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Moshpet

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  • Location
    El Paso
  • Interests
    Games, science fiction and anime
  • Occupation
    Retired.
  1. Ok who tripped over the server power cord.
  2. Another factor to consider is that there were 6 of us group prior to the matches, when the bug happened. The bug happened several times. To all of us. Sorry didn't mention we were grouped prior to the match.
  3. BUG: When your ships are highlighted with the X2 bonus, rather than being awarded the double requisition points, it subtracts requisition. 0- Record your requisition before match. 1- Engage space combat with x2 bounus req on your ship. 2- Note combat fly text on end of match, and note the amount 3- Pull up the hanger menu and notice that the awarded requisition has been deducted, not added. This bug is only only present when the x2 modifier is in play, when it is off the requisition is normal.
  4. I'm on Begeren, and well if I want to fly, I end up flying Republic... Which turns into Pub vs Pub fights only. So I'm looking for a server that has lots of active pilots. Ummm, help!
  5. Personally, I want to lock the mouse target cursor to the center of the screen. All of our weapons (theoretically) are fixed hardpoints, not turrets. Also I want a snap back mode that returns the mouse to 0-X, 0-Y; for easier mapping to my flightstick. (The throttle I have pretty much mapped out to my X52, some tweaking still needed. ) M.
  6. I'm all for more space missions, but I'd rather we got "off the rails" and had more of an open space combat system. (JtLS!!!) The missions are fun, but well, stuck on the rails is boring after the 6th, 7th 100+th time.
  7. This isn't a 'learn to play' issue like you seem to think it is. The game has problems determining when a fight ends. Agro problems with pets (companions.) Not to mention class fights that drag on and on, unless you are over level for them. Not to mention the party mechanics, that can't tell if one player is in combat or if everyone is. (Simply put the methods for determining that state is is outdated.) I solo a lot, I also end up fighting things 2-4 levels higher than myself all the time. I use the medpacks. I much prefer them to be left alone especially when underlying game mechanics are being messed with and classes adjusted. Doing both the medpack nerf and the class nerf/buffs at the same time is not a rational plan of action. It's clearly not well thought out.
  8. I've been adapting since 1964, since I am still alive, I must be doing it right. /slap-u-with-an-old-fish. The medpack issue, is that: 1- There are insufficient self heals in over half of the games classes, so that taking away the abilitiy to use the medpack one than one time a fight, is going to damage the survivability of many classes. Not to mention eat into the limited player funds we get currently. 2- There are instances of combat where there are no breaks in combat and that combat can run -much- longer than the cool downs. Yes devs there are times you will be stuck, in combat, in pvp and pve well past the medpack cool-down timers, and have need to use them. (I hate pvp and even I know this to be true.) 3- The game mechanics are often flawed, to the point you are -stuck- in combat for no evident reason. 4- The group mechanics can not tell the difference if only one person is in combat or is not. 5-PVE is not PVP, and vise~versa. 6- Respawns happen, and it is possible in some maps to agro everything on the next floor up. 7- Breaking something that works, to fix something else, never turns out good. 8- There is always a new game looming on the horizon. If there is poor customer satisfaction in how a game is progression; the game with poor customer satisfaction, will lose customers to the 'next big thing.' M.
  9. You are sorely confused. I've been doing mmos for ages. Mushes for longer than that, (I've even got a Mush-code printed out as a 3-ring-note-book manual yet....) I've coded on punch cards.... My first pc was a Z80 that I built (EG soldered the connections, assembled, plugged in the IC's and hooked up to the tv....) and I have played the Zork precursor on a Mainframe.... Ok, so you are more than out of line for trying to play the 'old gamer cred card' here. SO no this isn't my first mmo. (And yes I am an OLD FART ) --------------------- Let me clarify : This issue is not how much gamer cred you think you have or for that matter what I have: The issue is about how this change will effect a game's community and that the game is so far from polished to consider such a change, at this time. ---------------- No, the game _is _ not_ ready_ for taking the medpack out of its current usage or cool down time frame on live. a- There are classes with insignificant self heals. b- The game mechanics are currently buggy and it is common for fights run past the 1:30 mark, and it much more common that they -will- run long. c- It is also common to find issues where you can be stuck in combat, and not have a way to heal until you die. Until all classes have a respectable self heal and the repair bill per death is not so staggering, there is no way I'd even consider giving the medpack nerf a stamp of approval. Right now, Bio-ware is making a mistake as large as the NGE was to SWG. With luck they will step back from the edge of doing so. But hey, what do I know? I'm just the OLD FART who has a clue.
  10. "You're funny, I'll kill you last...." (You can have a cookie if you remember the movie that line comes from.) I'm a tank, I bash things with the funny glow bat. Most of my tree etc is tied up in defense, soaking up damage and hitting stuff. Unless I am roflstomping trash mobs on my way someplace, every fight is a brawl and can end up pulling in extra mobs. It happens. Also, my class doesn't have self heal, it has procs that grant some health every time they go off, so I work my builds and gear so that those procs have a good chance to happen. The medpack is a tool that lets me survive aoe and other rude things like my companion agroing the entire map. This isn't a l2p issue, this is the devs not giving me anything back to offset the ripping out my primary emergency heal aka, OMG hit the medpack panic button. So buddy, while you may be able to pee on a plate and not splash, the rest of us are not so perfect and would like to not die all the time due to bad luck, or crappy game mechanics.
