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  1. All those saying PvP should be played purely for the fun of playing are not really looking at the whole picture. Have you tried PvPing under-geared against geared players? Not so much fun. Fair enough, then we need to gear up, hence the need to grind gear is REQUIRED and NEEDED to properly enjoy PvP. At the moment the way of getting gear is not fun or enjoyable. Do you see the issue now? If not then no biggie, it just means you are either not lvl 50 or you are already fully geared.
  2. Get use to doing the same things over and over and over again. Illum - Dailies, Weeklies WZ - Dailies, Weeklies You should be geared to the Max and done all EG content after a few weeks. Don't bother with the HM FP's until your geared. No one will let you in otherwise. Well this is how I did it when I was playing the game.
  3. This would imply that your only going to be receiving data as fast as the slowest connected player in your vicinity? I know it sucks for some people, but maybe that's an option, you must regularly have bars of 3 or more (i think it 0 to 5) to join WZs and PvP Illum. If you have low latency you cant connect or if are in game and low latency occurs more than 5 times within 5 mins you get dropped from the instance (maybe TPd back to your ship)
  4. I know some of the basics around what causes low FPS and LAG in online games. These include: Server bandwidth Client bandwidth Frequency of sending/receiving packets Size of packets Transport mode & encryption (http, https, binary,xml etc) Costs of Compression and Decompression of game data (client and server) Just in today's technological age I cannot see why 100 players could be causing so many issues when they come together. I know its not ideal in a game like this to have 50 v 50 in one place at one time (usability, chaos, reduced usability experience), but it should be handled better than this if it does happen. 1. What areas have I missed? 2. Where do you guys think the bottle necks are? 3. What areas could be looked at to improve performance? If you think about it, you have at some points 2000 players playing on one server, and if they are all dispersed throughout the map, you would encounter very little or no performance issues. Even if you add in group content (4-16-32 players) where there can many groups of this size, in most cases performance is again good. If I had to look at something, I would look at the packet size and compression/decompression used. IMO, i wouldn't be surprised if there is some inefficiencies here that can improved on.
  5. I agree with all the points that you bring up. The thing that gets me personally is these are things that are so obvious. Unfortuantly BW and the game designers put there heads in the sand and hoped things as quoted would sort themselves out naturally. It hasn't, and I it wont unless a few key areas addressed. There is another suggestion thread going around which is adevertised by BW community moderators that has some very good ideas for PvP. Its very interesting to note though, all the ideas/issues in this thread are 80% the same issues/ideas in all other threads about PvP etc. So we as a forumn/gaming community seem to all be reading the same PvP book and are on or around the same page. BW/EA/Game Designers/Testers/, need to pick up the PvP book and catch up to where we all are.
  6. Its a design and usability issue. BW designed these damned maps. Anything that is open to interpretation can be interpreted wrong, hence the need to mitigate such factors especially in a team based game Simple fix: Visually Number or named the points or areas (on the map). e.g Just about any online MP team based game does this. Think of BF3 and its objective markers A.B,C...simple but everyone one knows where to go, when someone yells INC A This would take out any guess work. Its Usability 101 (I know I did that course). A
  7. Its not our Fault BW designed these damned maps. The could have at least numbered or named the points or areas. Then we could say INC 1 or INC PandaCuddles This would take out any guess work. Its Usability 101 (I know I did that course). Anything that is open to interpretation can be interpreted wrong, hence the need to mitigate such factors especially in a team based game A
  8. LOL Try being a melee DPS class and then you will find out how annoying WZ can be. We get CCd by everything, and knock back, snares. One game I had everything done to me. Good times. But you know what, I adapted my game plan to negate 30% of this crap. Simply by identifying ppl will spam cc, knockbacks, snares as soon as they see me. So I force charge in, Group CC, target one player and hit him for everything, then cloak out, then charge back in using a singular cc (choke), and lots of AoE (force smash mainly). Also always go with at least 1 other person. It makes a big difference. Yeah, it sucks, but you can mitigate it, so its not always annoying. My main concern with knock back is that it also stuns/blinds me.
  9. Resolve is useless for a Melee class. You get CCd, while getting smashed by a player, then another player CCs you, resolve fills up, all the while your still getting hammered by 2 players now. Player 1 attempts to CC you again, Resolve kicks in YEY, unfortuantly, you die a second later. RESPAWN depending on your luck, you may be in you respawn waiting for the duration of the resolve to end, or the time it takes to get back into the fight, resolve is depleted. Oh and then the CC sequence starts again. And don't tell me ******** about I shouldn't be taking on 2-4 players at a time. The truth is I don't set out to take on 2-4 players at a time. I target one and start my ability rotation, but his buddies see me, stop what they are doing and come to his aid, just as I would if I saw a teammate getting targeted as well. People will always go for a group kill....its faster and more effective than engaging 1v1.
  10. Simple solution You can only leave a WZ without penalty up to 30 seconds after the game has started. This means you can leave any time before a game starts and gives you 30 seconds to leave once a WZ has begun. The 30 seconds is also applied to anyone that joins a game in progress. After 30 seconds you can leave, but you will get a debuff or a penalty of some sort. ANOTHER IDEA IS Every time you leave a WZ for any reason you take substantial damage to your gear
  11. What is more amazing is you can say something like this and not have noticed all those that have responded positively to this post. Ignorance is bliss, but self inflicted blindness is a bit sad.
  12. You know, I am starting to think I am being trolled. The amount of people responding with "PvP on a PvP' are obviously not reading the post or are only seeing what they want to see. The OP has NO issue with PvP, I have no issue with PvP. I dont have issue with 3,4,5,6,100 VS 1 player. Its a PvP server and this happens. What the OP is demonstrating is the way around the 11 second PvP cool down respwan after death. If the cooldown was meant to be exploited then why would they even have it? Reading and understanding ones written word is meant to be a basic skill shared among billions of human beings...at present it is really lacking in regards to this post.
  13. Spawn camping is frowned upon by many and you know it. Just because you can doesn't make it right. Little kids do this sort of stuff to people. Cowards do this to people. People like you
  14. Awesome nerf the only thing these classes can do DPS. Even better nerf the only thing they can only really do effectively once they are geared to the max. Leave the poor guys DPS alone. The only thing I agree with is, these guys need an ability to heal themselves in some fashion during combat. My idea would be to incorporate healing into 'Force Camaflage'.
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