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rpeplins

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Everything posted by rpeplins

  1. it would provide a more varied play experience for the Daily and Heroic Solo Activities if they were balanced around the reward for time spent. CZ-198 is by far the most "popular" daily area due to the speed which it can be completed. Meanwhile some other areas can take easily 3x as long to do, but provide exactly the same rewards. If the rewards were balanced based on the average time to complete the task, it would mean that choosing which dailies would only be a matter of personal preference rather than efficiency. 10 Minute CZ-198 = 20 Daily Resource Matrix 15 Minute Ziost = 30 Daily Resource Matrix 30 Minute Black Hole = 60 Daily Resource Matrix Similar for heroics, I'm sure that the stats of average time spent to complete the Activity Mission are available and the rewards can be easily tuned to account for that.
  2. I'm very curious about how the Republic and the Imperial factions are stacking up on the different servers. I'd like to see some real numbers from people (please use real numbers, you can find them under your Achievements, not anecdotes or hyperbole or lies) and see if there is a pattern across servers. I'm terrible, but here are my numbers: Server: The Shadowlands Faction: Imperial Matches Played: 109 Matches Won: 40 Win Percentage: 37%
  3. The idea is that the longer an objective in a warzone remains held by a team the easier it becomes for the other team to capture it. So the longer you defend a door in voidstar the shorter the plant time becomes. Same idea for ACW and turrets. Not sure whether it works as well for AH, but seems workable in some way with Denova. This improves the chances of a comeback as the game progresses. Maybe a three cap in ACW becomes more possible or last minute changes of possession in Denova. Or a VS blitz. Seems like it might make the game more dynamic and less a foregone conclusion in matches that seem to plateau.
  4. It would be nice to have an alternative to the F1-F4 power settings. I would like a keybind available to allow us to cycle through the settings. Such as hit C and it shifts from weapons to shields, hit it again, shields to engine, again to evenly distributed, and one more time back to weapons. It would be nice to have 1 key to do that instead of 4.
  5. Can we add timer functionality so that you can set /timer 20 and it will ding in 20 minutes? I know I have had issues in the past with "one more quest" or "I need to remember to do this in a little while".
  6. So, for the second time on this character I just lost all the banked PvP weapons I had been rotating on the 2 hour timer. The first time I lost 6. Just now I lost 11. This represents a heck of a lot of PvP, 15300 comms which translates roughly to 150 warzones. I work hard now so that I don't have to go through the full on grind spank-fest that is level 55 PvP. I already have a 1000 medpacs and a similar number of adrenals, there really was nothing left to do but bank them or get some crappy use out of them (buying planetary comms, selling stacks of medpacs, buying speeders I don't want, crafting materials that are useless, or credit cases worth almost nothing). Well, I got distracted and missed the timer. My fault, I knew the rules, and I definitely should start doing something to help myself with that issue by utilizing outside reminders. However, it's a crap system. No two ways around it. If you are not going to adjust the mechanism itself (which support already told me this is "working as intended"), can we get a warning system built in to it? Say 10 minutes before a timer expires you receive a warning indicating that you are about to irrevocably bind an item to yourself? Or how about an internal game timer that we can set, via a slash command? Like /timer 90. That this system requires such constant attention and is jury-rigged in place makes it painful. The fact that you CAN'T buy your level 55 PvP gear before level 55 is a poor design choice. The fact that the caps are relatively low compared to the cost of purchasing gear is a poor decision as well. Either cap PvP comms and then buy a whopping 2-3 pieces of gear, or try to bank them and maybe get to start with a full set, so that then you can start grinding your next set, and then grinding your min-max mods.... I'm spending the same amount of time to grind out the gear, it's just I'm not getting my teeth kicked in at 55 the whole time. And please don't tell me bolster, or that "it only takes a week to grind out the gear". Bolster by no means evens out the field, and if you aren't able to play a lot, it can take a long time. The following are my thoughts on changing the system, particularly for PvP: Make the PvP comm cap ridiculously high. Add items that can be refunded without timers, Create a universal warning mechanism for timer expiration. Allow purchasing of gear at any level, but continue to restrict the ability to wear it. There are probably downsides to all of this, but I'm pretty frustrated at the system as it stands now.
