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_Kayko_

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Everything posted by _Kayko_

  1. Ya, I think this would be the best way to go for now. I'll re-up them under the right names and hopefully grab the right categories.
  2. Well, since no Sage/Sorcs seem to want to put something up, I'll go ahead and take a few spots for now.. Come on Sages/Sorcs, can't be having no Solo Queuer on the tops of the charts. Edit: BTW, the site doesn't require you to upload to a hosting site which is very nice. Just upload it directly from your PC. Edit #2. Umm, can you remove images? I just realized that my overall damage and most kills was on my gear feeder Sage (Kaito) and not on Kayko.. AND.. also just noticed I selected solo kills instead of just kills... Yup, Fail much here. Go figure, the lesser of the geared sages would be the ones I take screen shots for.
  3. This could EASILY be done and still keep the "lore" of the two factions fighting. I'm no writer, but something as simple as an additional voice over when entering a warzone. "This is Lt (insert name). We have spliced into your implants/relay to monitor Imperial (republic) tactical combat activity. The Empire (Republic) have been lead to believe that you hold valuable tactical information and requested to join in a live fire combat simulation. Gather as much intel as you can on Imperial (Republic) combat training during this exercise and report to Republic (Imperial) command." It could be some variation of something like this that the version you would hear would be for your faction and well, something like this could very well work in the SW universe. It is plausible to believe that one faction could be infiltrated in some manner to gather intelligence.
  4. Hey now.. I'm that guy! Though, I'm a DPS sage.. so seriously, don't pass me the ball. If I'm waiting in the EZ, i'm not there for a pass, i'm there to pull you then assist you as you walk in. Sure, if I pull and you then get pulled back.. pass, but not until a pull is attempted. Speaking of Huttball, I got two for this one.. First, the stealther in the EZ that thinks they can catch the ball while still in stealth. Second is the turret.. you know.. that guy who sits at the top of your sides center platform or your endzone and just attempts to dps/heal. Alderann has to be as others mentioned, the "must have all three" guy. Though, just as wonderful (this fits into Hypergate as well) is the stand on the node defender. Voidstar has to be at the bridge with the helper. That one guy that is 3-4 seconds behind and instead of trying to slow down anyone incoming, they try to assist with getting the bridge down. Above all, my favorite for any warzone, the stealther late assist. It's that stealther that shows up to a inc call late and then comes out of stealth on his own just before the a defender dies. This is not one of those common occasions, but when it happens, I do cry a little. (and bonus points if someone actually knows what should be done in this situation)
  5. I personally am against any sort of objective or in this case, daily/weekly that is individual based. Though some people may think they are the winning person in any warzone, they are team based. However, creating more team based dailies might cause more people leaving if their team is not up to their standard. I am even against the 9 win weekly, even though I have yet to have any issues with getting the weekly done, I think it should be like the dailies with win = 2 and have it something like 16 to 20 warzones played. The combined attacker/defender points one could work since it wouldn't matter what you are doing as long as a player is working on an objective but it would have to be a reachable limit. In some ranked warzones, player roles are not exactly (by games definition) attacker/defender based. They might be a floater, running back and forth between controlled points or even someone set up at a choke point mid field to slow incoming/outgoing enemies, these players will naturally get far less objective points due to travel or positioning. Even in the case of a Shadow/Assassin defending a side node in Alderann, they typically are not set up even close enough to gain defender points, yet they have the point fully taken care of.
  6. What people are seeing is basically the reverse of what has happened to me being leaped upon. The game is **** and is unable to even somewhat sync up player positions. I saw a leaper at 35+ meters while they were able to leap to me. In http://www.swtor.com/community/showthread.php?t=644818 I show two screen shots, both show the person I was targeting at 35.69 meters. Disturbance, Project, and Turbulence all have a 35 meter range, they did not light up showing that my end of the game thought the player was at the range the distance meter says they are at yet in the second picture, you can see I have stopped moving, took leap damage and they gained the 3 resource associated with leap yet still at 35.69 meters. Basically, there is nothing you can do except as far as I can tell maybe run through a proxy server in Taiwan to get higher latency in order to gain an advantage since having a low ping (mines around 40ms) puts you further then your targets.
