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kweassa

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Everything posted by kweassa

  1. Not when the support guys in charge of sending over correct information doesn't work for you, or follow your orders. I'm not aware of how EA has set it up, but in most similar companies, the support team is usually outsourced people. They don't really listen to anyone, and its usually set so low under priorities that nobody even listens to them. In most cases they are a lower part of marketing, and like said, the marketing people in the corporate don't really know anything. i don't want to demonize marketing people, since some people I know do similar jobs, and some of the marketing people really try hard to understand how games and gamers work, but for the most part, most of them are clueless and superficial about what us gamers like or dislike. Most of these guys didn't have games when they were studying in college and frankly, the gaming industry is also a relative very new phenomenon to happen. Nobody imagined gaming industry would become this large even right upto the 2000s. Everything that's happened in gaming, has a history of less than two decades (!!). In this environment, basically, support people are treated like janitors. They don't get enough support themselves, always marked as low priorities, and not many understand good customer support is basically the "face" of the company. So in many cases the quality of people there are not very impressive, and even more serious, they handle a LOT of games and the workload is actually very heavy. Like said, the Bioware dev team may not even know something like this happened.
  2. Yep, seen it. I've written an explanation about that on the main thread. It actually kinda makes perfect sense if you have some info on how modern, corporate-scale gaming business is organized and managed. I think you'll find it funny, Lhan.
  3. I'm not saying I am not disappointed or furious for the sheer idiocy, but this doesn't necessarily mean Bioware is slacking. What it is, is a very clear and vivid representation of what the entire gaming industry has come to these days. In a nutshell, stuff like this happens because in corporate business, the developers, the marketers/producers, and tech/support people are all different parties which often fall into serious communication problems. It became this way when the gaming inudsty evolved into corporate-scale business that requires massive investments and development times -- something which the small~medium sized game companies of late '90s~early 2000's, could no longer manage. The requirements for resources grew over time, and the risks were also becoming higher. Hence, the era of mergers where indipendent, small gaming companies were merged and aborbed into large corporate controlled production companies which had the resources and capital. Now, in theory, you would think that the developers would have full creative control. But in reality, they do not. Once it is merged into a corporate the designated marketing 'experts' and producers from the corporate, hold the direction of creative control. and their direction is of course, profit over anything else -- and a short-term profit, at that. They rarely dwell into stuff that takes long-time investment, like coming up with a fantastic setting or story, The directional control always sets its sight upon 'low-investment, high-return', and the most classic example of such would be cash-bought items for a F2P business model. Likewise, in theory, the "support" team should be a part of the development team, so they actually know about the game, or what kind of measures or plans the devs have. In theory the support team takes information from both the marketing team and the development team, and then with such information, tries its best in earnest to appease customers in regards to the troubles, problems, grievances they may have. The problem is, one measure of saving money for the corporate is to dissolve all of the support teams affiliated with individual development teams, and just consolidate it into one. Basically, use minimal amounts of people to handle mupltiple tech/support from multiple games. In many cases the people they use for this job, are part-time people or non-qualified in the first place. So in theory, when a problem comes up and a customer sends in a ticket, they would need to gather as much information as possible, and then file a report to the development team of that game. Then, the development team needs to explain it in detail so that the support guys can understand what they are saying, and then after the support guys fully understand what the explanation is, they summarize it in send it back to the customer. However, in reality, most of the process goes like this: -------------------------------------------------------------------------------------------------------------------------- Support Guy A: "Oh god.. another frickin' complaint ticket.. hey B, send this over to the devs" Support Guy B: "Why me?" Support Guy A: "Just do it, for christ's sake" Support Guy B: "Ok, ok.. .sheesh... *grumble*" Support Guy A: "Make sure you send a good summary, or the devs won't know what the complaint is" Support Guy B: (...like hell I will...) Development Guy A: "Hey B, there's another complaint ticket" Development Guy B: "What is it about?" Development Guy A: "Dunno... the support team sent in some rubbish, I'm not sure" Development Guy B: "Do we have to ask them again?" Development Guy A: "Oh man... do we really have to do this? We're behind schedule already." Development Guy B: "Just... write down whatever seems to make sense. We ain't got time for this bullshi*" Development Guy A: "But I'm not even sure what the complaint is about...man..." Development Guy B: "Hey, it's their job to keep people satisfied. Let them deal with it" Support Guy B: "Hey, the devs sent back a reply" Support Guy A: "Great." Support Guy B: "...but I'm not sure if this is the correct answer to the complaint" Support Guy A: "Not our business. Just summarize that into two sentences, and send it back" Support Guy B: "OK" -------------------------------------------------------------------------------------------------------------------------- ...so, for any game that's affiliated with corporate-scale production, things pretty much go like that above. It's not just BW that's the problem, but rather the entire corporate system. So the responses like seen in that pic, the devs at Bioware themselves may not even know that happened at all. My bet would be that the support guy was too lazy, and probably didn't bother to send it over to the devs to request for an explanation. The guy probably not familiar with SWTOR at all, and usually just answers according to the manual/FAQ booklet they gave him when he got the job. So he probably decided to save some time and answer with some bullshi*, but made a mistake -- since he wasn't familiar with how WZs were played. That's my take on it. (ps) ...and yes, bureaucracy in the corporate system IS actually that stupid.