  7. I didn't make it through the whole thread, I lack the time right now but I wanted to make sure I got this in, in case no one else suggested it. If it's been brought up before, sorry. How about making Ravage/Master Strike mobile for Juggernauts/Guardians? Instead of rooting our opponent, make us able to move around while channeling it. That seems more in line with the Guardian/Juggernaut class style (cc immunity after leap, Force Choke/Force Stasis differences, etc) but still gives us a bit of an advantage with staying on target and making a MS/Rav more likely to finish appropriately. Just my thought of a way to change it. Don't get me wrong, I love the root, it's my favorite thing on my Marauder, but I'd like to see something different for Juggernauts and Guardians.
  8. I really dislike having to turn off companion abilities. I enjoy the companions kinda doing their thing, and micromanaging them detracts from the idea that they are companions rather than pets. However their AoE abilities make CC very impractical most of the time, or requires such careful NPC placement and hoping your companion doesn't go brain dead and start smacking weird targets. We have a few smart AoE abilities already on our own tank abilities, would it be bad to ask that all the companions receive the same smartness? Companions are a truly innovative aspect of the game, and I actually enjoy the randomness they add to adventuring. But tricking them into not doing dumb things because the AI has natural limitations is not fun. These kind of things is why people use healing companions so frequently, because the QoL issues with other types detracts from gameplay.
  9. "Debilitation has been added to the Vigilance skill tree and provides a 50/100% chance to immobilize the target for the duration of Master Strike." Instead of rooting the target, how about letting the guardian or juggernaut move while channeling ravage or master strike.
  10. Un-MVP award It would be interesting to have the opposite of the MVP vote for the end of war zones. Let's face it, you can't even really /ignore jerk teammates. Amidst all the negatives they spew out, occasionally there comes a nugget of needed info, like an incoming call. I'd like to see a sliding scale of penalties for garnering un-MVP votes. Either a reduction in awards or a can't-queue debuff. With it getting worse as you continue to accrue votes. And gradually falling off as time passes. I'd like the penalties to directly impact the goals they'd like to obtain. Abuse is always a concern. Maybe make it so that you only accrue "jerk points" (JP) if over half the vote-eligible players vote for you at the end of the warzone or arena. So you'd earn a JP if 4 voted for you in a 8 man or 3 in an arena. Everybody gets frustrated sometimes and hopefully by keeping the threshold high you won't penalize the guy who one time says "who left east un defended!?!?!" And keep people from giving a JP to the guy who just isn't good at pvp. Incentivizing good social behavior is really in now, since some people obviously missed out on learning it the first time maybe we can work it in now.
  11. My thought for this spec is to leave it alone but to change the damage proportions of the Ravage / Master Strike ticks. Make the middle tick of Rav / MS the heavy hitter of this spec through talents far enough up to be out of hybrid range in e talent tree. Of the three ticks, make them 20% 50% 30% of the total damage. Or some other set of numbers which makes sense. As an alternative, I also like the idea of allowing this spec to make use of alacrity. Ravage, dot ticks, etc.
  12. It would be nice to have some insight into your position on the group finder queue. My time to play is relatively scarce and knowing how long it might be before I get into a FP could make a complete difference on how I spend my time.
  13. It would be nice if the ship droids had a medium level of affection gained for all companion gift types. Due to the vagaries of which gifts are most popular, you always end up with gifts which you can't use very well. Plus by making the ship droids have strong preferences, and everybody in the game having those droids, it really skews the distribution and demand of companion gifts. I'm sure that originally the distribution of companion gifts didn't take the ship droids into account, as they didn't have affection in the original design. So my suggestion is to make the Ship Droids a dumping ground for gifts that aren't in high demand overall by making them medium affection gain for all gifts.
  14. I eat nothing but meat, 24 hours a day. I'm absolutely capped on protein. However, I'm told that I need carbohydrates and vitamins to be as healthy as other people. There is free bread and vegetables right over there, all I have to do is take the time to walk to it. But I hate bread and think vegetables are boring. I absolutely refuse to eat them, no matter how easy they are to acquire, or that I can eat them in between eating meat. Instead, I want butchers to start injecting my meat with carbohydrates and want the government to give me a free vitamin pill.
