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Windry

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Everything posted by Windry

  1. M, a few years ago in WoW, we had to kick a group of raiders because they were a bad personality fit for the rest of us. After we explained it to them and kicked them, they'd come and poke fun at us. So about an hour later, right before the raid, the GM calls a quick meeting and decides to change the vent password. One of our core raiders then logged on, and when I meant to pst him the new vent info, I accidentally linked vent info and password in trade chat... right as those ex members were dissing us there. My GM was not very happy about that.
  2. I just read the news: It's nice that there are going to be servers for the players of that region of the world. I also read, that BW will be allowing free transfers to those servers for the people who are from that region, already playing the game. While that's great, and I'm happy to them, a lot of people from the US will simply see this news as: "A whole bunch of people are going to be leaving my server." I understand that population balance is a very hard thing to handle, but it is something that can legitimately ruin the MMO experience for many players in an otherwise wonderful game. I think this mass transfer of characters and players coming up is a golden opportunity to rebalance some of the low population servers, and some of the extreme faction imbalanced servers. I think with the opening of Eastern Asian servers, you should also allow Americans to have a "guided" free transfer that month, and consider merging a few of the really low population servers. I know it's a really big thing that I'm asking, but I believe it would really help the game, and all the players would really appreciate it.
  3. I'm not going to disagree, as I don't know. I would ask though, what makes a marauder harder to play than a juggernaut?
  4. Since today, I've been trying to do warzones, and I've gotten 5 games now where one team will have 10-12 players instead of the normal 8. Then the match starts, and the countdown to warzone shutdown immediately starts, and the game ends in 120 seconds. There've been games where I count 12 on their team, 8 on ours, and the warzone still shuts down in 120 seconds. Is this a bug with the system? Or are people somehow abusing queues?
  5. A friend and I are leveling together as 2 different classes. I really like how I can zone in to his class story areas and watch all his class specific conversations. However, there are a few things I don't get to see. I would like to ask Bioware to extend on this concept to allow me to watch: 1) The holo-call conversations Currently I only get to view them when we are in a green instanced zone. I am not able to view any of his holo calls conversations outside. 2) The ship holo-comunicator conversations. A decent amount of the story takes place from the ship communications. Trying it out today, I can already walk onto his ship, access the cargo hold (which gives access to my cargo, not his), pick up missions from his ship... I just can't interact with the holocom and I don't get to see it when he does. Please implement these 2 small changes. Thanks.
  6. Update: Playing today after the 2/7/12 patch, I have found that the retaliation bug for me has been fixed. GJ Bioware! Unfortunately, the savage kick and pommel strike continue to be buggy, not just on players, but on mobs as well.
  7. Many spells have tooltips for strong/weak/standard mobs, but clearly work on other players. Whirlwind from sorc for example.
  8. Hello, I have a list of complaints and suggestions regarding Sith Warriors in PvP. My Characters: Lvl 50 Sorc - Valor 49 Lvl 44 Jug - Valor 35 Lvl 25 Oper - Valor 30 Lvl 22 Merc - Valor 15 Personally, I find that the Juggernaut/Maurader class has a lot of problems in PvP. A lot of them are bug related, some are lowbie only problems, but I'd like to discuss them here. The Bugs There are 3 moves in particular that are incredibly buggy. 