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SpiffyJr

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Everything posted by SpiffyJr

  1. Having the time required to obtain a single piece of gear be, on average, equivalent. That's all that matters to the company - time. How long do you keep playing and paying. If you can quantify the time required for a piece of gear and what it should be you could create a system where the reward is equivalent based on the time input from each player.
  2. Do you PvE currently? If not, your time would be equivalent if both systems had the same gear. The only thing that would change is your access to the other system if you wanted.
  3. Is gear alone the only thing able to satisfy progression? What keeps Star Craft players going? Or Call of Duty, Battlefield, or other FPS players?
  4. I think you're the first poster to reply that understands what I'm attempting to say. Maybe I'm not very good at putting my thoughts into words...
  5. Read my post again. I already stated that gear would have to be equal (meaning top end PvE gear = top end PvP gear stat wise) in order for this to work.
  6. I don't want stat progression to go away that's why people play the game. I just want to be able to do both sides of the game without having to put in double the time.
  7. No, I'm saying that PvE gear = PvP gear so that there is no differentiation as long as they are both equally difficult to achieve. For the record - I'm a PvPer, not a PvEr.
  8. If there was no expertise it would be gear, just gear. I like the idea of a world PvP controlled dungeon much like DAoC had (I never played, just read about it). It gets PvE and PvP players to group together to achieve a common goal and benefits both parties. I've been a long time proponent of equality in PvP and only skill mattering but you have to make sure there is reward involved and some sort of progression or people get bored. Is valor and custom looks enough? I doubt it... but rankings and your name where everyone can see it sure as hell would be.
  9. It's been done in other games (LOTRO comes to mind) but it's not done here yet.
  10. Even a noob in full PvP gear can hurt the team. For the 16-man nightmare - no guild in their right mind is going to let someone main tank that they don't know is already qualified. I fail to see any validity in your argument.
  11. They pay some else the big bucks to come up with the solution. I'm only proposing a system that I would enjoy more. Honestly, I'd be happy with orange moddable PvP gear so I don't have to look like a glow stick (Jedi Guardian) like everyone else.
  12. I definitely didn't forget - I was on the end of the BWL steamroll many times over. You missed the end of my first TLDR - "as long as they remain competitive" meaning that the gear needs to be equally achievable, with equal difficulty, and equal reward. Everyone that is replying is talking about how the system is now instead of how it should be. Both systems need to progress EQUALLY, with EQUAL time involvement, and EQUAL reward. Is it possible? I don't know but I'd like to think so.
  13. That's my point. If PvE and PvP gear progress equally and could be obtained from either method then would there be an issue? If you only want to PvP and then one day decide to do a dungeon is there any problem with that? Likewise, if someone only PvE's and wants to PvP why is there an issue? This is, of course, assuming both systems progress equally and are equally difficult to obtain.
  14. TLDR is at the bottom. First off, a little history. Back "in the day" there was no resilience/expertise - there was just, gear. All gear was created equal and, as such, all gear was usable in both PvP and PvE. As time went on people (PvE) argued that you should not be able to go into a dungeon and do PvE with PvP gear with it because it was easier to acquire PvP gear. Alternatively, the progression of PvP gear was generally slower than PvE gear so you had PvE players geared with top of the line gear dominating in PvP because it was just "better". Fast forward a few years and WoW developed and interesting stat called "resilience." Outside of the few PvE geared arena glass cannons PvP gear was no longer usable in PvE and vice-versa. This appeased the population and was mostly accepted by both parties, however, I feel that expertise is a detriment to the game as a whole. I have no empirical data to go by but, on average, I would argue that PvP players do not care where gear comes from as long as they are able to remain competitive. Likewise, I would say that PvE players do not care where gear comes from as long as it is equally difficult to obtain from each source. I have my likes and dislikes of this game but the whole idea of expertise needs to be deprecated! Here's the primary drawbacks of expertise. You have to look like everyone else. You can not use the gear for PvE (keep reading, I'll address this). Point one is easy to rectify using the custom (orange) gear and having some sort of PvP mod rewards instead of PvP gear. Point two is a little more involved but, ideally, the solution would has to make both parties happy. Gear in both systems needs to progress equally and be of equal difficulty to achive. This may sound like a daunting task at first but I believe with the current random system of the bags it's similar to the random drops of bosses. The only difference is that PvE requires a group whereas PvP does not but I'm okay with this because there are different types of players and not everyone wants to roll solo or with a group. TLDR: PvP players do not care where gear comes from as long as they are able to remain competitive. PvE players do not care where gear comes from as long as it is equally difficult to obtain from each source. Gear in both systems needs to progresse equally and be of equal difficulty to achieve. Get rid of expertise! It completely destroys customization from custom (orange) gear and segregates PvE and PvP. Thoughts and comments appreciated. Thanks for reading!
  15. Who says you can't PvP without gear and PvE with gear? There's a reason all the big tournaments give everyone equivalent gear... they want it skill based and not gear/time based.
  16. All VSync does is keep your refresh rate in line with your FPS. You would have been capped at 60 FPS (most likely). Removing vsync just removes the cap.
  17. Phenom II X4 965, 3.40 GHz 4.00 GB of memory (should probably upgrade this) GeForce GTX 470 Latest beta drivers (Version: 290.53) All settings on low - Fullscreen. ~60 fps while questing < 20 while PvPing
  18. SpiffyJr

    Sorc shield bug?

    Thanks for the advice. WTB: Purge - but that's another story.
  19. SpiffyJr

    Sorc shield bug?

    Must be the shield + lots of champ gear + mad heals + guard or something.
  20. SpiffyJr

    Sorc shield bug?

    Is there a bug with sorc/sage shields and the fire pits? I've kept sorcerers in there for the entire wave and they don't die. It's the only class I've seen able to stand in it. I'm not sure if they don't take damage at all, take reduced damage, or if it's the games ****** net code causing them to bounce around so they only look like their in the fire. Input would be appreciated.
  21. HAHAHAHAHAHAHAHAHAHAHAHA. (breath) HAHAHAHAHAHAHAHAHAHAHAHA. 2.28%, three days... 12 bags, 1 piece.
  22. I've been doing 3x gathering skills (slicing included) and selling mats. I've made 150k in a level and a half (37.5 to 39). Sitting at a little over 400k so I should have no problems getting my 40 speeder training. I run slicing augment missions at night since they're an hour or so each and wake up with a couple nice augments that I stockpile to sell later when crafting isn't ****.
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