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Tierce

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Everything posted by Tierce

  1. ugh, really sucks that it's affecting other categories. After the replies here, I tried searching with a rarity and was able to then have search results returned. I had noticed that my Cybertech items were not really selling, seems this is probably the cause. Hopefully a fix is implemented soon.
  2. Anyone know if this is a bug, or if there is a new hidden category somewhere that these can be found? I can find individual companion gift items when searching by name, but there does not appear to be a category anywhere for these. They no longer show up when doing a search on the Miscellaneous category.
  3. OP has a point, but there should also similarly be a debuff caused by enemy pulls (Powertech/Vanguard/Shadow/Assassin). You should not be able to receive 2 friendly pulls back to back, and similarly should not be able to be affected by 2 enemy pulls back to back. I would say a 10-15 second debuff would be appropriate. You really can't argue for one without the other as they are designed to be counter class skills.
  4. Zoeller pretty much said that they are going to be giving Artifice schematics for stuff in 1.2 that will be better than what they are putting on this vendor. That's why this is temporary, to give all players an equal opportunity to get whatever color crystal they want till their new design is implemented in 1.2, at which point, Artifice will likely be able to craft better versions of all these color crystals for lvl 50. All this vendor will do is eliminate the monopoly that raiding crafters and non-modded sabers currently have on certain color crystals. It goes right along with why they are removing DS/LS restrictions from all color crystals. They want to let players get the color they want. Be honest, unless you have the rare magenta schematics, are you actually selling many lvl 47-50 color crystals? I am 400 Artifice and the answer is no, because everybody is getting weapons that already have a better color crystal in it, or the weapon is unmoddable so they are stuck with whatever color it has locked in. The way the magenta crystals were implemented is BS with the schematics being restricted to raid content, so I'm glad they are effectively eliminating this monopoly. The way that PvP and PvE set weapons are not moddable is BS, and I am glad they are adding ways to allow players to choose their color crystal. Giving this all to Artificers would only creates another BS monopoly, and arguments for this now are only out of pure Greed. You just need to wait till 1.2 when there will be a game-wide crafting upgrade for all crafting skills. Then all crafts will be given new, in demand items to sell. Artifice is not, in any way, going to be left out.
  5. Pre-CU SWG PvP was the most fun PvP I have ever experienced in an MMORPG. Some main reasons why that I find missing in new games: 1. There were no rewards except the thrill of victory and bragging rights. This meant that everyone who PvP'd did it purely because it was fun, and because they wanted to win. 2. 95% of gear/items you used were player crafted, and 5% was looted, but all the loot could be obtained solo or at least purchased from someone else. Nothing was BOP, in fact there was no binding period. You saw someone with a sweet looted weapon, you could try to buy it off them and have it for yourself. 3. There was a ton of preparation and strategy that went into PvP. The best guilds crafted all their own armor, weapons, and consumables, scrapped armor and weapons till they got the best slices on each piece. This was a constant effort due to the resource system and item decay. Ability to make better stuff due to new resource spawns and needing to replace old stuff that finally broke. Tweaked the items just the right way in the crafting process to give certain benefits. And there were a lot of different strategies for how you did your items and consumables that worked. There wasn't only one optimal set of gear or consumable to use. There was a large variety in what you would see on a battlefield. Then there was the buffing process, which leads me to the next point 5. Winning and losing was decisive. When you died, you lost all your buffs, and those took a bit to get redone. Depending on availability of a Doc, health/action could be quick, but then you needed to get to an entertainer to do your mind as that was the most important. Had to wait for your stomach fill to go down so you could eat more food and drink. People did not just zerg right back a minute later as if they hadn't been defeated. There was certainty that you had won and the loser had to sulk away with their tail between their legs for awhile to rebuff before they could be at full fighting power. However, if you were gutsy, after coming out of the cloner, you could pop some spice, eat what little food your stomach had room for, and get back in the fight at decent capacity for a few minutes before the downer. 6. Everything was world PvP, there were no instances, no player caps, and for all the wide variation of items and characters that a sandbox game can give, the server performance in those epic 100-200 player battles was far, far better than what any other game's servers have been able to do. I can think of 5 battles right now just off the top of my head that were of that magnitude, and I know there were more than that. I remember whole weekends of constant battles that size with the battleground moving all over the galaxy, and nobody was earning anything towards a single piece of gear or any kind of character progression whatsoever.
