Jump to content

Gastranomick

Members
  • Posts

    25
  • Joined

Reputation

10 Good
  1. I'm all for constructive feedback, but negative comments with nothing to support what they are saying is kind of annoying. Where do i begin? You get MVP medal all the time for healing? Well that has nothing to do with you, really. That just depends on the people voting. I've often done fantastic in healing a warzone but don't get a single vote. I use Operation frames and never had issues with it not updating properly. I did turn on the name plates for both enemy and friendly. But that still has nothing to do with the original points i was making. I never said healing i broke. (did i? quote me if i did, but i honestly don't recall). And getting used to a poorly designed and inefficient UI is a horrible suggestion. Wouldn't it just make more sense to get things smoothed out? Honestly, the only thing you were really saying in that post was "look at how special i am" Again i'll make my same point: "Fight the players, not the UI." -- second quote: The first suggestion is to never click on a target. What? That makes no sense. The fastest way to select the target you are looking at, is to click on him/her. never never never click on the target you want to heal? So you think it's best to stare at blocks of health rather than the fight? That is terrible advice and completely wrong. You beg not to make healing easier? While i understand the sentiments of that statement, it is being used wrong here. There is a difference between making healing easier by increasing the amount each spell heals, and making healing easier by helping the player heal the target they want 'when' they want to. again "fight the players and not the UI." a concept you aren't quite getting yet. This post sounds just like the other one "look how special i am" What you guys have said isn't going to impress anyone here. I normally don't respond to posts like this because it's pointless to argue these issues with people who are flat out completely against it. I know nothing i say will change your minds. That's fine i guess. And i think you are both completely entitled to giving Bioware your opinions on the matter. But at least be descriptive and give reasoning behind what you're saying. IE: Do you really believe that it's okay for the player to fight both the UI and other players? or, explain why it's a bad idea to click on the player. With out explaining yourselves, you just sound like people who have no idea what you're talking about. keep the bumps coming, healers need some love'n too.
  2. Maybe more DPS'ers should see this thread, maybe they'll be more likely to select healers for MVP considering the hell we have to go through ^_^ Regardless, I think I'll stay healing. It's too much fun.
  3. The operations frame standard size is way to small for me. In case some of you were unaware, you are able to adjust the size of them in the options (take a look, you'll find it) it'll be length and width. just play with that a while. I think mine are at 35% and 20%. but i can't remember exactly. This helps. Something that would be nice is to have a solid background color behind the health bar so we can more easily see the differences in maximum health. something like [][][][][][][]|||||||100% instead of [][][][][][][].........100% I was thinking white. That would help make the bars stand out more too. Would be a bit helpful imo
  4. This idea is mainly for placing bounties on the same faction. Perhaps i should have made that more clear. The idea of griefing isn't exactly bad since it is a pvP server and that should always come with some level of risk as i stated before. There is no problem with adding a few securities to ensure it doesn't get out of control. But the idea is that players can hunter each other down, and the system would primarily be used on same faction players.
  5. something interesting to add that i didn't think of as a result of this system until just now. When trying to run flash points as a marked target, you would be cautious about who you grouped with and you would most likely only feel safe grouping with guildies. That would strengthen the reason for being in a guild of people you like and trust. A kind of happy thought that would reinforce the player community (something that a lot of people find important too) ^_^
  6. Thank you, your multiple exclamation marks flatter me.
  7. I wanted to add one more thing; Apparently there is already something in the game called the bounty board... lol, go figure. I guess this idea can just be an extension of the existing bounty board. Also, I think it would be a good idea to allow players to remotely add bounties to the bounty board, but not access it remotely to accept the bounty. I think the player has to make the decision to accept the bounty in advanced then head out looking for them. The /who option for the player. Not sure if they should be hidden. I would hope not... I think you should still be able to /who your target. That will add to the competition. Also, the target should act as an NPC with tagging involved to keep away people who find them a second to late and land the KB to steal the kill from someone who was working on the kill. Or perhaps split the money based on the % damage done to the target that way not all effort is wasted. A CD might be needed per player who was marked. example would be that the same player can not be marked for bounty for at least 3 hours, or something to that extent. And just to clarify, this is not exclusive to Bounty hunters only. This option would be made available to all classes, obviously. I had another feature i would like to see added to this idea (brought about by my BH class quest ^_^) have a black list option where to buy the bounty (to set the bounty on the target) would require 500,000 credits. keep with the 75% as reward, and receive increased tokens upon completion. Black list bounties are Surnames only. So any of that players characters have a 1 time bounty. Same general