  4. It does represent the entire community. And it is dying. Pop imbalance does that. So stop flocking into easy-mode Imps. If you're a PvPer who doesn't really care about stories or factions, then no reason to not come to Reps. Reps across all servers, need serious help. Need more people, need more PvPers to take up the hardcore challenge to fight against stronger, more organized opponents everytime.
  5. With Jyn Erso being a bit obvious transiteration of Jan Ors, its quite possible they'll bring KK into the picture as well. However, like some have mentioned, the new direction of movie-based canon seems to take an intentional step away from past EU tendencies, for example how it abused things by just linking everything with force users and the Skywalker family. You see a cool character in the past EU? The odds are he/she is either: (a) he/she's some long lost family member, or a descendent of some other established, famous character (b) he/she's a force sensitive and potentially a new Jedi © he/she's a Skywalker bloodline, or somehow related to them (d) all of above If anything, I don't view these sort of contrived characterizations as creative or convincing... and its what made me move away from the EU. "Oh god, it's another Skywalker-Solo story, with the same cliches all over again..." Currently many people are guessing Mads is perhaps casted as KK. He very well may be. But then does he have to become a Jedi again, like how every hero becomes a Jedi in EU? I don't think so. I don't think this is the direction the reboot is gonna take. IMO that's probably what they intended to make clear when the new EP7 reestablished that there was no explosion of new Jedis under Luke. I mean, the former Empire took many decades to try and make sure the Jedi were extinct. You certainly can't expect just a single generation from Luke can recover and make all that go away, and suddenly have enough Jedies to form a new, fully functioning Jedi Order. The EU went this way, and I certainly did not like it . Everytime I see new EU material, it reminds me of the manga/animation "Dragonball". First, they said "Super Sayans" are ultra-rare and legendary... Then suddenly, the protagonist's rival becomes one Super Sayan, OK. That's two. Maybe its fate or destiny, since they are rivals... and then... they both get married, now the entire next generation become Super Sayans, and then their children pass on Super Sayans, and then there are suddenly some obscure, long-forgotten Super Sayans suddenly coming in to the storyline.. good grief... without the Sayan blood, you're basically nothing in that manga. *sigh* So if every new generation of hero has to be a Jedi or a Skywalker-Solo bloodline, then what use are all the soldiers, agenets, leaders that fought for the Galaxy? Just collateral? Why can't KK be just a normal human badarse? If anything, that's what Rogue One seems to be about. The absence of the Jedi will be felt heavily, and the struggles of underdogs without any superpowers, in harsh situations, trying to fight the Empire. If KK is a part of that, then that's cool enough for me. my 2cents
  6. kweassa

    Confession Time

    So play TK./Lightning! Every step of the way reminds you of how much Mad/Bal or Corr/Seer is easy mode, lol.
  7. Don't exaggerate things. People are used to simple stuff because they've only given us simple stuff up to date. Other people in other MMOs have no problems playing domination type games at all. Unless for some inexplicable reason SWTOR gamers have lower intelligence or something, there's no reason to believe people are going to have any kind of problems with the new WZ. It simply depends on time and experience gained. Yes, some people will get it from day 1. Others may take days, weeks, or even months, but eventually everybody gets there. Us solo queuers and casual players are fine, thanks. No need for all you "l33T" players to worry about how OPG's too difficult or complex. So stop using us as an excuse.
