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xDJFx

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Everything posted by xDJFx

  1. I can confirm having a similar experience to yours. Stunned and mezzed targets definitely receive passes. I hope it gets fixed, because I'd prefer that stunned and mezzed targets could not receive passes.
  2. I was really hoping that the ability to resize every buff/proc individually would be there for both my character, and my enemies. I'd also like to customize fly-text to show certain abilities. Especially for abilities like "Undying Rage." The animations for many abilities, CDs, are so subtle (non-existent?) that I need something like this.
  3. Great catch! I have had exactly the same experience. In desperation moments if I'm pushed into the pit and the ball carrier is near the endzone I try to shield/dot/purge/CC targets. Sometimes I can get LOS and sometimes I can't. This explains it. This should be fixed! I prefer the fix to make both sides like the yellow side (allows targeting) myself.
  4. I had never considered this! I like!
  5. I can certainly vouche for this! Although, I can never seem to follow this rule myself
  6. Have you tried re-connecting the old PSU and see if it works fine with that one? The new PSU might have a problem with it -- rare, but possible. You could also try testing the PSU with a multimeter if you have one just to make sure everything is as it should be. Like others said: check all the cables and make sure the RAM is seated properly! Good luck. Hope it works.
  7. I recommend building it yourself. It is, as I'm sure others will say, cheaper. Like, substantially cheaper. My rig runs SWTOR on max and never lags (except old Ilum and rarely sub 30FPS on fleet when heavy population). It never lags in warzones. I have: CPU: i5 2500 (Sandybridge) GPU: GTX 560ti Motherboard: Gigabyte z68xud3hb3 RAM: 8Gig corsair vengeance PSU: Corsair CX600 HD: Western Digital Caviar Blue 500GB That will run 900-1000 with a case and optical drive, but you can probably get those parts even cheaper now. You'll need a monitor, speaker system, operating system, mouse and keyboard in addition if you don't already have them. I use TigerDirect but you can try Newegg too. I can provide free trouble-shooting if you decide to go that route!
  8. I agree with this solution. They might also want to consider allowing people to see which warzone they are entering before taking queue. Also, the only real answer to why their system isn't great is that the people they hired weren't good enough. There are absolutely brilliant people out there, and they were either too expensive or simply unwilling to take the job. It's a video game, and video game programming probably doesn't draw the absolute best and brightest -- maybe pretty good, but likely not generation-defining programmers.
  9. xDJFx

    Cant LoS pebble spam

    And this is why we need full combat logs! I play a sorcerer and there are often delays and bugs in the force lightning (pebble) animation. Whether the animation and when damage is registered are out of sync, I dunno. I might have a better sense of it with a combat log though. Also, I wish there was a way to track the latency of everyone else, like an average or something. Mine is 20-60ms in warzones pretty consistently, and yet player position is pretty bad. I'd like to know if it's the latency of other players, or a some problem in the code, the servers, I dunno, but it really hinders high level PVP when I get hit through LOS so regularly (It's most noticeable with long cast time abilities. I notice it with Tracer Missile).
  10. The jump still works for me (without force speed). If our team has given up or the other team is farming, I practice my jumps!
  11. You don't have to use the vents at all! Here one video showing how to avoid them. Using force sprint. Can't find a video for it (there used to be one on youtube), but you can do it without sprint as well. It takes practice but it works every time once you get it down. You can do it while carrying the ball too. The trick is to run parallel with the platform you want to jump on and jump and turn at just the right moment. From the Warzone Tips thread on this forum: Jump up on ledge from air vent while avoiding the RNG - Any player can actually jump up onto the ledge from the air vent. The area around the actual vent is slightly raised and you can actually use this to jump up onto the ledge. This is extremely useful when carrying the ball or pursuing someone, or just in general.
  12. I think they should remove the heal debuff when we use disappearing act. Other than that, the new patch should improve the inconsistency of upper hand procs. The main issue with scoundrel is resource management. In rated Warzones a focused scoundrel will never get an underworld medicine cast off and hopefully this patch will ensure they don't need to. Scoundrels will be energy starved otherwise. I, like everyone else, think the healer/tank combo will be essential to warzones and every team will have two of each. Abilities like grapple will be huge for getting healers out of guard range just long enough to focus down. Disappearing act is the wild card here and its value in this particular situation might put them on top.
