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MarkusBiggus

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  1. PvP has been effectively ruined for PUG players with groups from ranked being queued against PUGs. It's almost impossible to get 8 medals, you'll always be focussed at least 2 vs 1 often 3 or 4 vs one, depends on how may in pre-made are cheating on voice chat. It's such a dead give away, usually a melee and ranged on you at same time, no way to survive or get a kill. If they get into trouble 2 or more appear just in time, every time. From my little ranked experience, the player into pre-made groups are the most toxic people I've ever encountered. So desperate to win at any cost, hence the cheating on voice chat. If your intention was to destroy PvP for all but the ex ranked players and their toxic culture, I can't imagine what else you could do that you haven't already.
  2. Came here looking for advice on healing and found it's all as I suspected, there none on Sniper now. Although PvP shows healing done, sometimes quite a bit. I'm assuming this is how Shield Probe works. Although it says it absorbs DMG, its actually healing that amount. Otherwise, there is unexplained healing, at least in PvP.
  3. New currencies have a ridiculous low cap when it is account wide. What's the point of a cap anyway? To make make playing the game even more pointless when the cap is reached? Name the benefit of a cap! (there isn't one) The other failure is to require so many different currencies to buy gear. You cap out one whilst you can't get the others you need. I have to spam treasure lock boxes to get Aquatics, so i can buy ONE piece of gear for ONE toon every few WEEKS. Commendations are capped and wasted the entire time. I will never have better than 320 rated gear under the current scheme when I play how I want to play. Yeah, I play how I WANT TO, not how some faceless developer thinks I should! I really wonder if anyone behind this non-sense really cares or considers how the paying gamers feel about their game being ruined like this. After 10 years you should know your customers by now. Obviously not.
  4. Can't get past quick play bug on character selection. Any doing anything to fix it?
  5. Best shown with pictures PvP-1 I have the ball it says we won in top right. Nope!, we didn't win PvP-2
  6. i've been reporting this bug for TWO YEARS! it can be any movement that just won't stop - even when you die in pvp you res with the movement still going! the only thing that stop is is a phase transition like leaving pvp.
  7. any chance the longer term bugs with shadow strike not firing when standing behind an enemy and force cloak not breaking combat will be fixed? How about the newer bugs where spinning kick leaves you several meters in front of the target and able to hit them because they are now behind you? Any hope you'll care about these long term defects?
  8. i hope you're doing something about the squishy DPS commando and their so-called heavy armor that offers less protection than some light armored classes. Their long channel time for insignificant DPS compared with sages, just stand next to one in a warzone to see how very pathetic trooper DPS really compared to a sage. The sage's light armoring buff leaves troopers for dead, literally, every time. Troopers have practically no defense against any melee class since they get killed in less than the channel time of their weak abilities. They need a complete rethink - slow to channel weak abilities - they ether need talents to make them instant or the they need to hit much harder for the time they channel.
  9. screenshot for bug report #12494801 dead with 625 HP
  10. Quesh Hutball - leap through wall
  11. screen shot for bug ticket #12432861
  12. I find this false justification tiresome and out of touch with reality. Rings with the true arrogance of a premade.
  13. premades kill unranked PvP all the time - whenever the premades are farming PUGs you notice the the queue takes longer to pop and it's because people like me who hate being farmed by cheaters stop requeueing (why would they do it if it wasn't for the unfair advantage it gives them - definition of cheating). I'm sick of being queued against premades and not being able to play a fair match PUG vs PUG when I want to PvP. There s no reason at all why premades should be queued against PUGs - you think the queuing is a problem if you stop that? think again, the queues die because of it - the queues will be healthier if the PUGS know they'll get other PUGs. Its a simple fix, split the premades up - no more than two in same match - they can be split against each other for good measure - or just always stick them in arenas - so simple to fix.
  14. Have a in game ticket system with a an option to report billing/account problems and then send a mindless droid script in response to every problem saying you only deal with billing issues by phone. Don't provide phone support in areas where the service is available, so a great many customers would need to make international calls at odd times of the day and stay on hold for ages to report a billing problem with your lousy system. Implement a flaky bug riddled billing system that is the same low quality as the rest of your programming efforts, this will ensure maximum reduction in revenues and regularly demonstrate to customers your true contempt for them. Have cryptic error messages so that when an error does occur there is no possible way to determine what the problem might be, or in the case of subscription renewals that fail, do nothing at all to advise the customer of the problem. This final indifference will will demonstrate to loyal subscribers how very little you truly care about your very best customers.
  15. The original open PvP area on Illum was popular at first but being out of the way and no other reason to be there is largely why it fell into disuse once warzones happened. I think this kind of combat could be successful if it wasn't in an out of the way place. All-in brawling in large groups was really popular in the Rahkgoul event tunnels when there was and achievement for it. We currently have no real all-in brawling opportunity on a regular basis, i think it could be popular if it isn't too often and there is a reward for it. Something along that concept of objectives that can be fought over for control, but on the fleet of each faction and accessible by both factions. The fleet can have another hanger deck, they only have 3 at present a 4th could be for PvP mission purposes, like a shuttle to Outlaws Den, Illum pvp area and a shuttle to raid the other faction's fleet. A consequence of this hanger is that the fleet can be raided though this hanger. This new hanger is always an open pvp area and a path of open pvp leads from the hanger up to the 'combat' quadrant of the main level on fleet (where pvp mission terminal is) . To get a bit sophisticated, the open pvp path from the pvp hanger to the combat area on the main level will only be active for open pvp during a raid by the other faction. This allows allows time for non-combatants to retreat to a safe area while a raiding party is still in the hanger and for others to take up defensive positions or join the action. Sentinel droids can be deployed at the boundaries of pvp area to kill any raider who tries to enter the main part of the fleet. Non-participants would be able to watch the pvp action from the safe are behind the sentinel droids. (Sentinel droids work just like the partition droids in Gree Secant entrances). The path up from the pvp hanger for the raiding party is through service tunnels and access ways that can be ambushed by the defending faction. Two different paths lead up from the pvp hanger to the main level to emerge in the combat quadrant near where the pvp mission terminal is in the centre. The pvp path opens up in section as each stage advances the next stage is enabled for open pvp giving. The last stage near the mission terminal is only active for pvp in the final stage of a raid to minimise the disruption to non-combatants on the fleet. Respawn point for the raiding party will be the pvp hanger, respawn point for the defenders will be one of the med droids already present in a safe area of the fleet. The objective of the raid is to get to the combat mission terminal and pickup a mission which you then return to the combat terminal on your own fleet for a very handsome reward. First of the raiding team to collect the mission from the terminal gets bonus, every one in the raiding party that has reached the final stage (ie near the mission terminal) get the raiding mission and a signal that the raid has finished and to return to their own fleet. After a short interval, the sentinel droids move in and kill off any raiders as the pvp path to the hanger is returned to normal. A fleet raid can only happen once every 24 hrs. Final stage of the raid (when the pvp mission terminal area is active) has a timer to limit disruption to non-combatants, the raid fails if the mission is not collected by attackers before the timer expires. (10 minutes?) The stages leading up to the final part have a timer of an 30 minutes or more since non-combatants are unaffected before raiders reach the final stage. A pvp lvl 50 bolster is is effect in the open pvp areas on the fleet so anyone can participate on equal-ish footing just like in a warzone. While a raid is active, the fleets news terminals (the ones from gree event) appear and give emergency news reports on how the raid is going, like how far the raiders have progressed).
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