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Old_BOB

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Everything posted by Old_BOB

  1. Old_BOB

    PVP Improvements

    -I've composed a list of the prime things I see where pvp needs tuning, as well as possible ways of improving. 1. For level 50s, match players with a stat difference cap. When one team has stats too high over the other, the only outcome for the other team is apathy, boredom, and then quiters. I've played many games where one team just sat on an Alderaan turret because it was otherwise pointless. Are we playing pvp or doing crochet?! With such a difference cap the game can become a little more about skill instead of stats, allowing for it to be more than just a competition between how long a kid can play the game compared to someone who has a job. Granted, such is the nature of the game to some degree, but extremes are very dull to endure. 2. Add a couple more maps. Just two more maps would make a huge difference in bringing interest, flavor and longevity to the game. 3. Eliminate the new voice intros and commentary, and in their place make tutorial missions. These would be the same maps but with npcs placed in various places to present a small challenge to the player. The main thing is in order to finish the tutorial the player must accomplish the objectives. Every new player must play them all once or more to pass "basic training" before being allowed to move on to real pvp. The missions could then still be available to play later on. Huttball might present a challenge to program a moving target with which to throw the ball to, but it seems feasible that you could have friendly npcs moving in a general direction, and script them to catch and carry the ball to the endgoal. p.s. I've personally grown fond of the existing voiceovers with pvp, so the new ones are a bit annoying for their ongoingness and well, just being different. Voices can be turned off altogether, but then you've got to turn them on again for other missions. Please add your comments, trollings, and cheers.
  2. -I've composed a list of the prime things I see where pvp needs tuning, as well as possible ways of improving. 1. For level 50s, match players with a stat difference cap. When one team has stats too high over the other, the only outcome for the other team is apathy, boredom, and then quiters. I've played many games where one team just sat on an Alderaan turret because it was otherwise pointless. Are we playing pvp or doing crochet?! With such a difference cap the game can become a little more about skill instead of stats, allowing for it to be more than just a competition between how long a kid can play the game compared to someone who has a job. Granted, such is the nature of the game to some degree, but extremes are very dull to endure. 2. Add a couple more maps. Just two more maps would make a huge difference in bringing interest, flavor and longevity to the game. 3. Eliminate the new voice intros and commentary, and in their place make tutorial missions. These would be the same maps but with npcs placed in various places to present a small challenge to the player. The main thing is in order to finish the tutorial the player must accomplish the objectives. Every new player must play them all once or more to pass "basic training" before being allowed to move on to real pvp. The missions could then still be available to play later on. Huttball might present a challenge to program a moving target with which to throw the ball to, but it seems feasible that you could have friendly npcs moving in a general direction, and script them to catch and carry the ball to the endgoal. p.s. I've personally grown fond of the existing voiceovers with pvp, so the new ones are a bit annoying for their ongoingness and well, just being different. Voices can be turned off altogether, but then you've got to turn them on again for other missions. Please add your comments, trollings, and cheers.
  3. -Well that pretty much sums it up, thanks. I think they did an excellent job at the game, but it needs some improvement in those areas. I'm a big PVP fan myself so I'm particularly interested that they make it somehow more balanced, perhaps by using an algorithm of some kind to better match teams of ranking stats, skills, and so forth. And I think in the end, it would be a more expanded and improved PVP that will maintain the longevity of the game, esp. if they could incorporate some form of larger battles as you suggested.
  4. When objectives become secondary to players in favor of raw killscore, and because I can't take the objective(s) myself and am left with the same, how do I have more fun with warzones? I am asking because although the bolster buff helps everyone, a kill still usually depends on stats and gear. So the dynamic of gameplay I notice is everyone going for a kill on someone with lesser stats. I go to kill a poor helpless dude, while I just stand there and watch a higher stat kill me. So when it becomes a deathmatch only, how can I make it more fun? Or am I missing something?
  5. ...Something else hilarious to see is run right up to the center turret bloodbath on Alderaan and drop an augmentation droid. People are like droid?, what?, I'm dead!
  6. That first one with the grapple is awesome, and that bridge does make for excellent laughs. I enjoy taking my commando and using that nearby speed buff, run up and concussion-charge bunches of 'em. Like bowling ball and pins.
  7. -If everyone in a match knows enough about such things as the speeder-bike spawns (as mentioned before), calling and answering gang-ups on turrets, and overall pretty fluid with the map, then I say '6, half-dozen or the other'. But when playing otherwise (probably esp. below level 50), I say hold the outside turrets. Simply because newbies tend to group toward the center and single out left and right.
  8. -If someone doesn't have the ethics to stick around and quits early, don't want him on my team anyway; while if it be that my whole team just wreaks, then my leaving will do no one any harm. -If any changes were to be made to the game, then I would suggest a PVP training/proving ground story. In order to play PVP the player must play the instructional map the game provides to teach how to play, proper ethics, and how to gear, etc.
  9. -May have a point, however I think there's the theory too that the faction reflects the player type to some degree. I think more casual players play Republic, while more people with past talent in other deathmatch or 1-p-shooter games wind up with more characters on the Imp side. I've played matches with a good Republic team, but it's unfortunately rare. Simple things like having someone waiting to grab a ball reset, getting ahead of the ball carrier, or even teaming up against opponents are sadly not as often seen as with the Imps. The dark side seems intriguing, but how can anyone pass up going commando? BFGs are good for anything.
  10. Old_BOB

    Balancing

    I've been noticing a losing streak with Republic on my server, but after observing the players and stats on the teams so far it seems to boil down to average team skill. I don't know if more casual players play Republic or what; but for instance I have noticed very good teamwork with Imps a lot of the time in Huttball, while 80% of the time I find myself the only one ever getting the ball past the first acid pit. And even when fighting for kills, most don't team up against the enemy which the Imps seem more commonly good at. So I think the faction does reflect the style of player (not to use stereotypes ), and it may be that there will just be more skill with the Imps. It's ok, some of us Quake fans still favor the light side of the force.
  11. ...Yeah that new 'ready' flash makes it somehow harder to hit a cooled down ability on time, esp. in split-second pvp battles. After getting used to it it became easier, but much appreciated if we can get those choices. The timer I would say is a cool feature, but me personally I would not employ it if I already have the std cooldown line.
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