  15. It would be great if Strafe Left/Right moved your ship around the screen the same as Turn Left/Right. Annoying to have to re-do movement keybinds for space combat.
  16. I think it would be interesting to keep the Matrix Cube viable, even as an end game piece of gear. The way I see to do this is to do 2 things. 1) Make it so that if you have more Shards, you can make a bigger Cube. Reward people who datacron hunt. 2) Add a component to the post-50 content that you can obtain that will supercharge your Cube. It would be nice to let the Matrix Cube continue to be relevant and something that can provide even a casual player a chance to get something close to BiS, even if it might not be a good choice for full Min/Max'ing. -R
  17. I think this falls into an "implementation nightmare" with unlocking between the different factions. That being said, I actually don't mind this remaining a "if you want it on this toon, go get it". There are some things that happen in this game that should keep you continuing to visit the planets. And there are things that should remain time spent as opposed to money spent. Datacrons for me fall into both of those categories, let it be something that shows you are willing to go the extra mile on a particular toon and distinguish between mains and alts. Plus the effect that having a full set of datacrons on a level 1 toon... What is relatively minor at 50 is a major deal at 5.
  18. I placed this in the Suggestion forum a long time ago. But I'll chime in here. I would pay a lot of money for this feature, even if it was somewhat limited. If the only things you could put in it are unbound items and legacy items, I would be happy. Limit it even more and only let me put in crafting materials, companion gifts, and unbound modifications and I would still be happy. Shared credit pool would be fantastic as well. Single biggest thing I want in the game, right here.
  19. Good morning all, I'm brushing off my 31 point Shield Tech Powertech and getting him geared up in PvP. I'm still in my old 1/2 War Hero and 1/2 BM gear, so my immediate goal is to get to full WH. It breaks my heart a little to think of how hard I worked for that War Hero gear just a few short patches ago. I'm not really interested in re-speccing him into another build, I'd like to keep it a full Shield Tech build. What I'm wondering is what is the current consensus for this full Shield Tech build. What should your targets be for Shield, Absorb, Defense, Crit, Surge, HP, Expertise, etc? DPS is all fine and good, but I am more interested in the tanky MPS, TTK, harassment, protection role. I like balanced setups for flexibility, not sacrificing lots for specialization. So if this was you, and you were keeping a full Shield Tech build, what would be your gearing choices for War Hero gear and augments? From playing around with AMR, a full set of supercommando results in some pretty high shield and absorb numbers, which may not be fantastic in the current PvP landscape. And overall, not that much of a boost in total HP. Should fortitude augments be my only augments? Anyway, thanks for reading, -R
  20. Good morning all, I'm brushing off my 31 point Shield Tech Powertech and getting him geared up in PvP. I'm still in my old 1/2 War Hero and 1/2 BM gear, so my immediate goal is to get to full WH. It breaks my heart a little to think of how hard I worked for that War Hero gear just a few short patches ago. I'm not really interested in re-speccing him into another build, I'd like to keep it a full Shield Tech build. What I'm wondering is what is the current consensus for this full Shield Tech build. What should your targets be for Shield, Absorb, Defense, Crit, Surge, HP, Expertise, etc? DPS is all fine and good, but I am more interested in the tanky MPS, TTK, harassment, protection role. I like balanced setups for flexibility, not sacrificing lots for specialization. So if this was you, and you were keeping a full Shield Tech build, what would be your gearing choices for War Hero gear and augments? From playing around with AMR, a full set of supercommando results in some pretty high shield and absorb numbers, which may not be fantastic in the current PvP landscape. And overall, not that much of a boost in total HP. Should fortitude augments be my only augments? Anyway, thanks for reading, -R
  21. Personally, I don't have any problem with the Warzone Commendation limits themselves, but I do wish that they would let you convert regular to ranked prior to valor 40. The reason for this is that I find that I skip a lot of planet content in an effort to cap my warzone commendations after level 40. Basically, I end up doing PvP and Class Story almost exclusively throughout my 40s to cap the commendations and finish my personal story, and have very little experience point cap left over to "spend" on planetary stories, flashpoints, bonus series, etc. This is even despite capping regular commendations well before valor 40 and converting them all as soon as possible. I can understand that some people might consider it a "You can't have everything you want, you can't PvP for comms and PvE expecting to do both without compromise." But in the end, I just hate that the PvP comm capping really only starts at 40, which means every planet from 40-50 is affected and forces me to choose between them.