1) Retaliation - After you dodge/parry/block an attack, you can use retaliation. This move is supposed to be off GCD, however, the majority of the time, the game does not take the input for this correctly. I've tested several times quickly tapping Sunder -> Retaliation, and I'd say it fails to perform the Retaliation at least 33% of the time. A bigger problem comes with double tapping Retaliation. Repeatedly pushing a move to ensure that the move goes through as soon as possible is some thing many gamers now do. The problem is, when I'm getting beat on, and I repeatedly tap the Retaliation button, it goes something like this: I see him try to cast retaliation with the little spin into stab -> then he cancels the move, and retries to cast retaliation with the spin -> then he cancels the move, and retries to cast.... and so on and so on. ULTIMATELY though, he never ends up casting retaliation, he's just sitting there spinning his lightsaber like an idiot. Please fix this. 2) Pommel Strike and Savage Kick - These are 2 moves which can only be used when the enemy is incapacitated/rooted respectively. The problem is that the in-game engine for recognition of incapacitated/rooted is bugged out. I've done several test on several different mobs and players with stun -> Pommel or slow -> Savage Kick, and the fail rate of recognition for these two moves is AT LEAST 75%. It's so bad that I've decided to just unbind these moves. Please fix these problems. Resolve and snares A lot of MMO's have snares/roots which do not allow your character to move, and is used for keep away from melee. That is fine, comes with the territory. However, SWTOR's system allows you to be rooted indefinitely, and that is not ok. The problem here is that roots do not interact with Resolve in any way. I can be stunned for 10 seconds, have a maxed out resolve bar, and even then, people can continue to do spells that root my character. It makes it so I can be CC'd for 12, 14, or even 16 seconds, which simply isn't fair. While I DO NOT think roots should build resolve meter (as it would cause a lot of balance problems with incidental root on ranged) I DO THINK that players need to be immune to roots while their resolve bar is full. OR Melee need to have a move like: Resilient Steps: no cooldown - This ability makes you immune to roots for 8 seconds. This spell may ONLY BE USED WHEN YOUR RESOLVE IS AT 100%. ^ Moves like creeping terror would still put the dot on you, and still do damage, you would only be immune to the root. Low Level Ability Acquisition. A major problem with Warrior PvP in lower brackets is that they get their spells way too late. By level 14, every other class has their 1 min stun, yet we do not get our's (Force Choke) until level 24. By level 12, every other class that has their pushback move, yet we do not get our's (Force Push) until level 26. This is just straight up unfair. I don't understand why all other classes would have their 2 utility moves at 14, and warriors do not get theirs until 26. Please make rank 1 Force Choke trainable at 14 and rank 1 Force Push trainable at 12. I think the changes I've asked for are minor, fair, and justified. Feel free to discuss.
  9. I'm going to disagree with you here (especially your 3rd point of not sending people in queue into an on-going warzone). While it certainly sucks to join a losing warzone, not having people queue into these situations would make things worse. Imagine if you tried to play Warzones for a day, and as soon as 1 person leaves, you know that you will go the rest of the game down a player, never getting a replacement. That kind of loss would be devastating to your team, and would instantly ruin the match. As it is right now, sometimes people leave or get DC'd early in the game, or in the middle of a close game, and when they're replaced, it can continue to be a good game. I think most people agree that the problem is with people leaving in the first place. Having a deserter debuff or some form of punishment to the leavers is a much better way to handle the problem.
  10. I agree with Stilari. If Bioware and some players do not want cross server LFD, Bioware should still implement the LFD queue within server. - You queue up for LFD as your role, or with 1-2 friends. - You are match with 3 other players in queue FROM YOUR SERVER - All players will still have to walk to the flashpoint. ^ doesn't break immersion/rp, does not go against the "community breaking" cross server barrier, and simply helps quality of life for all players.
