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Failebane

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  1. I have hundreds of Level 10-16 (Grade One Sliced Tech Parts) blue Power Tubes, but not a single schematic from Rich Yield missions. Is this a bug? Why do I need all these parts if I cannot make an item augment?
  2. I think part of the problem is the imbalance between populations. The Sith play over and over again while the 6 or seven guys on the Republic side wait and wait and wait until they finally have to log. This gives a gear (quantity) advantage and practice advantage to the Sith. Eliminate this problem and a lot of issues go away. I play both sides. My 40ish Sith is maxed out Valor rank. My 40ish Republic is in his 20s on Valor. It is fun either way. I play to kill, not wait though.
  3. My question to you is on what faction did you start your alt guild? Republic or Sith?
  4. The laws of probability say that getting an 80% failure rate even 25 times in a row are .4% Percent Chance (Number of Sample Points divided by the Number of Possibilities raised to the power of the number of attempts. In this case, 80 sample points out of 100 or 80/100 (e.g 80% or .8) raised to the power of 25 attempts. The "CHANCE" of failing with a 80% failure rate on all 25 rolls is less than one percent. SOMETHING IS BROKEN!!!!!!
  5. Come on BW. Crafting is useless enough at end game. Do not torture us with this static reverse engineering percentage. I just reverse engineered 25 greens with a 20% chance each time and nothing. Statistically I should have gotten 5. Either your 20% and the worlds 20% are no where near the same or your code sucks. You need to at least add 5% everytime you try and fail. No one should have to reverse engineer a green more than 20 times. The whole idea of practice is that you get better, not have to same chance every time. How would you like it if the guy with 20 years experience building cars only had a 20% chance to make sure you did not die the minute you drove what he built off the lot. One of the reasons you are losing subs is because you make the time sinks too annoying.
  6. The bug is the ability to drop below the ground and just run to the goal line. As the faction imbalance, I hear people in chat all the time that they are sick of waiting for a WZ. They hate Hutball, but now that the new warzone allows same faction they can at least get in some PvP if they load up their Imp alt. And Meanerrrrr, I am not whining. I am trying to bring balance to the force. And I have plenty of alts.
  7. Fix the Hutball bug that Imps seem to capitalize on. Stop same faction warzones and the Republic population will come back up. The high Imp population gives them too much of an advantage. No one wants to play Republic anymore because they know they can get more warzones in if the play Imperial. Stop same faction warzones.
  8. I have no idea what you guys are talking about. My Sentinel is the first to die in any WZ. Everyone tries to kill me first. Even my own teammates. They are like, "Oh crap that guy is doing decent damage. He must be an Imp." Seriously, I really do not understand. Everyone thinks everyone else is OP. I got 2 shotted by a Sorc. Stun, Lightning, Stun, Lightning, dead. Everything I had was on cooldown, so I could do nothing to stop him.
  9. Part of the problem is that if you do 95% of the damage on a solo kill and then get jumped by a second opponent and die, you get nothing. Your team mate that kills the first guy (with only 5% health) gets all the credit.
  10. By the way, in this example the player on Team A with only rank 10 and 100 gear ranking (who doesn't have that) would have no lock-out as well. 10 X 100 = 1000 divided by 8 = 125 - 375 = no lock-out (or at least very low minimum).
  11. To give weaker teams a chance to even out the match by using a weighted scale on individual rank and gear. If Team A has an average rank of 50 and a gear rating of 126 that goes up against a team with an average rank 30 with a gear rating of 100, we know who is going to get rolled. Especially since Team B usually only starts with 6 players. Team A 50 X 126 = 6300 divided by opposing team numbers (6 for example) = 1050 Team B 30 X 100 = 3000 divided by opposing team numbers (8 for example) = 375 This would give a base lock-out rating of 675 (1050 - 375) divided by 50 (estimate) = 13 second base individual lock-out for individuals on Team A. There would be no lock-out (or at least a very low minimum) for anyone on Team B. This would give the one rank 50 gear rating 126 on team B a reason to stay in the match because they can theoretically get more medals, kills, objectives, etc. As more players come into the match on Team B this lock out would change for Team A. 50 X 125 = 6300 divided by 8 = 788 - 375 = 413 divided by 50 = 8 second lock-out. A player on Team A with a rank 70 and rating of 136 against a full opposing team in this example would have a lock-out of 70 X 136 = 9520 divided by 8 = 1190 - 375 = 815 divided by 50 = 16 second lock-out. This scenario would give players from from Team B more time to gain medals and even out the match. For the elitists that like to face-roll, you still have to die to be penalized. This would encourage team work on the weaker team to actually coordinate attacks. As the teams that enter become more evenly ranked and geared the lock-out times would become even as well. Can anyone who does not simply like to crush the other team and do not like competion see any flaws in this idea?
  12. People leave War Zone battles for several reasons, but if the team is doing badly, they just leave. There is no incentive to stay any longer. A few credits and a couple commendations are not worth it. Who cares about a 15 minute wait. Crew skills can take up to 2 and a half hours and they wait for them. This places several problems for solo people waiting to join. We have no way of telling if this is a War Zone that is about to end. If you join you might only have a minute to try and get 3 shields. There is no incentive to stay in those either. BW, you have seriously jacked PvP up for the casual player.
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