  22. Getting near to wrapping up my 4th toon, got me thinking about how I decide what decisions to make as my toons progress. I typically just pick an overarching character trait early (as in when I pick my name) and go with it. For my Imperial Agent I decided that his goal was to try to remove the Sith influence from the Empire. So any way that I could work against the Sith and benefit the "normal" citizens of the Empire, I did it. No spoilers, but this ended up being an interesting way to play the storyline. Ended up vaguely light side. For my Bounty Hunter I decided that I was not going to do unnecessary killing and the contract wasn't the only thing in my life, but if you tried to kill me, I killed you right back, this started me out down the pure neutral path. However, I also found that Mako turned me slowly to a kinder, gentler Bounty Hunter, which I found to be an interesting turn of events that I wanted to please a fictitious collection of 1s and 0s. Ended up significantly light side. For my Sith Warrior I decided that his goal wasn't typical Sith powerbase, but rather to become the perfect weapon, with a sort of arrogant warrior code. Didn't kill unnecessarily, an honorable vanquished foe was reprieved unless betrayal was likely, however if you were weak, you deserved what you got. Ended up absolutely neutral. For my Sith Inquisitor (which isn't finished yet) I decided to go the pure Sith powertrip route, if you irritated me off, you got shocked, if you looked at me funny, you got shocked, if I could shock you at any time, I did. Reveling in my new found freedom and power, if I can hurt other people to achieve my goals, I do it. So far, it's interesting, at dark 3 right now, but it can feel downright uncomfortable at times. Again an interesting feeling to generate from 1s and 0s. So how do you go about crafting a set of rules to guide your character decisions? Or do you even bother, and instead just pick randomly, or whatever feels most right to your natural guidelines?
  23. Looking for Republic alt class combination advice. Basically I'm now going to do 4 new Republic characters after having done 4 Imperial characters. The advanced classes/specs I have done are: Powertech - Shield Tech Sith Inquisitor - Corruption Sith Warrior - Carnage Sniper - Marksmanship So I have a tank, a healer, a melee dps, and a ranged dps. So I am looking to do a: Jedi Guardian - ??? Jedi Shadow - ??? Scoundrel - ??? Commando - ??? My goal is the same, to have a tank, a healer, a melee dps and a ranged dps. Typically I do class stories and a lot of PvP, but since I haven't been through any of the world arcs for the Republic yet, I will be doing a lot of PvE with at least one of the toons. So I would like recommendations for specs to balance out the characters, filling all the roles, and presenting different playing styles from my current set of toons. If you could elaborate on why you recommend the specs, that would be great. Thanks for the thoughts, -R
  24. Let me preface this by saying this is my list of favorite to least favorite warzones: Huttball Ancient Hypergate Voidstar Novare Coast Civil War So yes, I'm one of the Huttball lovers, no matter which class I'm playing with. That being said, while if I never had to play another Civil War again, I'd be ok, I still want it in the rotation rather than out. A few reasons for that: 1. The more you segregate the PvP population, the worse it is for community. If you really like to play an unpopular warzone, ou might be waiting for a very long time if you pick an "unpopular" one, and be completely cut off from large portions of a PvP community you need to grow. 2. Specialization of warzones will raise barriers of entry to new players. "You noob, don't you know that when the opposing team uses the Omega Gambit, you need to immediately engage the Pocahontas Defense! And why didn't you AoE the area by that pillar, everybody knows that Sir Binky always waits in stealth by that pillar!" One thing for Rated, another thing when the non-rated warzones become insular. 3. Different warzones cater to different playstyles/classes. While most classes/playstyles can find a role to fill in any warzone, some are much better suited to the warzone as a whole. If you allow people to start picking and choosing warzones, I imagine that the Huttball warzones would be highly populated with Running and Leaping classes. Meanwhile Ancient Hypergate will be filled with people who only want to DeathMatch. Voidstar will be where all the Snipers and Gunslingers hang out, Again, stratification of the PvP experience, which I think only hurts the community as a whole. 