rules apply as regular bounty. But because the reward is much bigger, so becomes the hunt. You can not /who surnames which makes finding this character much harder. also, because it's spread across multiple players, the area of which you are hunting can change dramatically and often making it a very elusive target. I'm thinking that only players with a certain valor rank can accept black list targets... Also, Not allow players to mark guild mates. If a bounty is made and then afterwards, the marker and marked target join the same guild, the bounty is removed with no refund. There should also be a level restriction for players to create a bounty. (I'm thinking around 25+) Something else i was thinking about working into this feature is adding in light/dark side points. Each bounty displays the players dark/light alignment. completing a bounty on a target with the opposite alignment side will grant the hunter points towards their light/dark force. Or perhaps that can be a hidden bonus where you don't know if they are light.dark until you complete the hunt and receive the bonus. That way to keep the attention spread equally among all marked players. I was also thinking of perhaps rewarding those who defend themselves against the hunters. Nothing major, but something enough to keep them willing to put up a fight and not just die real fast so they don't have to keep looking over their shoulder... Perhaps for each failed attempt on their life (within 10 levels of them) adds a marker against the bounty placed. Once the bounty is completed the number of markers against the bounty converts to the number of rewards the player gets, whether it's credits, or some kind of pvp commendation. Something more interesting but would require much more work... would be to add prestige with a certain faction of NPC's. The more you defend your self, the more you build your self up with these people. They could be vendors that will allow the player to buy certain items at discount compared to other areas using a level system similar to valor. rank 5 allows for stims/med packs, up to rank 20 or so which would allow cheaper armor, perhaps lower level gear for alts that you can buy for them. stuff along those lines. perks to keep the challenge up. I have a lot of faith in this style of PvP so I'll periodically update this thread for bumps and other details/ideas i wish to add. I hope the developers take interest in my idea's, I'm sure they could improve the game ^_^. lots of also's, etc. sorry for another long post. my mind just runs a mile a minute.
  8. I've been healing fairly successfully in warzones for a while now. I've been doing it long enough to poke at the key features that makes healing hard. Not hard as in tough to do. I mean hard as in going to basic training as over weight hard. There is a difference between making a healer work for his heals and a healer struggling to heal. This has nothing to do with abilities or players. I made a joke to a couple friends, some of which who are healers and they find this particular joke amusing because of it's truthfulness; "The hardest part of healing is clicking on the ally." -- First, we need a friendly target indicator pointing in the general direction of where they are at. Something like a green arrow near or around our characters body pointing in the friendly targets location. The reason something like this is needed; between all the chaos and confusion of enemy and allies running around among each other, we (healers) will use the Operations frame to select a target to heal. But doing this doesn't tell us where they are at so we can't follow them to watch for accidental LOS, or see what is going on to adjust to the healing situation. I know this is going to piss a lot of you off like "omg easy mode" or "give me easy healing" etc. But it's is extremely unrealistic to ask so much from a healer between juggling multiple ally players positions, health, enemy actions, movements, our own health and safety. While it's not impossible since i (as well as others) have been doing it already, it's extremely difficult to pull off efficient heals while still having fun. Difficulty does add to the fun of healing, but to a certain point. We should be fighting the players, not the UI. -- Second, something that really does need to be added in. An indicator on, near, or around the targets portrait that clearly displays their faction/hostility. Every single healer knows exactly what I'm getting at right now. If you don't immediately know why i say this is needed, then you have either never healed or have never healed in a warzone. When I'm standing at max distance selecting my target to heal and there is, say, a group of 6 people running around each other. 3 republic and 3 empire. I see a health bar that is lower than the others and i go to click on that target. I have no idea who I am clicking on. It's hard enough clicking on a target, but at far range, in a group of hostiles and allies, and selecting the right ally... a lot of times we are forced to use the operations frame but here's the deal. That doesn't tell you which is the right guy. there could be 2 guys with roughly the same % hp but one is being attacked and the other isn't. the one taking damage is priority and any time wasted just trying to select him and figure out if you actually have him selected can cost you a life and some times a game. Having the indicator will let you know if he is friendly and will help save time in you selecting the right target. Some times it doesn't even matter about specific targets. it could be a 6-man melee and you just need to start healing any ally you can that's in that cluster fk and clicking random allies would be beneficial. but you have to click randomly and then check to see if its friendly. otherwise you end up healing yourself. -- There is nothing wrong with making me work for my heal. I don't mind being challenged, but i would like that challenge to come from the players to keep me from healing. I just want to be able to find my targets in all the chaos and know that it is the right target. I don't think these are unreasonable requests and I'm sure that other healers agree that these changes would solve a lot of headaches. Sorry for how long this post became. Leave some comments about your concerns, i would love to read them.
