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Physrho

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  1. Juggs can only be beaten if: 1. The jugg is a cross-eyed retard. 2. The jug is outnumbered 3:1 3. Vs. equally skilled OP/Sorc
  2. Looks like I made a mistake making a marauder then. Thanks for this insight.
  3. Just want to hear what you all think. Thanks in advance.
  4. I think there is some sense in a matchmaking system, as you say a separate pool for solo queues, but that doesn't address the main issue of broken classes, which is the real fun killer. On the extreme of getting completely rid of premades would only dumb the game down even further and limit the degree of competition possible, which defeats the whole purpose and eliminates a huge part of the fun factor. IMO, premades are a good thing. They allow friends/guildies to play together, get more skilled, and up the competitive ante by playing with people that you know. Why take the element of higher competition and strategy away from PvP? That idea makes no sense in any multiplayer competitive game. Fixing the current issues can be done with slow tweaks by very small degrees to the classes which are quite noticeably out of balance. Is there a place where we can see and understand the process of how Swtor DEVS attain balance? Is it by simply observing the metrics on a big scale or are there dedicated pvper devs with insight calling the shots?
  5. I dunno, is it me or are they broken in most situations?
  6. Good advice, so you have been beaten by a gunslinger?
  7. I can't seem to beat a juggernaut in 1v1.. Or are snipers just obsolete in pvp?
  8. Physrho

    New PvP hack???

    OK so I've experienced on more that one occasion, where I would be fighting someone, and the out of nowhere my character seems to not respond to any commands. Soon after (Often too late) I notice that my chat window is open and I've been typing gibberish. To my knowledge, the ENTER key is the only way to initiate chat and it is located far away from my keyboard hand. I can't confirm this but it does seem rather suspect.
  9. Physrho

    Why, Modney, why?

    Why have the Pvp servers been condemned to such a desolate waste? It seems to me that there in really no difference in a PvP server and PvE server. Why have you allowed this to happen? Why, Modney, why? You've failed us.
  10. I'll concede that yes, evidently most people do not enjoy pvp unless there they are allowed to call time out so that Mister Belvedere can bring them a twinkie. But the last time I checked, I saw PvP servers on the list. Would it be asking too much for a cartel coin or something akin to WZ comms to drop if you killed an enemy player during your travels on Tatooine?
  11. First I'd like to say that I rarely ever play in a premade WZ group. I've found that yes, premade groups have a higher chance of success. But I've also found that playing against better skilled/prepared groups has made be a more deadly pvper in general. And guess what? Once I started to improve my game on a personal level, people started asking me to group up. And azzes get owned. My question is what is wrong with that? Is it so wrong to try and increase your chances of winning? Isn't that the point of PvP, doing what it takes to best you competition? Stop whining and expecting a win to be handed to you on a silver platter. Pay your dues, take yer lumps, learn from your mistakes and soon enough you'll find yourself at the tip of the spear.
  12. This would not be a problem if there were systems in place to prevent camping. One possibility would be to simply take the incentives away from doing so, such as imposing a heavy penalty of losing large amount of hard earned OPvP tokens for spam killing the same group within a certain time frame. It would just not be worth it. Another option could be to simply auto kill the offender with a long revive time. For those who have me wrong on this issue, let me clear something up. This proposal is not for the weak minded or faint of heart. If you don't want anything to do with OPvP, don't join a PvP server. But for those who would risk the danger, there should also be sufficient reward. Make the incentives and rewards great and worthy for the rare and special breed of PvP lovers and leave the care bears to their bland and risk free existence.:rak_
  13. Ok look. People will want the tokens. And killing people is just fun. The reason OPvP is failing now is because there is no incentive. They've essentially taken all the fun and reward from OPvP. For success of OPvP, a PvP server merger to increase the numbers is essential. And in the scenarios described in above posts are only the Utopian version. Yeah, there will be elite killing groups out there. But so what? There will be much more imperfection and will also motivate you and your guild to step it up. And there are also ways to tweak the system from promoting corpse/spawn camping. OPvP doesn't always have to be Galactic sized battles, although they will occur. I imagine the majority would be small roving guild fire teams conducting guerrilla type warfare across a claimed planet, which is fine. The Devs could create events/scenarios for those galactic battles. Again, the key to the success of OPvP is raising the incentives, i.e. rewards/perks/bounties/faction, for guilds and individuals, BUT ESPECIALLY FOR GUILDS!. Make the rewards big and great, and you will see a revitalized OPvP wild west SWTOR.
  14. I think this could open the door to a lot of PvP possibilities which could revive the same old, same old PvP carousel. I would like to see a fresh approach to open world PvP. Imagine stalking a group of Imperial or Republic invaders weary and cautious, to your guilds owned territory node and then trying to cap it for it's special and unique PvP bonuses, on say, Tatooine. Your group initiates the ambush just before they get away with their stealthy operation uncontested. The speed and surprise of your assault allows your force to make quick work of the enemy. Looting their smoking corpses, your team recovers precious Open World PvP Tokens, which can be traded in for unique prizes and perks. You notice that one of the unfortunates was also a high value enemy of your faction who had killed many of your comrades in the past; making her token was worth much more that her fellow saboteurs, a great prize and recognition will await. However, this victory has a downside as well, your death token will now be much more valuable to the lucky bastard who takes it from your corpse. Why do we fight? We fight to secure the territory to it's rightful owner. Unique zone bonuses which could increase loot value or decrease value if killed. Perhaps guild territory ownership could mean much more that it does currently. We also fight because we're growing tired of the manufactured fishbowl skirmishes. Lets break loose from the same old grind and revitalize the SWTOR PvP world into the wild west of MMORPG, as it should be. Bring back the fun! My two cents:D
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