  7. Now think about it, it's JUST $20.. that's all! I can't imagine that the 16-17 months it took to get the programming down from when it was "being worked on" to now being very cheap. Think of all the overtime hours it took to figure how to automate Ctrl-C / Ctrl-V. $20 is damn cheap for the amount of work it must have took since it did take this long.
  8. I think it is time to think about adopting what other MMO's have done with the mind set of Daily Quests. For a time, the idea of a daily was a nice way to have a steady income of currency and something to do ... well.. daily. However, those days were long ago and the MMOer has changed. With the amount of all around F2P and indie games hitting the market, the MMOer of long ago has more over grown up. From everything I can find, the average MMOer is now a little bit older, less and less younger people are coming that have the available time or attention span to participate in this style of game. Yes, the younger generation still join in, but it is not what it used to be. I think it is now time to turn at least some of the daily quests into repeatable X 7 type quests. This is a basically a daily that can be done in one day but only 7 times in a weeks period. I think this would help in the PvP area the most with some servers being slightly imbalanced between the quality of players per faction. Most players have an allocated time limit on when they get a chance to play. It typically does not vary much from day to day. Some of these players may be unfortunate enough to have that time during the same time repeated premades are queuing causing loss after loss after loss on a day to day bases. I think that having the dailys switch to a weekly may help in breaking up the day to day that players go through seeing the same players from the other side each and every night. These premades might get be able to get their 7 repeatables done on Tuesday then take Wednesday and Thursday to do some PvE while allowing players who still need to work on those quests to do so without the seeing the same people over and over. Though I see the greatest potential for this to be a positive in PvP, it works across the board in breaking up the week and letting players focus on other things like maybe an Alt or a couple longer progression nights while giving them the chance to do those "daily" quests on an off night. Players can now take a real life vacation or just a day off from the game without thinking they are missing out on a few days worth of credits and rep. It is a good thing to take a break here and there and taking a break shouldn't feel like falling behind.
  9. It's looking good so far, hope it catches on and more people start to use it.
  10. I think people may have missed the highlighted part of this and well, yes, those abilities are well within the game and are working as intended. However, OP is kind of right here. There have been a lot of class/spec changes over the last year yet the warzone maps have not changed. They just were not designed with the way many of these abilities now work. Warzones really are not working as they were originally designed.
  11. I honestly never even thought of this...... Feeling a bit stupid now.. well more then a bit. Though, I wonder what kind of timing it would take in order to get out of range since combat run speed is somewhat slow. Even reacting a half second after a leap, that leaves you with at best, one second to move. Is that enough time to get out of range?
  12. I don't see how the quote was so cynical. It's what it is and what it will continue to be. Sure an objective can be placed in an area but then it's not really open world anymore since players are being herded into a specific area, it's just not instanced. There was once a time when the typical MMO player spent more then a few hours online any given day/night. I don't think this is the case anymore, I would guess the average play time per day has dropped dramatically over the years and spending that much time is no longer the normal but a rarity. Gone are the days of content that would take a substantial amount of time just to get to a boss, quests that would take hours to find the right area for. Games have clearly adopted this form of play with not even to need to read any sort of quest text, just spacebar through it and open the map or a couple trash mobs before getting to the boss or objective. I don't even think that OWPvP should be a part of MMOs anymore. It's another source for complaint and crys to make every class exactly equal (would anyone play a MMO that only had one class and spec to choose from? That is what most of the complaints boil down to, why is X better then Y at Z ability? I see this complain all the time and even I have been swept up in it and complained about smash when comparing it to lightning.. i.e. why is auto crit smash an instant and forked take 3 seconds to cast ). Any form of PvP should be balanced around groups for the betterment of the entire game. One class/spec dependent on another and so on to fulfill a team role.
