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Wicuna

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  1. I'm getting really tired of this. No, correction, I am tired of this. I pay money to fix broken game play mechanics for the people who are free to play? What the h-e-double-hockey-sticks is going on with QA? Seriously considering whether I should be giving 15 bucks a month to a game that can't be bothered to QA their stuff. December, we had the Lokin/Rakghoul bug where you couldn't do the Rakghoul event, and thus couldn't get Lokin. Their answer? Well, you can get it next month. January, they went to patch Chapter X, broke something and had the servers down just about all day. I took a month off after that one, and switched to another MMO that I'm playing for February, and in March, we have this steaming pile.
  2. According to this then every time an Imperial does an Ops, they miss out on 8 elite comms a week, in comparison to what we're supposed to get. And Republic are getting an extra 16 ultimate comms per week. Yeah, I fail to see how that's good news in any way, unless you mean, congratulations to Republic players for picking the "right" side! If it was just a bug and both sides were getting an extra 16 ultimate comms, that would be good news...but when one side is getting 16 less of one comms than the other side, and 8 less of another than the other side....that is in NO WAY EVER "good news".
  3. What I find kinda funny (funny strange, not funny haha) is the number of people who are complaining about the lack of story/choices/whatever on Makeb who have never set foot on the planet, and are just going off what so and so told them. Having played through the entire planet on my sorc, with my husband (a sith warrior), and with starting on my bounty hunter, the dialogue for each class is slightly different. Plus, how I play the roles are different. For example, without going too much into detail, there's a part where my character comes back from a mission and both the sith inquisitor and the bounty hunter have the same thing to say, with the third option being something like, "RESPECT MAH AUTHORITY!" On my sorc, who's darkside, of course I went with that response, and there were allusions made to it in later choices. On my bounty hunter, who's light side, I didn't pick that answer, so the story was slightly different. In fact, I can't wait till Monday, where I find out how a lightside choice I'm going to make is going to affect the outcome of a certain storyline. In short, yes, the planet mission is going to be similar for each class on the same side. Imperials are all there for one reason, Republic have their reason. But the planet missions don't play like the planet missions on every planet before Makeb, it's not the exact same quest with the exact same text for every class. imo, everyone should play through Makeb at least once before passing judgement on it, I found the whole planet to be really interesting, and really felt like my character was instrumental in the choices for Makeb.
  4. The only time you have to worry about over-leveling a planet is when the missions turn grey to you, then they only give 15 xp (found that out the hard way on Coruscant). Personally, if you want to do all the class and planet missions, do them all, there's no right or wrong way to level. The gear may not be your level, but it'll be high enough for the planet you're questing on if you're planning on running every quest on every planet. For people like me, who have maxed out characters, leveling alts on double xp weekends is a great way to pick up some bonus skills, like force sweep for when I use my heroic moment.
  5. I love these videos...reminds me of the first MMO I played, DAoC, where people made videos to various songs.
  6. So glad to see I'm not the only one who is driven insane when people "misspell" y'all. lol
  7. Most games I've played where pvp is a main concern of the game, there is a bonus for the underpopulated side, or a penalty for the overpopulated side. DAoC had an underdog bonus, where certain side(s) would have a bonus depending on how much they were underdogs. Things like faster leveling, increased gains in pvp, etc. I've played games where they completely lock out creating a new character on a certain sides because they are so overpopulated. And most games have it that if you roll on the zerg side, (Republic on Vrook Lamar), you have longer queue times in WZ's, so that the overpopulated side is balanced in world pvp with the underpopulated side. Huttball and other WZ's that let the overpopulated side play the overpopulated side just creates an overpopulated side with a ton of gear. btw, I also really detest pvp games that have gear specifically with a stat for pvp. Warhammer, Dark Age of Camelot, Shadowbane all didn't have pvp gear, of course, they all also had much better open world pvp.
  8. Wicuna

    A proposal for Ilum

    Some good ideas, I made a similar post that if you die, there should be a period where you can still get credit for daily/weekly, and valor. Otherwise, melee leaves which means that the other side just rolls over healers and ranged classes. Seriously, BW needs to improve the pvp for melee, I feel bad for the people who roll melee and then in pvp get killed and no credit, while the rest of the team kills and gets credit for the player.
  9. So I thought I would make a post where people could air out ideas for Ilum PvP. To get the ball rolling, I'll throw out a couple of ideas that I had, and their pros and cons. 1. If you're in a group, have the valor go to everyone in the group. After all, you're all working together to push a group back, why is it only if you have a ton of aoe that you can "tag" the other players with that you'll get credit. This would greatly help out melee in pvp also, since normally they can't get close enough to a great wall of red names to do much damage, while the ranged classes are tagging everyone with their aoe's. The con to this I know is that a group could 'carry' melee and then the horrors, someone might have gear that anybody can get if they spend enough time in pvp could get anyway. But seriously, how much fun is getting focused fire down cause you're in the lead all the time anyway in pvp? Which brings me to my next point. 2. Melee should be doing more damage than ranged classes, or able to withstand a hell of a lot more assault than they currently do. Now, I'm not saying they should never die, but in Ilum, I hardly ever see melee out there, because quite frankly, it doesn't look like much fun. The healers and ranged hide behind them, so the melee are always the first pulled out and focused fire down. Which after happening a few times, makes melee figure they can get valor elsewhere and leave, which normally makes a group fall apart. 3. Balance! And I don't mean class balance. But it would be nice if, for instance, a ops group of imps are out in Ilum, they don't just get steamrolled by two to three ops groups of republics, or vice versa. And that's if you have a whole ops group with you, which typically doesn't happen. Now, superior numbers do not necessarily equal a win, but let's be honest, it usually does. If there was a way of limiting the number of people from both sides to with 5 to 10% of the other side, it would help balance things out and make it more enjoyable, I feel, than the current roflstomp that I know Ilum pvp is on my server. In closing, I feel that Ilum PvP could be lots of fun, if it wasn't what it currently seems to be, one side outnumbering the other side and just rolling over them. Some other ideas are chests scattered all over Ilum, not just in the center, credit for the daily/weekly Ilum quest if you're grouped and you die, etc. So, what are your ideas on how to bring the fun back to Ilum? And no, making it that the other side is always naked so you can just roflstomp them is not a valid answer!
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