR... i would say unless devs make a decent pvp patch and figure out cross server pvp yes and i am real sad because i dont like wildstar the graphic and the humor in there are so childish that i feel an idiot playing it but i am playing it because it has a lot of stuff if they want to save this game they need to come up with a lot of feature especially in pvp
  4. so if someone actually try to cap or steal a cap (that will lead to victory) he will probably get even less trophy as he is not sitting next to the pylon. while on the other hand a looser afker that sit at objective and don't call inc don't do nothing other then die in few second get more point because they were "lucky" enough (i am pretty sure he picked the one were enemy will not go) to defend the only pylon that the enemy ignore sorry but i see too many looser already half way into the match sit at the pylon and refuse to "keep trying" because they have no balls... i don't see why they should be the only one rewarded or even worst reward the mentality of defending all together only 1 pylon just to get medals even if losing the game.
  5. I did some real test and let me tell you the result are quite cool no matter if u are all green or all purple result are very similar BUT let me show you the screen shoot of A) FULL GREEN lvl 31 (all green gear are lvl 31) vs B) almost 100% FULL PURPLE+AUGMENT in the screen shoot i show 4 step NAKED - ONLY GEAR - GEAR+BUFF - GEAR+BUFF & BOLSTER LVL 31 and LVL 35 i will do another one at 40s http://i.imgur.com/DwXeAq4.jpg the real difference is mostly POWER and ENDURANCE the quantity of critical rating u can get out of purple compared to green is so small that once bolstered make no difference what you should focus on with purple gear is to get extra endurance and power those will make a slightly difference
  6. i am sure that match was fun... to much heal kill the fun in my opinion as long as the game has little heal in both side it gets quite entrataining
  7. is not one match i could post more screen lately each match i see 5-7 healers it gets quite boring overall
  8. even if u dont let them cast free u cannot stun 4 at time so someone will heal him/her i think too many healer the game is boring i didn't choose the team is a solo queue match and dps is low because we have as well 3/4 healers personally i feel the matchmaking should cap the number of healer per group at 2 max
  9. http://i.imgur.com/tI1LzHm.jpg it seems a bit too much
  10. some people really think they are better because they got skill and not because the time they train doing it... well then there is really no much to add. true is one thing what people believe can be something else.
  11. You avarage a certain X hour for 4 month you get to a level of skill that even if you slow down you will not lose your skill the total ammout of hour is more important then the average per month once you reach 10.000 hours u have a knowledge of the game that is different then a casual (and playing with casual with only frustrate you) no matter when u get there in 1 month or 3 month and then if u slow down i doubt u really "lose" knowledge we are talking about videogame not quantum theory. I could enter in the detail on how time based server would work and is not a static system like PVP/PVE where devs set 1 rule and that's about it, is a dynamic system that adapt to the player and to the life of the game. it could be almost a stepping system that allow stepping up upon achievements but trust me every single achievement 99% of the time is hourly based. I bet the top 100 in the PVP scoreboard have at least more then X hours played that is much much more then a casual player The problem is not try to find expection the problem is to look at the grand scheme and understand that a player to have fun has to play with players similar to him and casual players really play much much less then hardcore players and they should have their own server. Once you get the main idea then we will address the exception of genius player that kick *** beeing casual with only 10 hour played even veteran of 10.000 hours in that case u could put in the casual server a certain threshold that will automatically update that player to a more advanced competitive server type (even if his hours are below the usual of that server)
  12. you will be surprise how close it gets... there was a study about music trying to figure out a base ground of virtouso players and figure out how much the "genius" predispositon would play into it the result was very impressive as the practicing time was matching the "genius" predisposition true is if you are a "genius" you enjoy doing it and you do it more and doing it more you get better and better there is a direct correlation between skill and hours played of course it doesn't apply only to SWTOR if u are a master at WOW and you have a background of 100.000 hours of WOW pvp obviously you will achieve better results in SWTOR with less hour then a new player to the MMO world. I agree this is not a 100% perfect solution but there will never be any! Ignoring a "very good solution" because it doesn't take in consideration the totality of exceptions and settleing for a old outdated and totally broken solution that doesn't even start to address the problem because the new one doesn't address the 100% is just silly. Basing on time is better then basing on PVE/PVP server and since skill is not a measure on ur ID like the color of your eyes or your high there is no better measure for it then time it will not include the 1/1000000 genius at it but should we include him? it will include the 99% of the normal population that improve with time the true is TIME invested is the only real material measure/value in any MMO. And nobody is actually basing ANYTHING over it, to me it seems the biggest mistake on MMO industry.
