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Fafryd

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Everything posted by Fafryd

  1. The system encourages boasting. It's part of the problem and hence why ppl protect their rating. It's not actually about 'fun'.
  2. Not only is it not fun to lose all the time, it is not fun to go backwards as well. I used to advocate seeing my losses on the Win/Loss screen. Actually what it does is mean that you aren't prepared to play and see if you can win with an undermanned team, bc you damage your W/L record. Same with rating. I'm getting to the stage where I don't think RWZ actually work. And by the way, I won my first 13 matches.
  3. The problem shows itself because losing gives you a bad rating and no better rwz comms than winning a regular match. If you do a rwz and are getting stomped, you're going backwards. It's already the case that no one wants to queue on what is otherwise a busy server as two or so guilds stomp everyone. It needs to be cross server to give a greater variety of teams.
  4. Just curious how this works: I won my first 13 matches and had a ranking of 1507. At that time, my Highest Earned was 1507 and my Team Ranking was also 1507. I then lost 1 match, dropping me to 1484. But my highest earned entry went down to 1461? Why is this? I would have thought that Highest Earned should stay 1507. Does this only update every 10 matches or something? Many thanks, Faf
  5. Downtime forces me to spend time with real people or catch up at work. Damn it.
  6. It allows PVP gear not to be useful in PVE. By maintaining distinction in gear, it requires people to play both facets of the game and doubles the amount of time to gear up if ppl want to do both. Gear progression is generally cemented into MMOs. The mountain of gear progression in SWTOR is quite modest, however. A good player in recruit is actually competitive in general PVP; BM gear to WH gear is not that different; and augmented WH gear versus not augmented gear won't help someone that cannot play well.
  7. And sentinels can do more dmg. And... and....
  8. I'm curious on what it takes to get to 2400. Based on my opening night of play, even though very successful, it will take a helluva lot.
  9. Seems to be just as quick even if you lose a fair amount; and obviously massively faster if you win. 140 rwz comms for a win translates to conversion of many unrated matches.
  10. If the game goes the distance, there will be a big patch with capital ship construction for guilds and a total change in space combat to make it epic.
  11. My new 50 was quite competitive in half recruit gear. Just sayin'.
  12. My new 50 was very competitive in PVP even when in half recruit gear. Just sayin'.
  13. Try recruiting 8 ppl on Fleet. Easy.
  14. I like the smuggler line: "I know I don't look very Chiss. My parents were suprised too". The great irony is that I heard this on both my human smuggler and on my Chiss gunslinger - the latter through a legacy race unlock. So indeed he does look very Chiss.
  15. His point on crafting is valid though. I think this stems from the levelling system being so simple.
  16. Seems more like Marauders and Sentinels are OP to me...
  17. Based on the timeframe of its release, it's already a flop. It doesn't have much in it and has taken ~8 weeks.
  18. At the apparent pace of these game updates, having plans for the rest of the year amounts to very little.
  19. Post again next week. Gear is easy and fast to obtain.
  20. It seems like you are on the treadmill for the wrong reasons. Just play. The extra presence and the 4 buffs are not necessary. Additionally, you can make level 33 within days.
  21. 8v8 premade is the real challenge. But this is 8v8 as the only option. Heaven help you if you don't have a full 8 around... seems like a recipe for thumb twiddling... and a killer to small guilds.
  22. Q: What is happening with ranked warzones? They were suppose to be in 1.3, but they are not? Quote: A: Oh no, it’s a warzone question! Ranked warzones, we added them in 1.2 to the PTS. You can have a very good design on paper and it is a very good design when you prototype it, and when you put it with the rest of the game you realize that it is not that good. The problem with ranked warzones we found just before we released 1.2 was that we let people just queue by themselves for ranked warzones. When you have ranked warzones, the important thing is your rank goes up and down based on your wins/loss. Something that is very personal, your rank, was in the hands of something so complete strangers that you have no control over. You could be starting a warzone and then you notice that guy on your team who is just terrible and just abort the warzone when the team loses. It is one thing to be upset at end of the match with your teammates whom you communicate in vent etc but it is a different thing to be upset at strangers. Rather than releasing it, we decided to disable it. We went back to the drawing board to create a good experience where you queue up for the ranked warzones as a complete team (not a group of 4 but a group of 8). We also had to make sure that once the warzone is over, your group is not dissolved. When we made this decision, we realized that we have to fix a lot of things to give you a good experience. It is going to be on for 1.3 but whether it is enabled or disabled it is going to dependent on all the testing we done internally and on the PTS. It is going to be very disappointing personally and for you guys if it is not on but then again we reserve the right to postpone it if it is not to the quality we want.
  23. My point is that if you want to go to the effort of getting 8 because it's in your interests, that's fine. What is in your interests will be a strong driver. But they're removing the option to queue as 7 or to be the lucky filler at either ends of the spectrum. The only problem I can see is that the guy that tries to queue solo may not get a pop because every man and his dog are queuing as a full 8. Then they come to the forums and complain about multi hour pops. I would have thought the lesser evil would be to have all the options and let water find its natural level... Plus they could also put a ratchet up or down on the rating change when you lose after queuing in smaller groups. This reflect the risks you take by solo queing or by queuing as a group of 5 or whatever.
  24. From the Q&A session on the MCM Expo in London, it appears that RWZ is 8 man queues only. The reason for this was cited to be not wanting to risk your rating going down because of a PUG you get matched with. For me, much of the time, that will be ok as I would group with 8 guildmates who are all keen to PVP. However, at times, you might want to queue in smaller groups and take pot luck on who fills. This is particularly relevant for smaller guilds (3 or 4 ppl online) and the overflow in larger guilds (e.g. 13 guildmates online, 8 in a RWZ group and the other 5 can't queue for RWZ as a 5). I would have thought the greater evil would be this lack of flexibility. If you have 8, queue as 8 and all happy. If you have 3, you could queue as 3 and hope to get matched with 5 others. If you're by yourself, queue and hope you get matched with a great premade of 7. Heaven help the PVP guild with 11 people online wanting to PVP in RWZ. The toughest competitive teams will queue with 8 irrespective. That's fine. But what it appears to do is limit options for others - hence why constrain it. If you don't want to risk the PUG, queue as an 8. If you want to do your best with 5 mates and some other randoms, queue with the 5.
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