  8. kweassa

    Group Queues

    It simply confirms some theories on queue making. 1. The system gathers people from both sides to form teams to launch a WZ. Since most people just stupidly flocked to the Empire side and left Reps in the dust, the Reps are always much fewer in numbers, and it becomes very difficult to launch WZs that feature Rep vs Imp scenarios. So, stuff like Alderaan, Novare, AHG.. basically almost every WZ we got in the past, is pushed back in priority. 2. The system very naturally tries to "make do with what it has" -- relatively much fewer numbers of Rep players, and a lot of Imp players... and what can it do, but simply form OPG teams for launch? Gathers all the Rep players on the queue, and then gathers all the Imp players to form OPG teams. Multiple teams may form this way for multiple OPG sessions launching... but at some point, its gonna have spots not filled by solo players. 3. Those spots, will be then filled by premades of varying numbers... like if there's 5 people on one side, and then 6 people on the other, the holes will be then filled by a 3man premade here, and 2man premade there. So the priority goes like this... and naturally, your 4-man Impremades become the last to form teams. But oops... no more people left for you. 4. So soloers don't really feel much difference in queue times, but get a lot of OPGs. People making 3~4man premades, have long waiting times, because there isn't any more number of premades on at the same time to make teams .. so the longer waits. If this is what is happening, then system wise, there's nothing wrong with it. The system forms up teams in certain priorities, and what is making things skewed for premade players, is the population imbalance the players themselves caused. This is my guess on why its taking such a long time to "fix" it -- since there's nothing wrong with the system itself, there's nothing the devs can really do.
  9. Really, the problem just falls flat back on the community. As pretty much everyone suspects by now, it is most likely not any kind of bug that's causing this. They obviously can't fix it any time soon, because it is simply showing the skewered and lopsided nature of how PvP queues are formed due to pop. imbalance. The WZ which is most flexible in team formation = easiest to gather people and make teams, are popping up almost every time. Is this really surprising? Almost always Rep players are outnumbered as a whole. Every WZ that exclusively features Rep vs. Imp is therefore, of course, out of the picture. The system gathers all that's available as the Reps, and then most probably gathers all the Imp solo players to form as many OPG it can simultaneously. Premades with lower numbers -- like 2-man premade or 3-man premade, more easily fit the spots. So in the end, all of the above players are put against each other. The rest of the players left -- 4-man premades, don't fit into any slots, so you wait. Not exactly the way I saw it happening, but in a sense, a different way of showing the problem that's at hand. The players caused the problem when they all flocked to the Imp side. The moment a relatively 'fair' way of forming teams happens, it starts showing what the problems were. So there's 3 things that can happen: 1. get rid of OPG 2. implement cross-faction queueing in all WZs 3. stop friggin' flocking to Imps and come Reps to match numbers 1 is the easiest method, but then plunges everyone who is currently at the short-end of the popstick right back to the lopsided shi*hole situation they were in before OPG. 2 would take time, but would be an acceptable compromise, 3 is the most ideal solution, but of course, you Impremades don't really care about the pop imbalance and what it does to the other side -- unless the problem shows up in this kind of situation. If its any solace, us Reps soloers get a lot of queue pops (not to mention average chance of wins have increased significantly, so even though us Rep players are just as much sick to hell with OPG, you'll probably get a lot less complaints from Rep-centered players -- I can guarantee that). Stepping out of those premades and queuing individually would be a temporary solution but it probably will raise your chance of getting into a game significantly -- although it'll probably be OPG again. If you want to just jeep winning in that 4-man group you Imps love so much... guess you'll have to keep waiting, huh.
  10. Doesn't matter as long as it gets the job done. DPS/DMG is a means to an end.
  11. Payback.. maybe. But IMO Unremitting/Unstoppable does seem essential.
  12. Then why in the world did you grab it in the first place?
  13. ....so people have problems with the weapon being "not our own strength", but for some reason, chooses to casually ignore the fact this, so-called "our strength" is actually mostly derived from pieces of equipment/gear attached to our hood, gloves, vambraces, belt, shoes, pants, and jacket... as well as two pieces of relics you carry in your pocket, two pieces of surgically attached artificial implants, and an earpiece. Here's a suggestion: take everything off. Fight 'im naked. That's "your own power" right there.