  13. Agreed. But they should strongly consider enemy ops frames as well. It's basically essential to high level PVP so we can hotkey and target switch faster.
  14. I believe class colors are a feature being implemented soon. It might even be in 1.2. They still need to fix nameplates though. They disappear when at different elevations, weird angles, etc., very often. I'd like to be able to see nameplates through spawn areas too.
  15. My latency is very low (20-60ms) in warzones. I think the problem is a combination of issues but latency of players is a big part of it, I think. 1) People who lag should be "running on the spot" or "sliding" not "teleporting." The people with the lowest latency should experience the highest consistency between what they see on screen and what is actually happening on server (player position within a meter or two). If you send information at a slower speed to the server than me, tough luck, you get to send and receive info slower, YOU see ME teleport and NEVER the other way around. The people with the lowest latency should NEVER experience this issue. I experience it more than I should at 20-60ms. If my latency is 40ms and yours is 100ms I should have a perfect representation of your player position at all times (or I get it in 40ms), because I NEVER miss anything you send to the sever. You, on the other hand, miss out on my information, or receive it too late, and thus suffer a little because of it. I think the issue is bigger than latency though. Here's an example of the lag, for those who need one: http://www.youtube.com/watch?v=QGaWuvWWf8s In this example, seconds pass between the mind trap and the knockback and yet the player position of the enemy is not updated until its too late. ONLY after the knockback is executed do we see where the player was when the knockback was cast.
  16. The out of combat timer is allegedly 8 seconds. Give us the option to turn on an out of combat countdown timer. 1) Every class has a recuperate-like ability to regain health and resources. Many MMOs have a way to do this, but SWTORs regeneration is especially powerful (from zero to full in 15 seconds). Also, don't allow ticks from a DoT to interrupt its effect! 2) Stealth classes are heavily reliant on out-of-combat mechanics and this timer would help them too. 3) This timer, in combination with a full combat log(!), can help us identify bugs in the out of combat countdown (very often takes longer than 8 seconds).
  17. Two things for this to work: 1) I need a complete combat log to identify what's keeping me in combat. 2) I need an out of combat timer that counts down constantly from 8 to 0 that resets to 8 whenever an aggressive enemy action resets it. These would be helpful.
  18. I have experienced this issue as well. I am, very fortunately, always under 100ms. Usually between 20 and 60ms and my framerate never drops below 30 in warzones (I don't really know what it is because I have never had a problem with FPS, thankfully). Server lag in SWTOR: http://www.youtube.com/watch?v=QGaWuvWWf8s&feature=related In WoW, if you attempt to sap a mounted player, you will sometimes see the character "slide" when they get sapped. They've been sapped, but their precise position is a little uncertain until they stop sliding. However, you still get an update of that player's position as they slide. Lag will happen, but WoW is much better at helping us adapt to it. In SWTOR, you get no update of position at all, until its too late. What's especially disconcerting about the above example is the way the player opens first with a stun, waits to ensure position is secure, and THEN activates the knockback only for it to still fail. I've personally experienced this many times: set up an overload with electrocute, wait a few SECONDS, only to have it send my enemy in the wrong direction.. Seconds are HUGE in PVP. Gigantic.
  19. Thanks so much for the fix. I tried it a few weeks ago and, like others have said, it really can help in Alderaan. I also agree the zoom speed is too slow but something we'll have to live with for now. It's a big issue though. Another issue, a basic design flaw, is all the camera collision problems in warzones. Many of these problems could have been avoided by better warzone design. Higher ceilings in Voidstar and Huttball would help a lot. The camera is constantly colliding with the junk along the edges of the ceiling. Alderaan is more successful in this respect and has the fewest camera problems precisely because it doesn't have ceilings (it does, but its really high).
  20. Didn't see this one in the original post for Voidstar: When the enemy are capping the bridges and you're on defense and have died and are waiting for the bridges to cap: You can hit the cappers with death field. I assume this works for any other range aoe as well. If you're really good, you can even get cappers who are on the other side of the pillar trying to cap. If you are super coordinated, and with enough sorcerers doing it, it's basically impossible for them to ever cap those bridges.