  11. Level 50 Sorc - valor 49 Level 44 Jug - valor 35 Level 25 Oper - valor 24 Level 24 Merc - valor 18 Level 15 Sage - valor 3 I strongly believe that Merc's are too powerful atm, and need to be nerfed. While Tracer Missile isn't where the highest damage comes from, that does not mean the spell isn't overpowered. In full champion gear, my Sorc routinely dies with Tracer -> Stun -> Tracer -> Tracer -> Rail. My level 24 Merc who doesn't even have implants yet does twice the damage that my level 44 Rage spec'd Jug does in warzones AND has a shorter defensive CD. It's pretty ridiculous. I think the following changes should occur. 1) Tracer Missile damage should be reduced by 10% 2) Energy Shield should be a 3 minute CD (instead of 2 min). 3) The snare after a Jet Boost pushback should be reduced to 40% slow (instead of 60%) 4) The talent Light'em Up should allow power shot to add 1 stack of heat signature in addition to what it already does (yes this is a buff) 5) The talent Target Tracking needs to be on the same diminishing returns curve as Surge rating. (This is to prevent people from reaching 235-240% damage on crits when using surge adrenals. This change should be implemented for all classes). 6) The talent Tracer Lock should increase the damage of your next Rail Shot by 5% (instead of 6) and can only stack up to 4 times (instead of 5) 7) The talent Tracer Missile should be moved up one tier and swapped places with Terminal Velocity. This is an important change to low level PvP, as a huge problem with Tracer missile in my mind is that merc's get it at level 20. I mean... do you know at level 20 a Warrior does not have a single stun/force choke/or even a pushback? IMO, merc's should not get Tracer Missile till at least 25. 8) Lastly, Tracer Missile's travel speed should be drastically increased, and the commando's Concussive Charge knock-back needs to have a longer casting animation. Gravity Round hits the target instantly, Tracer Missile has travel time. Commando's Concussive Charge is also the only AOE knockback that comes out instantly. The Mercenary, Sage, and Inquisitor knockbacks all have a .3-.7 second casting animation. Naturally, I also agree that Project and Shock need to have the same travel time.
  12. Bioware has made a it clear, in not wanting to implement cross server LookingForDungeon. While I disagree with their stance, I understand and acknowledge their argument for it. However, I would like to know, What is Bioware's stance on cross server PvP/Warzones?
  13. I lol'd at the post, but actually found it to be opposite. My 50 female sorc was able to sleep with Andros and a Sith guard from Alderan. My 45 male juggernaut was only able to sleep with lord Barus' wife from Dromund Kaas.... and jeez, I really regret having Jaesa stay good. Vette won't even sleep with my toon till I marry her? sigh
  14. It definitely hits a massive diminishing returns scale around 200% damage on crit. So if you are going to use a surge adrenal, you should not pop a crit/surge relic at the same time.
  15. I like option A, but I think you take it a bit far. I think WoW had a perfectly fine system with the 15 minute deserter debuff. Actual in game bans?! I mean that's too far. I absolutely agree to bans and suspensions for people who bot/afk/cheat/abuse bugs... but for leaving a game...? Option B was tried in WoW as well via wintergraps. It doesn't work, you'll just get stun locked to death with 8 people on you, even if you have 8 times their health. More importantly, it's not very fair or fun to either side. My personal thought: Have the option A 15 minute cannot re-queue debuff AND add a medal worth 50 valor for staying in the Warzone, from start to finish. (Ya kind of sucks for someone who joins the game late, but it does give more incentive for people to stay).
  16. I agree with the OP that Biochem is still OP in the raw amount of credits it will save any player over a raid night. This creates the atmosphere of... "go Biochem or go home." Everyone of the negative posts about the OP has pretty much solidified that point... "Just go Biochem and stop complaining." This problem not only remains a PvE issue, but is much more of a problem in PvP. Who's going to pay 10,000 credits every time they die in a warzone...? No one. Therefore Biochem is even more of a problem in Warzones. People need to understand that having one monumentally superior crafting skill is not good for the economy, not good for balance, and not good for the game in general. The are a few very obvious solutions to this problem: 1) Do not nerf Rakata stims and medpacks.... but DO make a re-usable exotech stims and medpacks available to everyone. THEN, give the other crafting professions some sort of permanent stat boost (1-2 augment slots added to their weapon/armor) Note: Option 1 is very much like how WoW handles professions, which was relatively well balanced... until Dragon Soul. 2a) Make hyper battle and above stims persist through death. 2b) Make all stims have 5 charges with the same mats 2c) Make all medpacks and adrenals have 10 charges with the same mats. Note: With Option 2, Biochem will not have the clear advantage over other professions, but that advantage still does exist, even if it's purely from a credits point of view.