  14. No, the problem was created by the community. Nobody exactly forced them to all flock to Imps or something. They made the choice to go Imps, and now, the system is simply adapting to the given situation. The entire time we've spent playing OPG again and again, would probably be time we'd be waiting for a PvP queue to pop, if OPG wasn't in the rotation. So to me, that's still better than not being able to play anything -- or constantly starting a match with only 5 Reps vs. a full Imp team every time. People have created this imbalance, and naturally, we're getting a WZ that handles this imbalance well.
  15. So get a friggin' PT/Van in your team. Problem solved. Seriously, no idea what the fuss is about. Positioning according to terrain advantage is like basic of basics.
  16. Easy. Cross over and even out the numbers. Kinda funny what I've been warning people about, is proved in the most unexpected of ways.
  17. ...and you have no insight or respect into just how much the mental elements like immersion makes people "tick" or not "tick", m8. Things like these are almost hard-wired. Its not just a state of mind that you can flick a switch and change at an instant. Maybe you were born without it so don't really care on how something even light as different wordings or skins can effect how people perceive fun, but I probably have some of the "wiring" so it effects me lightly. For others it could actually be important. Who are you to really define which of such states are "right" or "wrong" for PvP? I understand you don't understand it, but I can't really agree to the general sentiments or attitude you're showing towards people who enjoy RP at different levels.
  18. kweassa

    Point of a Tank?

    As long as fantasizing goes, this would be probably my take on what changes are required to make a guardian/juggernaut viable as a real "tank" in PvP: 1. Changes to Redoubt Augment Problems ● Redoubt augment is allocated POW, DEF stats, and doesn't include any END - despite being a defensive aug. Suggestions ● change the augment stat allocation to END, DEF, rather than current POW, DEF ● simplest change of all -- at least let DEF tanks have as much total HP as any other build 2. Tweak efficency of DEF stats Problems ● currently DEF meets very heavy diminishing returns at 2,000 DEF @ 25% chance in total ● as a DEF tank build. guard/juggs can average the DEF chance to stabilize around 35% in combat Suggestions ● tweak a bit so 2,000 DEF grants around +10% more chance @ 35% ● this will allow guard/juggs to maintain around 45% chance in combat 3. DEF needs to work against all attack types at initial hit/miss calculation Problems ● at the initial hit/miss calc., all incoming attacks are categorized melee, ranged, force, tech ● currently, DEF chance calc. is simply ignored against force, tech ● on average, around half or more attacks made in PvP are force, tech ● on average, force, tech attacks constitute some the most damaging attacks in the game ● in comparison melee, ranged has some high-damage attacks, but most are low damage fillers and setups Suggestions ● DEF needs to work against all four damage types that initally determine hit/miss 4. Changes to Saber Ward Problems ● Saber Ward currently offers +50% DEF chance, and +25% DR against force/tech ● despite the impressive looking stats, force/tech just simply penetrates this +50% DEF chance ● the above is why they added a +25% DR against force/tech ● in reality, just like the dilemma of DEF chance, all force/tech simply ignores Saber Ward ● in reality, Saber Ward is nothing more than a 0.75 multiplier to incoming force/tech damage Suggestions ● Reduce SW DEF chance boost from 50% to 40% ● Remove the +25% force/tech DR ● Have the new DEF chance mechanic apply the same with Saber Ward ● for real tanks with investment into DEF, the new SW will be quite more efficient than old SW ● for non-tank builds and sent/maras, the new SW will be roughly similar to old SW 4. Changes to Guard Problems ● currently, the toggled Guard function splits incoming damage by half for the guardee ● the above, can be considered an equivalent of a free +50% DR to all ● currently, the toggled Guard function is the same for all builds/types and unassociated with tanky stats ● the functionality of Guard, has no difference between a 'tank' and a 'skank' ● it is essentially a free, (almost) unconditional +50% DR which is way too powerful when used on a healer Suggestions ● before splitting damage, the incoming damage will first go through the Guarding tank's DEF/SHD calc ● if damage makes through the Guarding tank's DEF/SHD, the split will be 75:25, not 50:50 ● the guardee, will receive 75% of damage, not 50% ● the tank, will receive 20% of damage, not 50% 5. Changes to Soresu form Problems ● if above changes are implemented, the combined effects with Soresu form bonuses will be too powerful Suggestions ● change the 6% resistance bonus to all damage, to +3% DEF chance ● decrease the 60% armor rating bonus to +40% ...these changes are almost on the level of a class redesign, and probly unlikely that even one of them will ever happen. But Pretty much this would be a tank-build guardian/juggernaut I'd take pride in PvP.