  21. I agree that tab-targeting could use some improvement. But what about enemy raid frames for warzones? I made a thread "Suggestion: Enemy Raid Frames" but no one commented on the idea and I see it as a nice complement to many of the tab-targeting improvements suggestions in this thread. It will be especially useful with rated warzones coming, and lighting fast targeting will be needed. It could allow us to keybind important enemies like healers and tanks. It might actually be easier to implement than fine tuning the tab-targeting algorithm, although both would be nice.
  22. I'm not sure how it actually works right now. But I imagine it would be whoever queued first is the first priority to fill. But if the person at the front of the queue line is really disliked, they could be waiting a while. The other queues would fill while he waits.
  23. I like the idea. When two players don't like each other, they just end up in separate queues. It allows each player some control over their own gaming experience. Want faster queues? Turn off your ignore list. Want a more controlled experience? Turn on the ignore list. I actually prefer a "preference queue." Player 1 adds Player 2 to his preference list. If Player 2 also adds Player 1 to his preference list, then they are potentially preferentially queued. Here's how it would work. Imagine a list of players listed in the order that they queued up for warzone from top to bottom. All players will an * all have preference for each other (they form a prefential group): A B* C D* E F G H I J* K L* M* N* O P Player A starts his own queue because he was in first. Player B enters that group as well, even though they are not preferences of each other. Player C enters queue. Hes also added to the group. D is then added to the group but now the sorting algorithm notes the preference for B and D to be together and earmarks them. Now both those players get a message noting that the two of them are in the same warzone queue together. E, F, G, and H are added, completing a warzone group. Then a message is sent to confirm whether you accept the group and it notes that you have one other buddy queued as well. You can accept it, or wait longer. If you want longer, than the queues are split like so: A B* C D* E F G H Because the "A" queue player was queued first, his group adds players first, adding I and J*. A B* C D* E F G H I J* At this point, J's queue pops immediately (8 players), but he sees that none of his friends are in his group so he declines. He is then placed in the next available queue (with B and D). The next in line, K, is added to the first queue: A B* C D* E J* F G H I K For simplicity, we'll assume the first queue pops and everyone accepts. Next in line are L*, M*, N* who are all placed in queue with B*, D*, and J*. O and P are then added and the queue pops. Suppose all accept, then 6 friends get to play together and add two others (who may also become friends!). A B* C D* E J* F L* G M* H N* I O K P While this method doesn't eliminate the possibility that O and P are AFKers, Bots, or just people you don't like, it does at least ensure that you play with some people you like. It isn't clear to me whether ignore queues or preferential queues would be faster, I'd rather prefer the latter solution. In fact, if the preferential queue allowed 8man groups then it would guarantee you never encounter bots, AFKers, people you don't like. Another possibility is the integration of both systems.
  24. I'd like to see enemy raid frames implemented in Warzones. Improvements to the tab-targeting system would also be welcome, as has been proposed in a recent thread. In a perfect world (these are equally useful for same-team raid frames): 1) Each enemy frame could be key-bound (particularly useful for focus-firing healers). 2A) Allow us to turn off all legacy names, titles, and guild names (why not?) in Warzones. 2B) Enemies would be listed alphabetically. 3) A spawn cooldown timer for every enemy. This would count down the time until they spawn. This is especially useful for Voidstar. Complication: I can see two ways to treat stealth classes. Solution 1: The stealth enemies raidframe is "greyed out" when they are stealthed. The stealthed unit cannot be targeted through the raid frames until he is either out of stealth or seen in stealth by you. Solution 2: the stealth enemy is targetable while stealthed but you cannot activate abilities against them until you "see" them. Let me demonstrate the difference by way of example. You are guarding a door in Voidstar alone and fear the lone sith assassin on the other side sneaking up on you. You know he's the only one because of the enemy raid frames! Under Solution 1, you cannot target them (ie. activate the raid frame) until you "see" them in stealth. Under Solution 2 you can target them, that is, activate the raid frame, but cannot activate abilities against them until you "see" them or they break stealth. Solution 2 is useful when you KNOW that the stealther is around and you want to save precious microseconds from trying to select your target. Solution 2 mitigates the frustration in trying to tab-target a stealthed target. In my experience, yours may be different, this is sometimes difficult. Even when no other enemies are around to confuse the tab-targeting system it fails to acquire the target, even when looking right at him. Either solution would help. Can you think of any other challenges to enemy raid frames? Any solutions to these challenges?
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