  13. They are both right and the question is deceiving. first let's highlight the problem if i am a pro player and i play/train 6-8 hour a day and then i get to play togheter with someone that play 2 hour a day and not everyday and he is in my team and i lose because of him of course I feel annoyed. This is a game but that doesn't mean that me feeling annoyed is wrong at the same time it doesn't mean that the "casual" player is wrong The problem lay in mixing different typology of players with different expectation problem in SWTOR a) matchmaking b) server limited c) server division Matchmaking should never group people with so different playstyle and experience! As much as you don't get to join an NBA team/match if you only play basketball in the weekends for "fun" Server limited is the reason why (since server population is small) matchmaking cannot work efficiently and no matter how you code the matchmaking algorithm you will never accomplish a true working system unless you have access to a cross-server system Server division (this is my opinion since a long time) i dont think it is correct to divide people in PVP server and PVE server the real division should be monthly hour of gameplay Casual Server - player that play from 0-80 hours a month Normal Server - player that play 60-160 hours a month Hardcore Server - player that play 140+ hours a month PVP and PVE are not the problem is not the correct division (even because PVP should be crosserver anyway) unless is a full sandbox 100% open world pvp with gear looting PVP and PVE server is a stupid way of divide your playerbase what you need is to divide them by how much they play. in this way you can even calibrate the content in different way: give a X3 multiplayer to casual gamers for example and a 1/3 multiplayer to hardcore players so actually finally player will not burn down contenct there are many other detail to work out on time based server like overtime flexibility and switching between one and the other possible in one way (you can go harder) but not possible in the other way. There are more and more casual players looking for a nitch in which they can have fun without beeing jerked around the first company that will address this new market will be capable of attracting a bigger crowd instead of always trying to please the hardcore/content burners
  14. Pekish

    Lowbie PVP

    it's sad but is not less sad that then fact that noobs don't ask question there are 2 minutes before match start if i were totally new i would take the time to ask what should i do how does this work which gear i need how can i help 300+ lowbie/midbie match not one noobs asking for help
  15. I am sure someone already mentioned it they do no sucks but they are not the best class to play as "solo" player what u are bringing to the table is high dps in a team/objective oriented gameplay were dps help but is really not what will make you win overall i admit in hut ball their mobility is somehow interesting but overall his utility is limited especially in CV and AV. in Void it can be good in a fix team where burning down player can help a lot capping door but at same time if ur team is not well coordinated this won't help at all as sentinel you feel you cannot do much to change the match if you win you feel someone else actually did carry you and if you lose you probably couldn't do much to change it Sentinel is a very very specific gameplay that shine in group fight where ur group is coordinated. If you play solo and u don't interact much with other player of ur team you will probably feel pretty useless but it's not because the class is bad it's just the way it play is different then other class (as it should be!)
  16. the example was with my toon with 14 purple augment lvl 31 augment lower level is uselss as the quantity of stats u get is too little to make any difference after bolstered maybe at lvl 40+ the quantity of stats u get from augment start showing a slight different but anything below that is a waste of money on my toons i just got to 33 fully augmented with all 14 augment Overkill i add a total of 12x14 power =168 after bolster at 55 168 = 2% more damage if you hit for 2000 > 2040 all you need to PVP is a dirty cheap set of green with the right stat for your class and keep it updated you can by a full set of green all 14 pieces (relic included VERY IMPORTANT for bloster expertise to the max empty gear slot reduce expertise since each piece give a fix ammount) cost between 20.000 to 30.000 (or u can craft a green full set for free, almost!)