4. FOTM. If people were able to pick, I bet (despite the fact that I want to play other warzones) I'd only have played Ancient Hypergate since it launched. This relates back to #1, but on a more temporary basis. 5. How do you make everybody happy? Whether you let everybody pick or have random warzones, you will have unhappy players. "Bioware, I only want to play Civil War!" "Bioware, I never want to play Civil War!" "Bioware, I never get to play Civil War because nobody else wants to play Civil War!" "Bioware, I don't care how long my queue is as long as you don't make me play Huttball!" "Bioware, I only want to play Huttball, but I don't want to wait 90 minutes for a queue to pop, make other people queue Huttball with me!" At least right now you can only blame the RNG and always have the option of leaving the warzone immediately and requeuing. This is how a straight "Check/Uncheck" system would work right now: As long as there is any number of people who "uncheck" warzones, you have completely cut off the people who want to play all the warzones. In the queue right now: Player 1: Random Player 2: Random Player 3: Random Player 4: Random Player 5: Random Player 6: Random Player 7: Random Player 8: Random Player 9: Random Player 10: Random Player 11: Random Player 12: Random Player 13: AH, CW Player 14: AH, Huttball Player 15: NC, CW Player 16: VS, CW, Huttball Player 17: Random In this scenario, you are playing CW, because 3 people out of 17 selected it, and poor Player 14 is left behind waiting for another 15 people to queue up and hopefully those have enough AH or Huttball members to get Player 14 into a warzone. What I do see as a compromise solution is this, rank your warzones in preference to play, allowing for ties. Take my list for example: Huttball Ancient Hypergate Voidstar Novare Coast Civil War Tier 1: Huttball Tier 2: AH Tier 3: VS Tier 4: NC Tier 5: CW If you truly don't care what you play at all: Tier 1: Huttball, AH, VS, NC, CW Tier 2: Tier 3: Tier 4: Tier 5: If you love AH, but hate everything else: Tier 1: AH Tier 2: Tier 3: Tier 4: Tier 5: Huttball, VS, NC, CW Or spread it out a bit because you only have a few preferences: Tier 1: VS Tier 2: Tier 3: NC, CW, Huttball Tier 4: Tier 5: AH Take those votes, weight them per Tier, total them up for the first 16 people in the queue and then roll the RNG. It will still be random, you might get stuck in a warzone you don't particularly care for, but if enough people upvote or downvote something, it at least makes it more or less likely. You are right back where you started if you have a completely even spread of warzones across Tiers, but people feel like they have some choices. And Bioware gets some vaunted metrics to use, which may drive their future PvP decisions.
  25. My idea is this: Resolve is applied as the effect persists, not as a lump sum in the beginning. When it reaches full, your cc effect is removed. 50% of any remaining resolve you would have gained from the cc is applied on top of the full resolve bar, so that you remain white barred longer before it starts reducing. However, once it dips below white bar, it rapidly drains. Your cc-breaker remains as is, if you use it, you break cc immediately but your resolve continues to fill as though it was still applied. If a cc is ended prematurely, you stop gaining the resolve it generated, such as a mez that breaks early. Ballistics remain as is, since it's a instant effect, it instantly adds 100% of the value to resolve. The immediate effect of this is to remove eating the full duration of a big CC when your resolve was 90% full. If your resolve was 90% full you already ate a lot of cc/ballistics, probably already used your cc-breaker, and then to get slapped with a full whirlwind on top of it would be a slap in the face. I haven't worked through all the cirumstances of how this might change cc usage and gameflow, but I like the idea that you only gain resolve when you are actually cc'd and when your resolve fills, you are immediately free. It also forces cc-users to look at the resolve bar carefully before they waste a 4 second stun on a person who will only be stunned for 1 second. With the rapid draining of the resolve bar, mezzes and stuns act more like interrupts if you are constantly getting cc'd.
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