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mungozen

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Everything posted by mungozen

  1. Just like you have special insight and think responding to these threads will make a difference.
  2. You should read the whole wiki article: https://en.wikipedia.org/wiki/Liebeck_v._McDonald%27s_Restaurants
  3. I have worked in customer service for industries that do compensate for lost downtime. Typically we would take the actual downtime and credit back that money to their account. So, 6 hours of lost time over 30 days is about 0.0083 percentage of downtime. For your 15 dollar investment, you should see a return of about 12.5 cents. Now, do you think it is worth the time of the service provider (Bioware) to credit the accounts of those affected for 12 cents? Of course not, but you feel that somehow your time investment is worth more than the 12 cents you paid for it. That you should be worth more for the heartache and suffering you had to deal with (or did you? so many soap boxers these days just being angry on the part of others who have 'suffered'). This type of attitude is what led the US into a pro-litigious mentality in the course of normal operating process. Such as companies being sued for not telling their customers that coffee is hot. Perhaps, learn to accept that sometimes stuff goes wrong and all you can do is dust yourself off and start over.
  4. I really like this idea, without hammering hard on mechanics I think it is a neat twist on PvP, and if it was an Opt In type scenario casuals and hardcore players could be involved. BTW, I hate PvP but would be interested in this idea (both as the pursuer and the pursued), if anyone is counting.
  5. Gear checks reduce player satisfaction in 2 methods: 1 - I must rush to get experience (in grouped instances and events) and gear (from these) before I am left in the dust (cause it is hard to play catch up). 2 - It appears there is a lot of work to go from just finished leveling to cap to top level end game content, people expect me to have gear and know fights before I have even seen them, or don't run the 'starter' end game content. I left this game and came back earlier this year without ever seeing end game content. Primarily because the learning curve and gear curve, although not as bad as other games, still exists, and getting people to help you experience that content as it was originally intended is pretty hard. I am not one to be carried, or want free gear, I want to experience the hard work of the designers as they intended it. That is taken away from people who are not staying up with the end game curve. If one were to flatten the experience and give players recurring reasons to run content (quests, stories, whatever) than more players would have an easier time getting involved with end game content. Consider in a flatted environment, there would be no real gear upgrades. Why? Cause numbers are just numbers. If your attack is going to typically hit for about 7% of a mobs health at 50, likely it will hit for about 7% at 55 as well. 7% can be anything, it could be hitting for 7 dmg on a mob with 100 HP, or hitting for 3570 dmg on a mob with 50900 HP. Most games employ this system of balance behind the scenes. So again, level makes little difference. Gear does make a difference, of course, but end game gear is tempered with end game mobs that have more health, hit harder, etc. Again, typically a function of percent based scaling. In fact, a lot of the tweaking you see happen at expansions and as gear in end game changes comes from the formulas not scaling properly, and the devs finding ways to bring them back in line. The net thought of that tangent is that in a flat game environment, you would never over gear an instance. The challenge would always be the same, which would than put the focus on engaging game play through player and mob mechanics. Suddenly games could spend more time developing content, be it art and fashion, instances, stories and quests, mini games, new talents/abilities, etc. Now, I don't expect SWTOR to reinvent itself for an xpac, this conversation is mostly academic in nature. The concept of horizontal or flat game play addresses a lot of long standing issues with vertical game play for both players and devs, and is something I am really interested in seeing happen to an IP I would enjoy playing.
  6. Explosion Sauce a "North Carolina-style mustardy blend with a hint of cilantro"
  7. Try Target Next Enemy. I have it bound to Mouse 5 and can flip through mobs pretty easily. Typically, if I am approaching a group of mobs it will pick up the first mob I can see (closest usually) but, I can quickly cycle through the mobs to get the specific one I want. For example, if I wanted to pick out the non-elites while my companion tanks an elite, I can quickly cycle through the mobs to get the one I want. I find it more versatile, and less restrictive than Target Nearest. I believe the targeting has a bit of a cone effect, where if you are too close (right on top of) or mobs are beside you but still on screen, it will not target them.
  8. So, playing the same few raids/dungeons over and over for a year or less is more appealing than playing all the available content always? If your game of choice introduced new group/raid level content each year AND kept the old content viable, players would have more options of things to do. Like I suggested in my previous post, I haven't heard people complaining of too much to do in a game.... SWTOR will continue with the level cap increases, but there is no need for it. Gaining levels is, in my opinion, a game mechanic not required for a good game, even an MMO or RPG.