  13. This whole stay within 5-10 meter thing is entirely not possible unless you have faced the same person several times under the same internet conditions which again, not possible. I have been leaped on at a range of 35+ meters (http://www.swtor.com/community/showthread.php?t=644818) There are two pictures in that thread, one of the exact moment before and one after leap. You can confirm the leap due to the damage dealt and that the player gained the proper amount of resource while still at the listed range. You can also clearly see that I registered the player at the 35.69 meter distance and further backed by my abilities that are 30m and even Project that has a 35 meter range was not lit up at the time they were able to perform the leap (you don't have to be facing or even in line of sight of a target for abilities to be shown as in range) I was not having any latency issues at the time this occurred and typically run in the ~45ms range. The range one player is at is not the same as the opposing player is that. So again, enough of this 'stay within a certain range" or the 4-10 rule crap, the game simply does not function well enough to somewhat sync up players. Having a 20% distance difference at just 30 meters shows how broken the game can be.
  14. Since the forums are not up and running yet, I'll make "wishlist" / Suggestions here. Hope this will be ok for now. Would like it if the sorting section of the leaderboards to remember previous selections. Currently, once you do a sort, the selection boxes revert to the default all/all/overall damage. So, for example, If I were to select Sage then highest Hit, I could go back and select Sorc and just hit sort to get Highest Hit for them instead of having to select highest hit each time. Another would be to be able to select multiple Advance Classes. Being able to select Sorc and Sage and have it show both classes. Though really, since they are mirrors of each other, it may be better to just have them combined from the start but I'm sure some people like to think classes don't have exact mirrors. Another thought after checking out some of the screen shots, perhaps the image could open into a new tab? I've closed out the site many of times now after being so used to how this site handles links. It would just kind of keep things together between what we are used to here.
  15. This was in reference to no particular guild. I didn't actually see anything that I would have figured as a super queue on Thursday. Yet anything with either Cates or Blunti is a super queue IMO. One of these days I'll get one of them to <90% health before I die.. one day.. .. I can dream right? I don't mind the random 4+4 groups getting queued together, I don't have a complaint against them. My complaint has always been against the 4+4 that are using the same viop system or under the same guild tag. I personally think that one of those groups should always leave the warzone, wait 30 seconds and requeue. Again, just my solo queue *****ed opinion on how it should be treated though I don't see why that is asking so much of a guild to do. This was all in reference to the number of 4+4s / 4+3's that I seen on Thursday paired with the number of 4's that I was got queued with. Just seemed like all groups were being matched together and against near full solo queuers. I wasn't able to get logged in Friday to see if things were the same or not and today is going to be hit or miss on how late I can get on (on break from building a garage atm) So not sure if it was just Thursday Premade funday or something might have been messed up with the queuing system with Thursdays patch. Though, many days I would just like to have the 2 dailys take 3 or even 4 warzones to complete, I do enjoy going against a single group of 4 + pugs. It's damn good practice, no doubt about it. The point at which it clearly becomes a loss, I just pick someone and focus them to get a better idea on how that particular class works in PvP. I don't have the time to play one of each class/spec to learn it, so what better way then to pick out someone, make sure recording is on, go in a few times and review it later?
  16. Bugs are one thing but this is not really a bug issue. It's a testing / implantation issue. At this point, the community has provided enough of the needed information in order to create a proper solution to 55 bolster. Hard numbers have been given that show not even max level nor even the highest tier of the non max level gear is not only competitive but in some cases can be seen as better then the top tier PvP based gear. There must be a difference in gear but not near as much of a gap as the old recruit to champ stuff was. The [uvery best[/u] available in PvE should end up being below Partisan both in primary and secondary stats along with taking a small hit in expertise. As for how much? Since currently, I believe that level 75 is it for PvE mods/enhancements and level 65 is for the PvP items. If they want to make things fair and equal, then honestly, bolster should bring those 75 parts down to ~55 levels (in terms of primary/secondary stats) in instanced PvP. The gap between the best PvP gear going into best PvE is thus the same gap from going from best PvE gear into PvP. Rare and uncommon would be taken down the proper levels below this with MAX LEVEL uncommon being the very base. Items that don't meet the lvl 55 requirement should show a sharp drop off in stat gains to be basically worthless in instanced PvP with the exceptions of some crafted items since I believe that there are best crafted items that require level 54. These items would follow suit with rarity being as if there were max level items with finally, anything that requires level 49 and below being treated as an empty slot. Bioware just needs to do the finger work and get each and every PvE mod/enhancement/armoring to have it's own bolster value in place along with all non modable items given a bolster value. Though at the same time, I understand that they might have to scrap the bolster in 55 and go with an entirely different system since I would have to assume that the values that are set in place at 55 are the same ones that are being used in 54 and below PvP.
