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GreymaneAlpha

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Posts posted by GreymaneAlpha

  1. Will Resolve ever be redesigned? Especially given how many stuns and CCs there are in this game, it feels like Resolve is just completely useless, with the sole exception of carrying the Huttball. It really feels to me (and to every player I generally talk to) that a smooth diminishing returns system for stuns and mezzes would be a huge, huge improvement to PvP gameplay.
  2. So here is the problem. I have an Imperial Agent that just reached Balmorra shortly before I stopped playing this and went to play Mass Effect 3... I have taken maybe a week and a half long gap from TOR to suffer an EA botched conclusion to a great trilogy and now when I go back on TOR there is one thing that is really bugging me. My agents rifle moves randomly across my characters back when he moves and his left hand doesn't properly grip the gun itself either, just moves all over the gun during movement. It is very annoying and I was just wondering if anyone else has had this or is this hardware specific? Cause I have never had this before...

     

    Appreciate any help guys! =]

     

    It's to punish you for choosing the wrong ME3 color ending. If you chose Red, you should have chosen Blue. If you chose Blue, you should have chosen Green. If you chose Green, you should have chosen Red.

     

    Thus the will of the RGB color Gods would have been met, and they would have not been forced to punish you for your sins by inflicting upon you this insanely bizarre graphical glitch.

  3. I agree that they did try and re-invent the wheel, and it came back to bite them in many ways. But that's how it always works. Very rarely does someone do something completely out of the 'norm' and succeed greatly. I hate using it as an example, but look at WoW. Blizzard didn't re-invent the wheel, they just took what was already existing and polished it.

     

    Bioware's biggest mistake was probably using Mythic employees as their source for making a PvE MMO. Whatever you say about Warhammer, the PvP in that game was fun. The PvP in DAoC was amazing, and will probably never be replicated. Bioware should have made SWTOR a pure PvP game, and optimized it around that. Sadly, hindsight is 20/20.

     

    No matter how bad things are, they could always be worse. Sure, tab-targeting is annoying but it is far from 'game breaking'. For their first MMO, Bioware did a pretty decent job and there is a lot of room for growth.

     

    Honestly, I think it is kinda gamebreaking. I seriously wonder how many close huttball games are decided by things like "I CAN"T TARGET HIM TO GRIP HIM UP TO ME!" instead of by sound strategic play. I feel like a ball gets scored or not scored at least once a game just based on whether or not I could target the ball carrier to grip him (either with Rescue on my Sage or Harpoon on my Vanguard). And that's pretty gamebreaking to me.

  4. Does this guy have a distinct advantage over a non macro user? I would say a resounding yes. As Greymane pointed out, he did things situationally that would not have been possible without the macro.

     

    So now - if i want to compete in that arena with him, I am forced to use them. Macros have just put me at a distinct disadvantage.

     

    If a player was able to do most of those things without the macros in a timely manner, now the skill gap has been closed between an average player, and a great player. Simply by the use of macros

     

    No, no, no. I keep trying to tell you this over and over, but the difference between an average player and a great player in WoW was less about their ability to click the buttons in a particular order, and more about their situational awareness, understanding of the game, and coordination with teammates.

     

    Yes, I will grant you that you would be at a slight disadvantage if you never used macros, at the high levels. But I view that argument as a non sequitur, anyways.

     

    The entire point of macros is this: you can customize your ability usage to how you play, so that you can maximize your button-pressing efficiency as you see fit (subject to lots of requirements, obviously) in an effort to play against your opponents instead of playing against your keyboard.

     

    Let's rephrase this differently. If SWTOR allowed you the following would you object?

     

    1) Two main bars, one for when you're targeting enemies, one for when you're targeting friendlies

     

    2) For all spells, a default target-of-target modifier, in addition to a focus-target and self-target modifier

     

    3) For all spells, the ability to toggle mouseover.

     

    This has 90% of the usefullness of macros in WoW, but it's baked in to the UI! Now no one can claim that they're persecuted for refusing to use macros! So would you still object to such a thing?

  5. I'm not apologizing for anything, maybe you should look up the meaning of that simple word before using it. Also, I'm not a "fan boy". This game has it's fair share of problems, just check my post history if you don't agree with me.

     

    What I find laughable is people that expect a company that's never made an MMO before to make an absolutely perfect game on their first try, and then piss and moan when they fall short of expectations.

     

    Actually--I expect them to get a lot closer than they did...but they made some very bad design decisions because they tried to reinvent the wheel (worst offender: "cinematic combat" causing unresponsive ability usage due to prioritizing animations over actions).

     

    And do you know why? Because I expect that they would have hired designers who HAD worked on MMOs, or at least designers that were very hardcore players of various MMOs.

     

    Edit: first paragraph was phrased really awkwardly.

  6. He had 16 macro's by my count:

    <clip>

    Of those, only the 3 dispell and 2 PI is significant to his play, and could have been replaced by mouseover.