  17. I rather a person leave and a better one join or we play in 1 less then having one fake player AFK at pillar that enemy come and he is afk they cap and he doesnt call and doesnt even start to fight I come from a mmo where AFK is a big problem raise the reward and u will see people jonining and then going to watch tv just to get the 100 comm (and it's quite easy to set a macro that move ur character around)
  18. I totally agree but at same time you can avoid 2 group of 4 to get together vs 8 player joining solo I think the algorithm need some twicking as much as the resolve system but I would prioritaze the queue fix to the resolve fix as that will probably be less necessary once we have better balance in group
  19. Return Resolve back to the way it was prior to 1.4. < good player would use it to stun lock anyway (and stun lock is mostly made by good player so this wont change much other then make the gap between bad and good even bigger) Allow any and all CC affect the resolve bar, including slows, mezzes, ect... < this vs bad players would allow good player (that know how to take advantage of white bar) to destroy bad player even faster in hutball type of game Allow the resolve bar to decay after 10 seconds and be emptied by 15 seconds after it is full. < as before more advantage to people that know how to play Resolve bar does not decay for 15 seconds if it is partially filled. If no stuns or other CC effects, it decays normally after 15 seconds. < this could work it still advantage more people that know how to play but i can see noob having more time to learn how it works Resolve bar does not start decaying while in respawn area or out of combat. < this could work it still advantage more people that know how to play but i can see noob having more time to learn how it works Reduce the CD on the CC breaker down to 1 minute and reset on death. < this could work as well... but i would rather make CC cooldown longer I think the last 3 could help but the first are heavily cathering to people that know how to play making the gap even bigger as i said the problem is not CC by itself is good player vs bad player or not bad per se but not organized group unless you fix matchmaking and good player ONLY fight good player in that case we could discuss all this changes but as long as people syncronize que to enter with 2 full group vs a bunch of SOLO players you dont want to make it easier for them to exploit the resolve mechanics
  20. a book and take a break of a couple of days ^_^
  21. verbally abuse is juvinale and silly, annoying if you wish but is way less devastating than jerks that give up after 3 minuts if they are not winning and sit in a corner or people that make an alt join the other faction and then sit in a corner and let his friend on the other faction cap without doing nothing especially after he said he will guard that node alone I can deal with idiot verbally abusing eachohter but with loosers wasting my free time, NO! (and i have already a list of 6 player name that does it everytime and i started to leave everytime i see one of those 6 in my team before the match start)
  22. stun should be less or longer cooldown i wouldn't shorten the effect they should be a tactical resource not a semi-spammable but u cannot change "stun-mechanic" alone because once you reduce stun how can u kill healers? Stun lock and dead is when you fight 3vs1... 2vs1 can stunlock and cap rarely sunlock and kill if your team allow a 3vs1 stunlock+kill it means ur team is weaker if team are balanced it shouldn't happen I think the problem with stun is more a unbalanced team problem at the root. they may be too many and too often readily avaible i dont think they are wrong but they can happen too often making it less strategic and more spammable if u want to keep 2 for most of the class make the cooldown double longer cooldown would be the solution to limit it a little
  23. I did some real test and let me tell you the result are quite cool no matter if u are all green or all purple result are very similar BUT let me show you the screen shoot of A) FULL GREEN lvl 31 (all green gear are lvl 31) vs B) almost 100% FULL PURPLE+AUGMENT in the screen shoot i show 4 step NAKED - ONLY GEAR - GEAR+BUFF - GEAR+BUFF & BOLSTER http://i.imgur.com/DwXeAq4.jpg the real difference is mostly POWER and ENDURANCE the quantity of critical rating u can get out of purple compared to green is so small that once bolstered make no difference what you should focus on with purple gear is to get extra endurance and power those will make a slightly difference lvl 41 same screenshot http://i.imgur.com/vu2Kb0U.jpg
  24. I did some real test and let me tell you the result are quite cool no matter if u are all green or all purple result are very similar BUT let me show you the screen shoot of A) FULL GREEN lvl 31 (all green gear are lvl 31) vs B) almost 100% FULL PURPLE+AUGMENT in the screen shoot i show 4 step NAKED - ONLY GEAR - GEAR+BUFF - GEAR+BUFF & BOLSTER http://i.imgur.com/qaorfmy.jpg the real difference is mostly POWER and ENDURANCE the quantity of critical rating u can get out of purple compared to green is so small that once bolstered make no difference what you should focus on with purple gear is to get extra endurance and power those will make a slightly difference
  25. there are 3 braket 10-29 30-54 55 and you get bolstered when u join so you are not too disadvantage u can read about bolster here http://www.swtor.com/community/showthread.php?t=707204
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