  6. We also use snow/grass on Port Nowhere Empire side. I just find it easier to orient that way. I wish I could figure a similar orientation for Voidstar.
  7. Something I didn't see mentioned yet on the PvP side, the fact that BH/Troopers can benefit from each other's debuffs means that a team full of them does not need to spend nearly as much time building up debuffs for their high damage hits. So you fight one BH/Trooper and use strategy to avoid them building up too many debuffs on you and/or kill them before they get far enough to get a big damage hit on you, another BH/Trooper can just pick up where the first left off, possibly just fire off their big damage hit right away. Definitely able to come back from a rez and just start out hitting hard because the debuffs are already built up.
  8. I applaud your honesty and courage to give us this information. Thanks.
  9. I have always been able to get the 1 warzone win mission that rewards a green box containing a few PvP stims and adrenals every day. It is gray to me, but I always assumed it was a daily since it's there on the terminal each day. Seemed intended to me as a way to get a few stims and adrenals @ 50. Would be nice to know if it was or not, and would be nice if everybody got equal opportunity.
  10. yeah, thanks, I just went back and realized I missed a few posts with those screens of winning a 0-0 tie. The only argument I'm seeing in this thread that the screenshot evidence does not dispute is that it's total healing that wins the tie. Are there any other screenshots that can dispute this?
  11. I used to think that this was the way it worked until I started seeing the screenshots like the one a few posts up where they are clearly defending in round 2 (meaning they were the attackers in round 1) and still lost a 0-0 tie game. Maybe both sides do lose if it's a 0-0 tie. Has anyone ever won a 0-0 tie? I know I haven't.
  12. The removal of win X warzones dailies and weeklies, like Georg said they were doing, will greatly reduce this kind of behavior. Participating in a warzone, win or lose, will let people reach their end goal. Hopping warzones to find a 'perfect' situation will not be the best use of one's time because they will be losing time sitting in starter zones over and over instead of participating to earn their rewards.
  13. completely agree, and while I am not sure I have the best explanation for how it should be, basically, it should start at the nearest person and then circle outwards. Currently, I have no idea what kind of logic it is using.
  14. I'm still not following how a bad player leaving anyone's match makes it less enjoyable.
  15. Currently, everyone can leave the warzone, nobody is stuck in a losing warzone. Further, whether or not somebody leaves doesn't change the fact that a losing warzone is a losing warzone. Everybody has equal ability to leave and requeue, it's called freedom, what a concept! Adding a penalty most definitely punishes the players who take the place of those who leave because now those players are not able to leave without being punished. So now if someone leaves a warzone for whatever reason (might have just been a crash) and you get queued into their losing warzone, you have to stay in it or else take a penalty. You no longer have total freedom to escape getting shafted into this situation.
  16. If you don't want them in your warzone, then why do you want to add a penalty? A Penalty is only going to keep them in, not out. Do you even understand the how penalties work?
  17. So we're back to wanting to spank people because they are brats then. Just making sure we all know the rational behind wanting these penalties. FYI, it's not going to achieve your desired end result of making them "cooperate".
  18. So... wouldn't you want this guy to always leave since you were better off without him? Why the heck would you want to institute a penalty that would make him more likely to stay? I seriously do not understand this thought process.
  19. Buying the game is optional, logging in is optional, this logic fails the slippery slope test. And spoiled kids these days? Please, MMOs make far more attempts to control gameplay now than ever before. If anything it's spoiled control freaks these days that think MMOs should limit everybody to a certain narrow style of gameplay that they think is best. Unfortunately, just like all the other control freaks before, trying to control individual freedom is only shooting yourself in the foot.
  20. No, what I want is for these people to be free to leave so they don't waste MY time. And how long have you been using the internet to not understand that people don't care about other people flaming them?
  21. And so you want these people forced into playing on a team with you and you think it's going to be to your benefit?
  22. and I present exhibit A, trust me, there aren't enough letters in all the alphabets in the world to cover how many players will think just like this. All those who think they are getting vengeance by forcing players to stay in a game by pain of a lockout penalty, you brought a knife to a gun fight.
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