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Nightsorrow

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Everything posted by Nightsorrow

  1. Well, I couldnt fint the "Cancel subscription" button on the subscription panel, so I removed my account information. I'll see tomorrow what happens. At the end of this month, I am going away for three months. After that, I will check in on the patch notes, see how the game stands. I might re-subscribe after that, if they have made major changes, major improvments. Otherwise, my hope lies with other games.
  2. That group is annoying, but actually quite easy. With good target focues it is no problem. The trick is, they cannot be taunted, or CC'ed, so basicly, everyone needs to be able to look after themselves, to an extent. If you have problems with this fight, it is actually quite likely that it's the dps "fault" (I use the word in an extremly lose term), since the fight easily breaks down into a dps race of "who can kill who first".
  3. Well, we can take Illum as an example. Its a 50-50 planet. Most of the scavanging nodes I've found there are actually level 6 (Durasteel), which is used in items 49-50. However, I also find a fair share of the second type of level 5 (Neuronium), which makes the high end of the 41-48 items. However, since the planet is 50-50, I feel that it should be only the level 6 (Durasteel) on that planet. I dont remember exactly which level of compund/metal it was, but I know one of them was around for 4+ planets, and it made items 10 levels below of what the planet was. Crafting sucks enough as it is, making it so that we more reliably can get the high level, basic materials would go a short way to making it less of a "maximum effort, minimum reward" kinda thing.
  4. Then why not allow us to have all the crew skills? There is nothing stopping me in real life to learn a more or less indefinate number of skills, the only restrictions are time and money. And those same restrictions apply in the game. But that would remove the individuality that the crew skills bring, in their own small way.
  5. If i remember correctly, a blaster rifle and an assault cannon with the same "Damage rating", the assault cannon will do more damage. At least that is true for the blaster rifle vs sniper rifle for the sniper class. So, even if you do not count the abilities directly tied to an Assault cannon, you lose damage.
  6. I dont know how the team behind WAR, which had some actually good open-world PvP, could fail so hard to make it work here. Then again, the team behind WAR was also behind DaoC, which has/had, to date, the best open-world PvP in any MMO, so maybe they are just making the system worse and worse for every itteration... As the objectives on Illum stand now, the worst part is this: You have to let your enemies take the objectives, becuse your mission is to "take" them, and you cant do that if you hold them. There is no incentive to actually "defend" an objective. Even if they add that you also need to kill players there for the mission, chances are that we still wont see people actually trying to stop the enemy from capping a point, since it needs to be lost in order to be taken, and move your own Daily/Weekly mission forward.
  7. Actually, star wars is not so much Sci-fi as it is Future Fantasy (I'll let you google the difference yourself). I would actually prefer a space battle with no sounds, except for hits on my own ship. I miss Firefly
  8. "Sometimes, the only thing you can learn from defeat, is that you've been defeated" It doesnt take very long for any decent player to learn and develop a basic tactic for every warzone. However, when the other team is just better, in every sense of the way, a good tactic is not going to save you. The first few times you lose a game, you learn something. You see a new tactic they used, you saw flaws in your own teams playing etc. However, there are a lot of cases when no team is actually playing better then the other, one team is just seriously over-geared. I usually dont quit a losing game, since I find it to be fun either way. However, when it stops being fun, then I stop playing. My time is more important then to spend it doing things I dont enjoy.
  9. ^^ This. Huttball is the most fun warzone. Alderaan is just boring. Most of the time, each team will capture one side objective, and then one team will win the fight for the middle one. That team will then just need to kill all the idiots who charge them in a 1 vs 5 fight, and they'll win. Voidstar is a lot of fun usually, though I prefer Huttball. I would like some changes to it, but it just feels like the most "complete" warzone. If I could turn of the commentator, it would be perfect. Oh wait, I turn of all the sound and play my own music when doing warzones, nevermind
  10. Well it is technically true that we experience a better "kick" from an infrequent win, then from a constant increase. As in, we would rather spend 10 hours doind a strenious activity, with a 10% chance each hour to gain 100$, then to do the same activity, and each hour gain a guaranted 10$. The net result is the same (100$/10 hours), but the endorfin kick from the first, random, option is bigger. Or to be more precise, it doesnt decrease over time, which the second option does. However, we already have this randomisation from the Warzones themselves. I dont think anyone can say that they never lose a warzone. And since we already have a random element there, we dont need another one when it comes to the loot. If I do my daily quests every day for a week, then there should be no way in hell, for someone who does it once a week, to have better/more gear from it.
  11. This should actually be applied to anything. Before you do a raid or a pvp match, ask yourself "Would you do it if it gave no reward what so ever?" If the answer is no, then you are doing it for gear, and not becuse you enjoy it. Thats basic "skinner-boxing" and not real enjoyment.
