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CrunchyGremlin

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Everything posted by CrunchyGremlin

  1. agreed. even if it where the same 3 over and over having a strategic overall aspect would help. space battles to gain space superiority. alderan reduces planet population restrictions for the Victor. voidstsr reduces number of space battles needed to start invasion. hutball reduces npc hostility. opvp effected by the instancing in a cohesive way. winning the opvp fight opens pve missions which allow special rewards such as a seat on the council which allows you to choose the next planet to seige or defend. there are lots of possibilities. the game is young. the. best way to population balance is inticing objectives. daoc attempted to do no population balance.
  2. well you should. your leaving out a whole mass of population.. your idea is not about opvp its about a strategic game. which your trying to balance like a persistent instance. your health idea needs more thinking through. also what happens to the one on one game? the assassins. how about the people that dont care about objectives and just want stats. how about stats some people like objectives some like the zerg some like the grief. I like the planet taking but that has no need of opvp. I like opvp and it has no need of a strategic game. you don't want balance in opvp. you want to outsmart or overpower the enemy. that doesn't require population balancing.
  3. instances are the only way to have actual balance. health tweaking is interesting but its an untested game balance issue. Bolstering is not the same thing as creating a character that has 5-10 times the HP of any normal character. It will require considerable time and effort before it becomes usable. a viable current solution is forced population restrictions and instance utilization.
  4. a third faction could be hutspace. more neutral force types. Planet taking is a good idea. Incorporate instances into this mix and space battles. instances will help with population issues if incorporated so as to be a linear part of the process. also orbital defenses for space battling and space instances.
  5. ^truth. If you want balance it has to be instance based. If you want cold hard reality OPVP. Its doable but there should advantages for both the victors and the losers.
  6. Good point. I play 10pm+ PST. After about 2am the WZ's just stop happening. Especially if getting rolled by the empire.
  7. true. force breech is faster. Wave of the hand and they fall over. i love that move. so is force slow. and the stun. telekinectic throw is faster
  8. To be fair you didn't do anything here but restate the condition. You give no "reasons." groups play as groups across many servers. And they choose evil why? They dont choose good why? less socially inclined folks play good why? Here is a question for you. In pugs do you see people giving orders on imp side? I rarely see it republic unless i do it. still that may be just the luck of the server draw.
  9. Force breech? stun? mind control? interrupt? Force slow? all of these are awesome attacks. well mind control isnt an attack so may not have worked but its still awesome.
  10. personally i think people with more direction choose to play evil. people with less direction play good because its easier on the moral compass. The effect being that empire will have people that are more directed at achieving a focus goal even if its a bunch of individuals going for the same goal. Being a kick *** "good" person is sociologically seen as "weak" as it means that there are purely ideological ideas preventing success. The imbalance is built into the system. All of these game manufacturers should have phd sociologists on staff.
  11. I am thinking that if you want to equalize playtime then it needs some EVE concepts where the game is playing and building the character while you are not playing. What if... Your toon could be used as an NPC in missions? So while you were no logged in your toon was fighting as an npc in missions and that earned commendations of some sort? Would that not be cool to have a mission based around your toon because you have achieved some rank in the game or finished some daily/weekly mission?
  12. Yeah i dont know but what i dont see any longer is as many or maybe none of the animation stutters i would get. Half moves and move interuptions and whatnot. Dunno. its different but i am also getting more solidly beaten. Still coming up with top medals often but it seems im getting hit more often.
  13. We had someone doing this and we reported him for every match for a day and i haven't seen him since.
  14. The ability lag is greatly if not entirely reduced. However... i think this actually makes the more powerful classes.... more powerful.
  15. indeed opening PvE stuff for PvP victories is the obvious direction but the gear stuff is a turn off for me... Issue there is that the strong get stronger. but if they also made it so that this new equipment dropped on PvP death and release with a chance of being destroyed on drop that might spice it up. especially if equiping this stuff automatically flagged you for pvp. So if you die and release the items either drop or are destroyed. and maybe have these schematics be setup so only a small number of the items it creates can be in game at a time.
  16. I like to kill sorcs with the shadow. not so much with the sentinel. both of mine at 27 and the shadow does it pretty good. sentinel is just hard to play. One of the issues i have with the empire healers and they look like everyone else. they act like everyone else too. I try to go after anything that looks soft and weak with the shadow and that does work pretty good but I have really only seen once where i could tell for sure that an empire guy was healing. Nothing like the troopers green beam. my scoundral also is spotted pretty quick. It might make a difference if the sorcs healing was more obvious or even if i could see that the sorc was healing specced by the way the looked. ... they all look alike to me.
  17. Have you considered hacks and cheats to help out where bioware falls short? I think a proactive approach may be just what you are looking for.
  18. its funny but when i was playing this morning i really could not see a difference but i didnt see much delay before either.
  19. So i tried this last night in PUG. It went terribly. I can see how it might work with a good team vs a bad team or a bad team vs a very bad team. But in general taking left and center are much more reliable plans.
  20. when you own both sides and you get a full zerg on your right you can defend it completely?
  21. currently I'm 8/10 for warzones. Each WZ is good. I looked at ilum and its neat and looks like it could be fun. On my server its all republic owned. My OOMA rating = +1: combat log: -1 In game map info: -1 communication:-1 Fun:+1 intensity:+1 Low Frustration Level:+1 Simple objectives:+1 PUG effectiveness:+1 PreMade effectiveness:+1 Imbalance: 0 Ease of control: -1 Lag:-1 Level Design: +1 PvP Guard and taunt useability:+1 PvE connection to PvP:-1 >0=+1
  22. I always gasp a bit when people say that DAOC had the best OPVP... Do you know what it went through to get to its current pathetic state? Honestly... What DAOC really had was a minor connection to PVE, a HUGE mostly empty OPVP area, and 3 factions. Once they can figure out in SWTOR a way to mix the two worlds of PvP and PvE correctly it will be stunning. I'm thinking it will take 3 years and a whole lot of luck to start getting it right.
  23. Lets say the side bikes are completely gone. How many people would it take to defend? How many people would need to be left on guard duty while the others attack?
  24. speaking of squeezing out extra medals the shadow has a range 30m taunt, mind controll, that prevents 30% damage unless they attack the shadow. only last 6 secs with a 12 sec cooldown. I spawn that all the time. It gives me around 5k+ damage protection every WZ. basically 1 free medal.
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