  19. RP isn't necessarily mutually exclusive from PvP. Like others above mentioned, even as a PvPer, many people still get inspiration, immersion, and fun through imagining themselves as a part of the lore and storyline that constitutes the Star Wars universe. Think of it this way -- many people like football or baseball. Imagine if someone decided to "reskin" our default football or baseball and make it look like something else, despite how the game's played exactly the same. Suddenly, you have people at 6' 6" weighing in at 250lbs. wearing pink tutus and throwing around pillows in an arena full of flowers -- I can tell you that's gonna be a BIG turn-off for a lot of the people who enjoyed the sport previously. In many ways the uniforms, the 'looks' of the players, the field, the crowd, everything is part of what makes the game and why people love it. Its 'immersion', the feeling of everything. Some people don't have that, so they probably won't mind. Others do have it. I also have it as well. I don't like the repetitive PvE stuff like OPs or FPs, but I do enjoy going through the storyline and quests, imagining how my character becomes a Jedi or a Sith, etc etc.. I'm not gonna use it at FPs or OPs, and almost exclusively I will play only PvP, but still I enjoy the mythos of what makes this "Star Wars", if you get what I mean. Does this make me not a "PvP player"? Am I supposed to be totally devoid of such feelings or preferences if I am to be a "PvP player"? Like said, since ultimately I love PvP more than the immersion or lore or RP, I'd support cross-factions. But still a part of me will feel a little disappointed. i imagine a lot of people are the same.
  20. Actually, joke aside, the map needs to be bigger -- or rather, the distance between the nodes have to be further. I often mentioned this game type as 'domination', and understanding that is crucial to understanding the game -- but I never said it was a good domination map. I like the WZ in that its different, but as a 'domination' game type map, its actually not very good. Its far too easy to clog up enemy movement in a game that's essentially designed with fast and dynamic maneuvering in mind. This is probably my largest gripe over this map -- aside from the fact that the nodes can be shut down on purpose ... which is a terrible, terrible design PHAIL. Letting the players shut nodes off and just make it a single-node round, is basically allowing the players the freedom to destroy the map design and convert it into a real KOTH with only one node of choice invokved -- which means all 'domination' features are eliminated, and the map turns into a node-defense KOTH which is even worse than Alderaan. It doesn't help the weaker team at all. It eliminates tactical choice and makes it incredibly advantageous for the conventional teamplay which emphasizes on everyone bunching up and turtling at a single spot. Here's a tip to those who don't like the new WZ gameplay -- turn off other nodes, and maintain only one node which you control, and then bring all 8 people there to defend. That essentially turns this map design, into an old map design. Gonna pi** off a lot of people who likes 'new objective driven' map, by turning it into a single-object map.
  21. One problem solved, then. N, W, E, S, Mid it is! Seems simple enough. Now... if we can only get those people to understand what the flashing icons on the scoreboard means.. and maybe get them to understand what "look at the map and navigate" means...
  22. The point is, people define "fun" in the ways they are used to. It is natural to expect people who are used to large-scale fights with full-role/class support in every category, who made a habit of stagnant point defense as a given standard, may not enjoy it. Leave that comfort zone where you always had heals/deals/meatshields in one place, and its completely understandable why people feel uncomfortable when forced to operate in smaller numbers. ESPECIALLY those who are non-stealth classes who are forced to operate alone or in pairs without the healer, I can understand just how uncomfortable this would be if you were always used to "teamplay" with healers. (On the flip side, since 70~80% of the games us Reps play are without healers, it seems easier to adapt for us ) We can compare the situation to a group of boxers who were predominantly bare-knuckle fighters, being first introduced to the Queensberry Rule. It's a new system of rules and fighting. Of course some of them will not like it. Doesn't allow all the sucker punches, clinched throws, rabbit punches and stuff they were used to. But in time people adapt. Opinions change. Nobody gets anything in only 2~3 days. The only reason I found this WZ easy to adapt to was because I had previous experience with similar game types. Which means over time, as experience and familiarity grows, a lot of these nay-saying opinions will also change. Some people will still hate it, but will they be flocking to the forums making threads about it everyday like this? I really don't think so.
  23. Holy necrothread, Batman! (ps) wasn't me who woke up the dead, tho'
  24. kweassa

    Point of a Tank?