  12. Some tried, most didnt care. Then again, most failed at a lot of things.
  13. Not really secret. It's been mentioned countless times "dont take control away from the player". It's one of the reason why a game with a lot of choices should not really on cutscenes to tell the story, since a player has no control in them. A player should be in control of his/hers characters actions as close to a 100% of the time you can get.
  14. I agree here. The less CC, the better. Some might be needed to add "depth" in a lazy way to a PvP scenario, but as it stands, and as it often stands in MMO's: More CC = Better Class. Or rather; More CC that allows damage without breaking = Better Class. Keep CC to a minimum, if for no other reason then, "It's simply not fun to not be able to control your character, for any reason."
  15. I havent play Operative at all, so i cant comment on your suggestions, though they do sound nice. And, I've gotten killed by a Scoundrel without getting one shot back in return a couple of times now. I just want to point out that the knockdown is actually ~4 seconds. ~1 sec animation (falling) + 2 sec knockdown + ~1 sec animation (getting up) ~ 4 seconds.
  16. I agree. It is one of the holy/golden rules. However, I would accept them to break/bend it a bit, but I feel that it is way to much in this game, to heavily reliant on it.
  17. Okej, lets say that the gate is closed for 20 seconds, and open for 5 seconds (I dont have the real times, havent bothered). This will make it so that everyone that dies during the 20 seconds that the gate is closed, will automaticly group up behind the gate, and enter the battlefield together. This is something that would make sense in Alderaan, but not so much in Huttball and Voidstar, though something of the form is needed there aswell to prevent it from becoming a zerg fest.
  18. The idea behind a gate is not simply to make it take time to reach the battlefield, it is to have several people behind the gate at the same time, that return at the same time. The speeders now take a very long path around the warzone, if they instead take a direct path down, you can have a gate on a short times, and people will still arrive into the battle in the same time. Only difference would be is that now, there is a decent chances that they will arrive in pairs or trio's, instead of one at a time.
  19. Fine, even though I have addressed this very argument a few times, keep the gates there, but add one in Alderaan, becuse there is could actually be usefull.
  20. Reallly? No, Alderaan is the one warzone that would benefit from it. Sure, it wouldnt completely remove the problem with Pugs being idiots, few things does, but it would lessen them. Instead of one person running into the middle, dying, and another one coming 10 seconds later, and another one 10 seconds later, those 3 people would run in at the same time. When the other side has 4 peope defending an objective, there is nothing you can do on your own. But in huttball, you can knock or stun or snare the ball carrier, on your own. In voidstar, you can prevent a demolition planting, on your own (at least for a few seconds ). But in alderaan, unless you are running with other people, most of the time, you cant do ****.
  21. I am having some problems with what you are talking about aswell, but I just want to point out, 22k dps = 22,000 Damage Per Second. That would mean you killed about 1.8 people per second. That sounds quite effective. I assume you mean Damage, and not DPS
  22. True, and I wouldnt mind the current system staying on huttball and voidstar, but Alderaan needs to keep people from going out one at a time. You can always jump on a speeder in Alderaan, but you cant always walk out into Huttball and Voidstar, thus, those two forces people to go out in groups most of the time. Alderaan is the one warzone that actually needs it, and it's the one that doesnt have it.
  23. No, the bikes are always there, thus, it is not a gate. It takes time to get back into the fight, but a gate also "forces" the players to group up. The speeder bikes does not do this, and it is needed in Alderaan, but not the other warzones. Well, you could easily have something else to prevent people from immediatly joining the fight. Death timers, not starting at your own end zone etc. Well, you could easily have something else to prevent people from immediatly joining the fight. Death timers, not starting right in front of the doors etc. Again, this can be done in other ways. I think you all are missing the point here. Alderaan needs a gating systems, that forces people together (the way huttball and voidstar does), whereas the other warzones doesnt need a gating system, but something else (to prevent people from immediatly respawning). It would actually make more sense to have a death timer in huttball, since as it stands, there is a chance that you die, and can immediatly run out and defend.
  24. The less CC a game has the better. CC is an effective, but also quite pathetic way to add "depth" to a PvP scenario. Losing control of your character is never fun, and should be kept to an absolute minimum. They are also hard to balance, since you always need to factor in how much damage or healing someone can recive during a stun. And a game with these typs of CC's often devolve into being all about them, meaning, any class with no or little CC's become worthless, and a team of only heavy CC classes rips through anything.
  25. This is one of the more or less inherent problems with a stealth class. If they have stealth, they rip you apart. If they are not stealthed, they die. Usually. Stealth classes do not belong in an MMO...
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