  17. After hitting 50 on my Sorc, I decided to make a Republic toon to see what the other side is like. Here were my biggest turn off's: 1) Ability Delays - From my experience, this problem simply seems to affect the Republic more than the Empire, and really made me want to go back to my imperial toon. 2) The voice acting - hard to put my finger on it, but the imperial seemed to have better voice actors. Most significantly, and easy to change, the commander at the start of Civil War (Battle for Alderan, the warzone).... MY GOD... it's like he's talking through his nose. Hearing that at the start of every Warzone really made me think, "OK, I can't fight for commander Urkel anymore, I need to go back to my imperial toon." 3) Satele's in game appearance. Seeing the cinematic before launch made me a big Satele fan... I mean she's smokin', but I was quite amazed of how bad she looked when I met her in-game. It's like crooked eyebrows and angry face regardless of the dialogue/situation. YOU WANT TO KNOW HOW TO FIX THIS PROBLEM? Side specific colored lightsabers. "Want a purple lightsaber? Gotta be a Jedi." "But I want it as a Sith! QQ" "Don't be silly, Sith have red lightsabers and red lightsabers ONLY. Join the Jedi, they get green, blue, purple, and MAYBE white lightsabers." BAM! Thousands of people go to the Republic. I swear it'll work!
  18. I think Recount or Star Wars World of Logs is absolutely needed in this game. MMO's thrive on people pushing themselves to be better, and these are great tools for those goals. I do acknowledge however, that Recount was the #1 cause of bugs, memory leaks, and crazy unplayable lag in WoW. Every time a new patch for WoW came out, someone would always say, "man, this is unplayable, my comp is going crazy," and the answer was always, turn off recount.
  19. This is a very small issue, but please do not make the map fade during Seethe. (In case you don't know, Seethe is the Inquisitor move for out of combat regeneration) - Yes, I know we are technically "moving" which causes the map fade, but map fade does not occur for Recuperate, Reload, Focus Anger, Meditation, or any of the other types of this move.
  20. I strongly disagree with "Epic Warzones." Eight vs eight is a very good number, and feels very well balanced. Alterac Valley and Isle of Conquest are terrible. Other than that, I really like the OP, and agree with all his other points.
  21. I absolutely agree with the OP. IMO, not having cross server warzones will be the biggest lost in subscription. People signing on, and having to wait 30 minutes for a single game to proc aren't going to stay around long. Small servers are very quickly going to die out with this issue. Even if there are 5:1 imperials out there, cross server BG will decrease the queue times. Imperials will be stuck play huttball all day against other Imperials, but at least they get to play SOMETHING.
  22. I'm not sure if this is what the OP was saying, but personally, I am not able to Hotkey any of my: Mouse button 4-7. I don't know about people with Razor Naga's, but I was only able to hotkey things to mouse buttons 3.
  23. 7) Countdown Text for Spell CD There is this add-on for WoW, called Omni CC. This add-on will have text in the box for the number of seconds left on cooldown for your abilities, for your debuffs, and for your buffs. While I can appreciate the style of having the grayed out icon, and the timer indicated by a faded line moving downwards, a text of the actual time left gives me much better information about the situation in the game.