  17. I think the roll is a bit much when in the hands of a healer. It is an instant get out of melee range ability that honestly, the resource costs isn't even on the mind of the roller. When used to cover longer distances, a slow will only last at best 2 consecutive rolls and the 3rd will put them at 24 meters + whatever the initial starting distance was. A forth roll is well within the limits of say a Civil War side to mid run. 36+ meters is basically a free cast heal if that healer is bouncing back n forth before anyone chasing can get to them again. The near 100% immunity is added to the issue of being IMO unbalanced. I say this with a bias in mind that I have had my share of Turbulence hits get resisted because they can clearly see my cast bar with me having no way around it other then to only use the ability when they don't have enough resource or needing to stun the target before I can do damage? Though, even with all that, the ability it's in own right I think only needs a little tweaking. Perhaps a short CD or larger resource cost.. Maybe a talent higher in the DPS trees to lower the cost at least to bring the healer side of it down. I also think that many of the issues that other people have against it is the just horrific broken animations. While most of our abilities lock onto the target, visual queues still take priority. Seeing a roll go 30 meters then watch them either warp back to the 12 meters or do the slow sideways moonwalk thing makes it next to impossible to determine what direction you need to move in or where you should be standing.
  18. Looks really good already.. would be cool to be able to link to askmrrobot for those ambitious enough to keep their profile updated. Though, unless I add one now, I'm sure I'll never see my name on there. Though, page is bookmarked and will be checking in often to see how people are doing. If i may make one small suggestion, instead of having the button say "submit" for when going through the different stats, perhaps "sort" instead? Using submit just seems like it should open another page to add a new score, not actually search through the different records.
  19. Proof of hax! Why is there so much more drawn area outside the PvP zone? seems like a bit of a waste of resources to have extra bunkers and other random stuff so far away from normal sight range.
  20. Just an inquiry, not QQing about premades here at all... Did something seem off with the grouping in normals today? It seemed like every solo queue I took was against at least a 4 man premade though most appeared to be double premades (or 4+3 groups and none appeared intentional) Where the 3/4 mans seeing a lot of pugs with them or other 3/4 mans groups joined with?? Also, what did the other side look like, more full pug groups or more premade groups? Today reminded me of the queues in Tera, it was very much the normal to have three 5 man groups matched up against all solo queued.
  21. mmm.. Lagged double leap.. you know, that leap that you see twice. How amusing it would be to see a 4X leap
  22. I don't get the connection here... Just logging in and out fixed the button for me. Just know it happened to someone else on my server though no clue what could cause it.
  23. Hi patch, hi bug. I hope if I power level, at lvl 99, it will roll over and I can get to 10 again. http://imageshack.us/photo/my-images/5/lvl10k.jpg/
  24. _Kayko_

    Force Barrier bug?

    Still working for me.. Perhaps you were stunned during electro net.
  25. _Kayko_

    36 meter leap?

    I have a habit of waiting to buff if no one is in the coop with me waiting for a door. Wasn't expecting to be caught before I got to my team at west... or is that East? Well, what I gather is that the consensus seems to be a Bioware failure and nothing bugged or sketchy. Who would have known, having a solid connection and a good computer would end up being a massive disadvantage
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