  9. Horizontal scaling has a lot of advantages over Vertical scaling which may not be easy to see right off the bat. One of the bigger issues is not player experience but dev experience. You can look at many MMO and see that all the scaling that comes with leveling creates issues with gear, abilities, mobs and encounters. When you define 'leveling' it is basically to 'perform actions that grant rewards'. Leveling grants rewards such as XP, Rep, Gear, Achievements, Skills, Abilities and so on. What if you took out the XP tho? Look at end game MMO play style, you get the rep, gear, achievements, but, not XP, (and typically) skills and abilities. However, there is no reason that Skills and Abilities could not be tied to questing (You wish to learn how to hurl pebbles, come train with me, you can start by picking up some pebbles...) The huge advantage to a Horizontal design is you don't need to re-invent the wheel every time you increase the level cap/add an expansion. You can add content knowing that all players will have equal opportunity to play in this content if they choose to quest for it. My personal preference to a Horizontal design is that all content remains viable. Since you never out level encounters and opponents you could have an ever growing collection of 'dungeons and encounters' that all people can play through at any time. I am pretty sure no one has ever complained about 'too much content' in an MMO....
  10. Turn off the LS / DS identifier, choose a motivation for your toon, see where you end up! Even with the LS / DS on, you will likely find times where the story or your toons motivations don't go quiet as planned if you stick to LS or DS only. Since you can farm LS and DS I strongly suggest you focus on story flow and enjoy that aspect of the game. If you were to be power leveling or going hard to max LS or DS, than you likely wouldn't be as concerned with the story elements.
  11. As with all things, investigation requires facts that are indisputable. Try thinking logically here a sec... 1 - Did anyone keep a record of the money that exchanged hands? If not, then how can anyone prove the exchange happened? BioWare is really unlikely to look into it, and if they did, they would have an exact number for you to pay back, not a made up number. 2 - These people are ignoring you. So let them be. If they wanted the money, they would keep the channels open. 3 - You do not have the money to currently repay them. There is no reason for you to talk to them until you have their money. These people have (rightfully or wrongfully) treated you poorly, and it sounds like you keep going back to them looking for...more poor treatment? I suggest you collect the money you owe them, and with each credit you collect consider why you are repaying them. It sounds like they want nothing to do with you, maybe you want to have nothing to do with them too? In order to make a problem go away, you also have to walk away from it. Let them be, collect their money, wait for them to reach out to you (hopefully in a less terrible way) and offer them a repayment when you can talk, not yell or trash talk. However, your days in that guild are likely done, so I wouldn't expect them to ever be friendly again.
  12. Are you just trolling here? You applaud those who agree with you and slam those that don't? Do you actually know what myopic means? You sir, may be the one with myopic views....
  13. I am not pretending things are fine. Nor am I saying everything is fine. In fact, I didn't say anything about anything being fine. What I did say is that I enjoy the game, and I enjoy it right now. I don't care if I am in the minority, I enjoy the game! Are there things I would like more of? Sure, give me stories, lots and lots of stories! Most players would like something added to the game, but not as many complain about it. Now, if you are paying to play a game and you don't like it, why are you paying to play it? If you aren't paying, than why are you complaining about playing a free game?
  14. Ignoring the button mashing.... Marauder are really visceral to play, my fav play style in SWTOR. Juggernauts are fun but sometimes feel a bit slow compared to Mara.
  15. A few patch notes aren't going to sway your staying or leaving, and they shouldn't. If you like the game right now, play it. If you don't, then find something else to do, and check back to see if they add something you want to try down the road. I am not playing this game for what is hopefully going to come out, or what should be coming out, or what will be coming out down the road. I am playing it because right now I enjoy it, why are you playing it right now?
  16. You get the idea tho, the numbers would need some testing of course, but it could be a viable solution which provides minimal interaction from the SWTOR staff.
  17. There is a way to make an unattended anti-spam service in game, although the idea would need tweaking to get it right. - If someone is reported for spamming, they receive a 'spam report' token on their account - If the person receives say, 100 spam reports against them within the last 7 days, they receive an automatic suspension - Spam reports would be account to account (not character to character), preventing/reducing players (or guilds) from rolling alts to report spam and get someone suspended maliciously. - Spam tokens on an account would have a decay, to prevent non gold sellers from being suspended for the occasional poor choice of words in chat. Say a decay of 7 days. - As this would be account based, the spam reports could come from multiple servers and lead to a suspension. While this wouldn't necessarily crush gold sellers, it would create a requirements of many accounts doing a little bit of spamming each, which could prove to be to costly to maintain for those companies. Businesses do this to each other all the time, they make the cost of business prohibitive for other companies. Gold Spammers are a parasitic business, and Bioware should have all the tools to make it difficult to do business for them.
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