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Edgecase

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  1. My account is active but my subscription is canceled so as not to auto-renew. Evidently, this means that I won't be getting a free month either. Just makes my decision NOT to press the renew button that much easier.
  2. Well, that's unfortunate, since I have basically no control over whether additional BM tokens drop for me or not before Thursday (gear generally takes 2-3 tokens). I guess I could grind 4000 warzone commendations. Not a very good solution. If I hang on to 1k comms, do those go away too? Can I convert 1000 merc to 330 warzone afterwards?
  3. What happens to the currencies we currently have accumulated? I currently have Battlemaster tokens, Champion tokens, Centurion tokens, Mercenary commendations, and Warzone commendations. Do they get converted at some ratio, or do they just go away (or sit and waste space on my currency screen)? I also have a couple Champion bags from weeklies sitting in my inventory that I've been too lazy to open - what will happen to them?
  4. PvPvE but for the love of god think DOTA and not DAOC. Make the NPCs constitute a meaningful part of the game objective, then subtly increase or decrease their numbers or spawn times to favor the underpopulated side. DO NOT make brainless uberguard NPCs who warp around mechanically one-shotting players or forcing people to bring PvE tank gear/specs to PvP. Example: Walker groups deploy from opposing bases and roll across the map. Opposing NPC squads annihilate each other in the center of the map until players intervene. If player population becomes imbalanced, NPC squads on the low-pop side will spawn an extra walker. In addition to slugging it out with enemy walkers, walkers will attack players with large-area, low-damage blasts that break neither stealth nor CC. This low-grade damage serves as a subtle HP-reducing mechanic for the overpopulated side, which scales with the additional walkers. The higher-population side could choose to attack the walkers rather than players in order to stop the additional damage; if they do so, then the walkers effectively serve as an HP buffer rather than a debuff to enemy HP, which still accomplishes the goal. Creating multiple "lanes" of walkers allows the zone to scale the number of active encounter zones to match overall high vs. low population at different times of the day. When small numbers of players are present, only one "lane" of opposing walkers will spawn. When numbers are high, addition walker "lanes" activate, allowing more players to participate, while naturally encouraging them to spread out. Walker vs. base mechanics should encourage players to tend all active lanes rather than concentrating into one. Killing walkers, killing enemy players, or being in the vicinity of a walker group that destroys an enemy base should grant PvP currency.
  5. You know what, on second thought, just let me duel in the stupid fleet.
  6. FIX BUGS AND INTERFACE. Sorc root-after-knockback is not removed by Lucky Dodge. People warp all over the place while stunned. Tab-targeting has some kind of fetish for picking targets 50 yards away, outside my peripheral vision. No visual indication who just taunted me. If that's too obvious, then honestly, I think the best thing that could happen to PvP is multi-spec. I have gear and hotkeys to perform both roles my class is capable of, but the game won't let me adapt my role to work with the random group makeup I get. And if THAT'S too obvious, then I'd like to never see the game move toward keep sieges. Nothing makes for a more boring, asinine PvP experience than two giant zergs lagging each other out, plinking at each other from behind a wall for hours, or tab-target instagibbing people.
  7. Many of the individual gameplay and class balance changes in the 1.2 PTS notes are confusing when taken piecemeal, but the list format for patch notes lends itself to being read that way. What were the high-level problems (e.g. burst, pacing, CC duration) that you were trying to address, and what were the high-level goals of the class changes? Examples would be welcome!
  8. With so much riding on 1.2, it makes good sense for them to make clear the value they are trying to bring to the game through these class changes. Right now, they're too cryptic to accomplish that. It just looks like a nerf/buff lottery, when not viewed in light of the overall framework of the changes. Unfortunately, since all we see is a bullet list of individual changes, it's very difficult to see the forest for the trees. I know that I'm much more willing to accept something when I understand the need and reasoning behind it, compared to just being told that X is how it's going to be.
  9. Would it be possible for the designers and community team to make some sort of short statement or video to explain the intent behind the class and balance changes coming in Patcg 1.2? We've heard bits and pieces of reasons in some of the Q&As, but a lot of specific changes honestly left me scratching my head. The League of Legends Patch Preview videos are a good example of gameplay and balance change explanations that are deep enough to communicate intent, without being confusing. Any chance we could get something similar?
  10. How many players will we need to field a ranked warzone team? Will we have to get 8 specific individuals together every time we want to play on the team? This is difficult to begin with (even raiding guilds don't take the exact same 8/16 players every time), but could be especially difficult for players on low-population servers.
  11. Has there been any information from BioWare about the number of dedicated players you'll need to field a ranked WZ team? Will we have to get 8 specific individuals together every time we want to play on the team? Give how hard it was to get even 5 people together once a week in WoW, I can't see 8 happening very easily at all.
  12. It seems odd that actually considering what one will receive in return for payment is considered entitlement by so many. Are people suggesting that it would be better to simply insert money without thinking?
  13. The question both is and isn't about the industry. MMOs can be a good value of fun/$/time. F2Ps can potentially be an even better value. In both cases, it's the game itself that determines both the entertainment value and the cost structure. Essentially, 50 cents a day could be a good deal with TOR, but a great deal with one of its competitors... it all comes down to what you get with TOR vs. those others, which of course gets back to the original question of what exactly people will get for 50 cents each day of this upcoming month.
  14. There's a value proposition in every transaction. I don't know why you'd assume that the demand is to get the world for $15, but it would be pretty dumb for people NOT to consider what they're getting for their money, don't you think?
  15. This technically IS the one-month sub date (included month Dec 21-Jan 21 then 30 paid days), but I agree it's not as important as the end of the 30-day trial period was. SWTOR timecards are 60-day, so timecard payers will have to make their decision on Mar 22. So will this just be a slow month of nothing, then?
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