     

    For Mass Dispel, it probably had a /stopcasting.

    The shield button seemed to use a [targettarget] too?

    I'm not really sure how he was using SW:D, I had assumed it was an [@focus] macro like most people used.

     

    But you're right, I didn't exactly pick the best video to show off macro use, it was just the most recent WoW video I've seen.

  7. you could have just said that this isn't a fighting game and wow isn't a fighting game therefore insane button combos aren't the point of the combat system so having macros is completely irrelevant to what skills the combat system actually tests, and not having them is just stupid.

     

    I was never one for brevity.

  8. I can tell by your sensationalist attitude that you're part of the Entitled Generation, and have never played an MMO at launch. Just to re-cap for you: WoW wasn't perfect at launch either, it's combat was pretty bugged and targeting wasn't as fluid as it is now.

     

    Moral of the story is that no MMO is going to be perfect in every area 3 months after it's released. Posting your wildly unrealistic expectations on a forum isn't going to change that.

     

    I seem to remember targeting in WoW working quite nicely, thank you.

  9. Little issues like this that get slowly ironed out? You kidding? This is just a simple basic feature any developer or QA beta testers playing the game in pve or pvp would quickly realize. It's a common sense no brainer feature that should not require a patch 4 months later to fix.

     

    As accurately targeting something is the most important and first step towards being useful in combat, I absolutely agree with you.

  10. Ill second this... it needs to be looked at. Its insanely frustrating in huttball to try to tab target a guy right in front of you, only to freaking charge someone to the right, whos not even in my center of vision. But I do beleive that Bioware is doing a really good job of fixing stuff, so expect this one to get ironed out as well.

     

    Another thing they need to work on is the actual target reticle. its just to difficult to see sometimes.

     

    This is exactly the kind of situations that make me frustrated with the game.

     

    And yeah, it's made much worse because it's often very hard to see WHO you're actually targeting sometimes, and the fact that click-targeting people (with your mouse) is super hard doesn't help, which is made much harder by not being able to click on healthbar/nameplates above people's heads

  11. But you are missing my point about the help vs harm. And greymane hit it on the head. It saves you keybinds.

     

    When you save keybinds, you now move into a 3rd modifier that you may have to frequently use.

     

    So shifting between 1, shift+1, and perhaps ctl+1, can create more mental mapping challenges, more physical hand dexterity and execution issues, than if you can just plant your hand and anchor it on shift. never having to worry about making the switch between modifiers.

     

    I still don't understand how you think this is somehow a good thing. And I actually kinda disagree about it being challenging in a "mental mapping" way, but that's a trivial point.

     

    MMOs, by their very nature of having GCDs, do not lend themselves very well to being tests of dexterity. What they do lend themselves very well to is being tests of understanding game mechanics, understanding which abilities should be used in certain times, coordination with your teammates, and most importantly tests of how good your situational awareness is (especially as battles get larger and the game gets more complicated).

     

    Look at videos of the top pros in WoW Arena. They all use various macros. Does this somehow trivialize the game? No, it makes the game better, because it differentiates the players that can have the situational awareness to mentally track where all three opponents are, how their line of sight relates to you and your two teammates, which players have trinkets and important cooldowns available, which players are in vulnerable positions, etc.

     

    But what pro WoW arena does NOT look like is a series of dexterity tests of who can press the most convoluted series of buttons. That kind of bogging-down of the game is what would trivialize the competitive nature, because all the cool stuff that the pros did, they partially could do because it was easy to use the abilities, but very hard to know WHEN to use the abilities.

     

    Watch

    . Tell me that the amazing stuff that happens in this video is possible without some level of macros, either by him or his teammates.
  12. Actually I might disagree on that slightly, as mouseover will reduce the time from your reaction to your ingame action if you have to decide your action reactively near the end of your gcd (raidhealing springs to mind).

    It's not strictly relevant to swtor though, as we are getting mouseover functionality baked into the UI without needing macros.

     

    Sure it's relevant. Because we don't have it right now, and it might not be the implementation you, as user used to customizable macros, actually want.

     

    Furthermore, other types of macros (target of target) also reduce this time-from-reaction-to-action. Frankly, I'm interested in few types of macros, and these macros all involve the following contexts: [help] vs [harm], [@mouseover], [@targettarget], and [modifier].

     

    Of these, [help] vs [harm] primarily reduces your keybinds. [modifier] is almost purely aesthetic. But [@mouseover] and [@targettarget] absolutely increase your efficiency, and [@targettarget] furthermore increases the likelihood of successfully performing an action, because the main source of error in performing an action on a target-of-target in this game is actually re-targeting your initial target.

     

    Edit: And I maintain that increasing your efficiency and decreasing the likelihood of failing to target what you want is a universally good thing.

  13. False statement. They use the same number of keystrokes to accomplish the same things.

     

    False, it takes the same number key strokes, they have the same GCD, and therefore both use the same amount of time

     

    false: the chance of error is unrelated to whether there are macros or not, as several people have demonstrated.