    I've mentioned it elsewhere, but if to repeat myself, the changes in relation to 3.x and 4.x certainly may have affected certain things, but basically complaints along these lines have always existed even right after launch. IIRC it was sometime around 1.2 where numerous tests from theorycrafters have exactly figured out how tanking works in game (the relation between damage types, defense and shield mechanics, etc etc..), and between 1.2 ~ 1.5 there was the great "TTK debate" started from some posts from Taugrim, which caused a big ruckus among players locked into to differing factions where one sided supported the (then) current "Time To Kill" factor, while the others thought it was way too short. Around that time the game's most renowned guardians and juggernauts were constantly trying to remind the problems with how defense stats become useless in PvP, and therefore a change is required. Sadly, for the last 5 years it seems to have fallen on deaf ears. IMO, like mentioned before, the general premise for a tank class/build to find a role as a tank, would be: ★ Tanky stats and specs should be what defines a tank's role I don't disagree with some of the comments in this thread about what makes a good SWTOR tank. But like I've repeatedly mentioned, the big irony is none of such roles are actually involved with tanky stats -- which IMO should define a tank. --------------------------------------------------------------------------------------------------------------------- 1. Dealing CCs, interruptions, certain buffs/debuffs and generally being a hinderance/disruption to enemies → any class with a healer behind its back can do generally the same thing 2. Dealing ST/AoE taunts to reduce damage → DPS builds have the exact same ability 3. Guard → Only unique function a tank has, but unrelated to tanky stats, and therefore, any 'skank' does the same --------------------------------------------------------------------------------------------------------------------- I don't wish the tank to be an unkillable monster even without healers, but currently, we're seriously weak. Some setups with high-END does seem to last a certain amount, but as mentioned, since the base "tankistats" aren't functioning well enough for tanks, the resilience of a tank (guardian/juggs, for example) is entirely governed by its four main CD powers which have at the least 1.5min cooldown. This means any 'skank' could last as long as any 'tank' in the first place. IMO active defense powers with 2~3min long CDs should be a considerable BOOSTER mechanic to increase survival, but I don't think its reasonable for a tank to entirely depend on it. Sorc/sage healers have the (often despised) Force Barrier and PW mechanic, but that doesn't mean their survival totally depends on it. In most combat/engagement situations, its their ability to heal itself that keeps them alive and going. We can easily confirm this by comparing to TK/Lightning sorc/sages, in which case their survival is really, really weak despite having the same FB and PW. This is the reason why some people consider sent/maras having actually better defense mechanics than guard/juggs, which I tend to agree with. Unless tankistats take constant effect during PvP combat, the (real tank build) tank in PvP doesn't have any unique role outside of the Guard toggle, and that one toggle power does more to benefit the team than your entire stat, spec, build. ... We need Defense to work against all attacks. Its almost penalizing when you have to try so hard to bring up the defense chance. Work your arse off and 2,000 defense only gives me 25% base, and 35% on average due to certain combat buffs. This hard earned, low chance Defense doesn't work on around half or more attacks thrown at us. To add insult to injury: accuracy -- a stat which PvPers don't even consider as tertiary, or even quarternary... something which is just considered non-important bonus stat, something everyone gains without even thinking about it, just straight-off-the-top guts the defense chance - 111% accuracy is a 44% debuff to my defense chance (25% base defense -> 14%) - 105% accuracy is a 20% debuff to my defense chance (25% base defense -> 20%) Tanks go through terrible burdens to gain around 25% Defense chance by gaining around 2,000 defense point under that abysmal diminishing returns/soft cap (can't really go above 2,000, because at this point, even a +120 defense gains you increase less than 1% -- by decimals), and a non-essential stat others just gain without even thinking about it, neuters it to the ground.
  25. I'm a PvPer, so I support the "cross-faction for every WZ idea" ...but that doesn't mean I don't enjoy the RP elements, immersion stuff... so it would be a little sad. However, I'm seeing something that could potentially use a compromise? Would it not be possible (of course, if the devs are actually willing to go through with it) for the devs to come up with a hybrid matchmaking-crossfaction system that operates under certain rules? So basically it first attempts to make a split-faction PvP teams, but when requirements are not met, then it draws people from the other side as cross-faction? ...but if this is impossible, and we have a choice only between total split-faction and total cross-faction, then I'm up for total cross-faction PvP. The positive effect it will have on queue times and team balance is worth more to me than sentimentalism or immersion.
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