  11. I'm glad you are talented enough to play through 3 times. Personally, I've got 1 50, & 3 level 30+s on just one sever I've got a pts toon at level 30 (since just the 1.2 patch mind you,) and a few more level 15&20's scattered whilly nilly across several severs, thanks to the massive over population explosion on the first few days. Need I add in the betas I attended... Nah, that's just gloating.... OK, we're both solid gamers I expect. It's also safe to say our play styles differ, I am -constantly- fighting mobs 1-3 levels higher than I am. Because I am good enough to do so. I also know that If I hit a boss where things like my interrupts down't work, I have to back off grind a few levels and then kick its arse. Pulling this crap on PTS has affected my play style, I spend more time and credits repairing from fights I would normally win, if I my medpack was ready to use. (Not to mention having to file countless bugreports *sheesh*) Since the game already has a costly repair system that takes the player base's credits, much like a school yard bully, people will find it harder to get gear and to progress. Many will say, 'screw it and play another game, some may stick it out due to love of the IP. ---------------- The current state of the game mechanics, however will penalize the player, the casual ones. OF which _do_ out-number us 'hard core players' by a large margin ... So which is the group Bio-war can ill afford to anger the most? (Hit it's the one with the greater number of playing subcribers.) So yeah, take the bitter pill of the medpack nerf, swallow deeply and watch how fast the casual players leave. Or wake up and help to prod the devs to a saner course of action.
  12. I can answer this. 1- The game mechanics are not balanced for this. a- Class boss fights (story) frequently go past 1 minute 30 second. b- Class quest often have elements where an area fight lasts longer than than 1.5 minutes. c- Class quests have buggy mobs like any other quest series. 2- World Story Arc encounters, if done at level range, consistently take longer than one medpach. 2- Choke point areas on Hammer Station, Athiss, MR et all have battles that will last past the cool down of the medpacks. 4-Broken mechanics to keep you in combat abound. 5- Companion Agro Mechanics - If you haven't noticed, various companions generate agro just by just following you in game. Tharan is a prime example, as his 'companion' generates threat and she gets 'killed' set on fire, agros a mob -way- out of area you are fighting it. (This happens so often in the 'Recover the prototype shields' mission on Illum, that it's not funny.) 6- Mob Respawn Dynamics - Murphy's Law on Respawns a- A mob will repawn, B- most of the time right where you are, as you are finishing a fight... d-before your col down of the medpack (etc) has cooled down.
  13. Maybe some of us are nuts and want to see is we can fight a 20 minute fight, just to say, "Top that." (Or as the dev's said in the Guild summit ".... Some of you said 'Challenge Accepted!" It's the Everest Equation : For everyone that see's an impossible hill to climb, there are others who say; "Race you to the top." Or if you like "It was there.... so I killed it." But like the people who race to climb Everest, we need the tools to get there. This is nothing more than the devs stealing the tools to keep us from getting to the top. Though there are a few of us who would scratch our way up on our bleeding finger tips, the saner of us would say... "What game comes out next...?"
  14. My current pts toon is 28, I am using roughly the same build I use live. I am a 'Shadow Tank' I don't have a self heal perse, I have a mechanic that gives me a very small amount hp when it triggers. (Live its about 450-500, Pts its about 128, level based and gear restricted to make that clear.) The last thing you want a tank to do is to force cloak and dump agro right onto the healer.... or the squishy dps'r. SO the med-pack is useful in keeping my current build in the fight as a tank... Since the Knight Tanks are screwed by a lack of self heal too.... lets just say its not good and move on. - - - - That said, I rely a lot on the health packs when soloing, and when I am tanking it helps to keep the burst damage I take in from AOE's down. SO that the MEDIC / SAGE /Scoundrel etc healing me is not overloaded, and has time react. - - - - That said there are countless times in pve as a solo player I barely scrape out of a fight and have 25% health left over... so the medpac is a vital part of my survival. (Especially since my companions of have have gotten -quirky- and generate odd amounts of agro. There also exist bugs out the wazoo that randomly occur that lock you as a player in combat. (Recently on PTS I had this crop up in the Paladin's story arc....) TO where combat had ended yet the combat mechanic was -still stuck on- OK? See just the 'bare edge' of the problem? Well it gets worse, money coming into players hands does not flow smoothly, the metrics BW put out in the guild summit say that less than 80% of the server populations had 400k or more.... less than 1% had 1 million... ok we do not need more credit sinks, we are getting chewed to death by repairs as it is and now we are looking at more deaths... and more repairs. (Dare I mention the various nerfs to cash flow from WZ & Space...?) Ok so it's clear to me that this is going to put 1- a dent in the economy, players will have few credits to spend idly. 2- make for hard choices on gear vs say Bio-chem med packs... 3- aggravate all elements of the player base. From the casual player, who does 1-2 missions a day to the NM player raiding every night.... and the PVP players. This is poorly thought out and badly executed. Not to mention it does not work well, if at all with the current buggy mechanics on the PTS server. Considering that the LIVE servers exhibt many of the same buggy combat mechanics that are in PTS; going forwards with it IS tantamount to pulling a CU or NGE, in SWTOR. Ok Dev's, back up and punt, this sleen won't hunt. M.
  15. Directive 7 , there are several boss fights that can go well past the cool down on medpacks, not to mention the final boss fight which is nothing but continual combat, for well over 5 minutes. Huge pve survival nerf there.
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