     

    depends on what you mean by efficiency.

     

    about the only type of efficiency that it lowers is the type that causes more RSI; it doesn't increase your in game efficiency.

     

    Huh? This depends very strongly on the macro...

     

    Let's bring up the example of Guard again. Say my macro is (using WoW syntax)

     

    /cast [help] Guard; [@targettarget, help] Guard

     

    So if I'm chasing an enemy on my Vanguard, and that enemy is targeting a friendly, I can guard the friendly with ONE CLICK by using the macro to cast guard on the enemy's target. To do this without macros requires three clicks: assisting the enemy to target my friend, pressing guard, and then tab-targeting or click-targeting the enemy again to target him so I can continue to do more damage.

     

    In this case, it's absolutely true that my efficiency is increased, the number of buttons is decreased, and (especially because of how bad tab-target is), the likelihood of successfully pulling this off is increased.

     

    I think that these are all uniformly positive things. He thinks that efficiency is somehow bad. I'm not really sure what you're arguing.

  14. Non macro users have to use more keystrokes to accomplish the same things. it takes longer, has a greater chance for error, and lowers efficiency.

     

    Yes, we agree on this.

     

    I think that this is a uniformly bad thing. A competitive MMO should focus on differentiating good players from bad players by their decision making, first and foremost.

     

    Using some abilities in this game (Guard comes to mind) without macros is like trying to play football in 2 feet of water: it doesn't *********** matter how good you are at reading the defense, everything will be slowed down and awkward no matter what you do.

  15. Tab-target (target next enemy) is amazing broken and unintuitive in this game. Unlike in every other MMO I've ever played, tab seems not to prioritize targets in front of you. Which leads to awesome behavior like "I hit tab to try to target the guy 20 feet directly ahead of me, but I ended up targeting the guy 15 feet to the right of me".

     

    I rage every single time I play this game about how bad tab-target is. Every battlemaster I talk to complains about this. How is this not being addressed?

     

    But back to the basic question: bad implementation or worst implementation ever?

  16. Done with you two clowns.

     

    Anyone else that catches up on this conversation and reads your posts and how you blatantly mis represent truths, whatever they may be, even when it comes to something stupid like playing a guitar or a piano, will easily be able to see that you argue just to argue, with no basis of fact - and faced with all aspects of reason and truth - you choose to ignore and lie.

     

    It is inconceivable to think that while playing a piano - you go from single notes, to chords, back to single notes, that the level of difficulty isn't higher than if you are playing single notes with 1 finger.

     

    You 2 have just proved what is bad about arguing with people on the internet. Most of the time, your opposition will say absolutley anything and never give an honest answer, just to try and win an argument.

     

    Bye Bye trolls.

     

    I hope this means you're done with the thread in general, and thus we can move on from your ridiculous claims that skill is only based on how good you are at pressing an awkward sequence of keys to perform various actions, instead of measuring skill by your situational awareness, reaction time, and group coordination.

  17. as every rep side char,trooper was done after imp and was rushed so imp side have all perfect,no bugs and every animation better than rep side.

    i could say that devs favor the imp side but for madure people this is absurd so iprefer choose that imp side was done with time first and then rep side was rushed for the game start and wasnt ready

     

    It's possible. I've read reports that Plasma Cell's activation is really buggy for Repubic, and often clips the initial tick when you use certain abilities: behavior that doesn't apply to Bounty Hunters. This means that there's possibly a ~100 dps difference between Assault Specialist Vanguards and Pyro Powertechs.

     

    An unrelated bug in the Tactics Tree apparently makes a +50% damage to Pulse Cannon apply to every AE (Mortar Volley, Sticky Grenade) without using the buff.

     

    So, due to these two republic-only bugs, it's possible that the highest DPS spec for Vanguards is the middle tree, whereas the highest DPS spec for Powertechs is the right tree.

     

    Fun, right?

  18. I've thought of this a lot as well. My guess is they designed the bounty hunter with 100 heat first, and then the trooper, which is why they have the odd number of 12, but then I wonder if this is really the cast, why don't troopers carry around 100 bullets like a real soldier would.

     

    That would mean that they would have to have said "our heat valus will be 8, 16, and....25! No one wants 24 heat!", right?

  19. They're going to be adressing this soon.

     

    As it is now Bounty Hunters have somewhat of an advantage over Troopers because of their resources. When a bounty hunter gets Rezzed they have low heat.. meanwhile that's good for them. When a Trooper gets rezzed they have low ammo. Which is bad for them.

     

    At least this how I think it is.

     

    I'm not talking about this from a balance perspective...I'm assuming that (for the most part) everything is number-crunched correctly to work out.

     

    What I'm talking about is just how BIZARRE it is that you have 100 heat vs 12 ammo, when (obviously) 100 is not divisible by 12.

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