  9. haha i was thinking the same thing. I just thought "douchebag" to myself when i read his post, lol.
  10. 100% agree. I actually came to these forums to gripe about this. And it's not just .5 seconds. In warzones i get delays that easily last 1 second. 1.5 second cast, bar finishes casting, 1 second later it actually fires off. Sweet game bro. But seriously. I'm not playing this game at the end of my free time unless this is fixed. What he said in this post is true. I'm the type of player he was talking about. I'm not going to stick around playing a game that doesn't play up to my standards. I enjoy a lot of other MMO's out there and i have no problems going back to ones that function properly. Same reason i quit WAR (though i don't remember having any issues in RIFT) the game's playability is the real life equivalent of driving a car that has been modified to respond as if you were driving it drunk. once i hit 50, I'm outa here. The only thing this game has worth it's weight is the story. after i finish it there is nothing else worth playing in this game. but i Do love this game. was lots of fun questing--is lots of fun. Very enjoyable.
  11. probably not. The voice acting got me to pay attention to the story line of what i was doing. W/O the story, there isn't really anything special about this game to me.
  12. I support this idea, I'm an avid WoW player, I just recently quit WoW only days before playing this game, I still like WoW, and I plan on playing WoW again. get mad bro, deal with it. Just because haters hate WoW so much, they attack anything that can be attributed to WoW. get over yourself. This idea has nothing to do with WoW; it has everything to do with talent systems. If i have multiple options, i expect to be able to play them all at the drop of a hat. Just like how i prefer a car to have a sun roof. I had one once and now a car w/o one isn't good enough for me. My expectations were elevated by better features. Who still wants a radio that was made in the 1950's? I actually prefer quality sound over novelty ideas. /logiced
  13. the reward is worth it, yes. but there is no real reward for posting a bounty. I guess for a little fun or if you feel like greifing someone. But it would be used as a side attraction when you're bored. also, posting bounties wont including the player in anything. There would be little incentive in the long run for something like this. But gaining bounty points to buy new gear would make people much more willing to participate. Even those who don't really care about messing up someone's day just for the fun of it; that person would post a bounty on some random guy just to get the points. That would make anyone a target if you were at the wrong place and the wrong time.
  14. **Update 12/29/11; 5th post down with more information** *Only on PvP servers* The idea is that anyone can be a bounty hunter and take on bounties. This is player fueled and makes player made bounties automated. Basically it works like this: there is a bounty board that the player goes to. required 100,000 credits to create a bounty on any player above level 20. The player creating the bounty types out the character's name and deposits the 100,000 credits when selecting "create". This will mark the targeted player and alert them that a bounty has been placed on their head. Only people who go to the bounty board and accept the bounty can tell if the person has a bounty on their head; IE displaying the marker next to their name (wanted). Also, the person who accepts the bounty is able to openly attack that player where ever they are, and the targeted player will see those who have accepted the bounty with a marker (Hunter) next to their name and the (wanted) player will be able to openly attack in return regardless where they are. A bounty can be dropped by the bounty hunter at any time but only 5 minutes after leaving combat. Once a bounty is made, it can not be taken down and there is no refund of credits. The first person to kill the (wanted) target will automatically be sent 75,000(25% cut to the bounty board people) credits via the mail and the bounty will be taken off the bounty board and the (wanted) target will no longer be marked. All other players who have accepted the bounty will be notified that "the bounty for <name> has been claimed" and the bounty is removed from their open bounty list. The player who posted the bounty will receive a bounty point if the targeted marked player was within 10 levels of them. Bounty points are spent on special PvP gear. The bounty hunter who killed the player does not receive bounty points, just the credits. These credits help that bounty hunter in creating their own bounty on other players to receive bounty points. A hunter and marked target can not join parties, nor can they share whispers in game. They can however continue to communicate via guild chat, general chat, etc. Only open forms of chat. Other restrictions may apply depending on how players might abuse the system. Credit amounts are open to change considering the easily accessibility of 100,000 credits at level 50. It is intended that griefing lowbies is possible if you have the extra money to waste on it. However, you will not receive any bounty points. (be nice to the higher levels, lowbies ^_^) the point of a pvp server is the element of danger. there is almost no danger form what i've played on a PvP server. I think this system has a lot of potential to create a huge pvp community and help future pvp plans. If you like my idea, maybe get the word around and keep the bumps coming. I hope you all like it. and feel free to add any comments or suggestions you have regarding the system.
×
×
  • Create New...