  24. Hello Bioware, I saw today your video preview stating that Customizable UI was in the works. I think that's great news, and I'd like to offer some feedback on what I tools players would want from their UI. 1) UI Scale - I think a lot of players would like to be able to scale their UI in size. I did see this in the video. More importantly however, I think most players want the ability to scale different parts of their UI separately. For instance, I want to scale my center hotkey bars to be larger, and my character portrait to be larger, but I would like to scale my minimap, my right action bar, and my left action bar to be smaller. Please allow us to scale different parts of our UI separately. 2) Buff and Debuff Filtering - This is something that currently makes the game much harder to play for me. a) There needs to be an option to turn off or separate friendly debuff on the target. Being a Madness Sorc, and having to keep up 3 sets of DoTs becomes incredibly hard when there are 2 other Madness Sorc in my group, and I can't tell which DoTs are mine, and which DoTs are theirs. b) Procs - Perhaps I've spoiled by PowerAuras, or the Blizzard Proc Buff graphics, but when one of my talents proc in this game, it's incredibly difficult to see. I would love for BW to add in a graphic to show for instance when Wrath, or Lightning Barage has proc'd. I would settle for the ability to separate long term buffs, like Mark of Power, Might buff from Warriors, Stims, and mounts, from short term buffs like Wrath, Static Barrier, or Lightning Barage. The standard of a good UI is a very clear and easily understandable graphical display of important details of combat. Buffs and debuffs, procs and DoTs are some of the most important details of combat, and right now, SWTOR does a bad job of making it clear and understandable. I feel like squinting your way through all the buffs and debuffs up there, places an unnecessary burden on players, and certainly isn't a good measure of "skill" in my mind. 3) Movable, expandable, scalable, or hidden Hotkeys. 3a) The first major problem I have is that my companion bar is locked. I cannot move my companion abilities around. 3b) This leads to me having to expand my companion bar since the important moves I feel the need to Hotkey are not always the first 4 moves. 3c) This leads to me being stuck with only 3 action bars, and honestly, 36 hotkeys is just not enough. 3d) Cycling through Hotkey pages is a bad option in my mind, as it will take the time of 2 hotkey presses to do an action which should only take 1 keystroke. 3c) This also leads me to think that having a right action bar and a left action bar looks much much worse than having 2 action bars on the right. I feel like it's very necessary to allow us to have access to 60 hotkeys at any given time. However, I don't think it's necessary to have 60 hotkeys showing at once. Here's what I'm asking the UI to be like: Option 1) Allow us to Hotkey hidden pages directly - I want to be able to hotkey all 12 slots of bar 1, AND bar 1 of page 2 SEPARATELY, WITHOUT having to scroll to page 2. Option 2) Allow hotkeys to continue to function when covered - Let's say I have a set of hotkeys for bar 1 (ex: 1-9,0,-,=), middle bottom bar (ex: shift + 1-9,0,-,=), and pet actions (ex: ctrl + 1-9,0,-,=). I want to be able to expand my pet actions into middle bottom bar, BUT still have my hotkeys for middle bottom bar function when I hit Shift + 5. Option 3) Allow us to have 2 right bars. With this set-up, I would use bar 1, middle bottom bar, right bar 1, right bar 2 for groups, and then expand my companion bar to left bar when solo. 4) Target of Target Portrait Having the Target of Target portrait has always been a really good way to see who the mob is attacking, when a taunt is needed, or when you should get ready to run for your life. It is a great tool to any interface, and I would greatly appreciate it if BW could add this function to the game. 5) Click-able health bars. Most people who did raiding in WoW liked to use tidyplates or some type of health bar addon. The customization of health bars is nice, but more importantly, it provided a good way of reliably targeting the mob you want to target. Currently in this game, clicking on the health bar of any player or mob does not make you target that character. Thus, I feel a pretty big sense of frustration when we pull a group of 4 mobs, and there's always that one target that's just slightly behind the other 3, that I just cannot target. I've taken pulls off where I try for over a minute, just to click on him. I've tried tab targeting, which always results in cycling through the first 3 mobs. Being able to easily and reliably target the mob you want to target is a big part of making the UI or the feel of the game smooth. Being able to target a mob or player by clicking their health bar above their head is a very easy way this goal can be achieved. 6) Consolidated or Filtered DoT Damage Floating combat text is nice. Sure, I like seeing big numbers pop up on my damage, but I hate seeing the massive spam of DoT damage unfiltered. Right now, when I throw up my DoTs, and Force lightning, it's like 4 numbers pop up every second in the same general area, and it makes it impossible to understand. Please give us the option to turn on floating combat text damage we do, but not show the DoT damage. Or, please give us the option to consolidate the DoT damage in combat text. Example: Affliction 2 ticks - total 1084 then it updates Affliction 3 ticks - total 1626 I will post more as I think of them. I also welcome others to post what they would like from the UI. Thank you for reading.
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