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borahorror

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  1. Mike from Afganistan thinks that a good job has been done by all.
  2. So I got a UW mission and learnt it, only to find that the companion (Tanno Vic) failed it. Is this as intended?
  3. I knew they were adding in the BM comms for wz comms, I didn't know dailies and weeklies were being removed. I only suggested what I suggested to remove the 'omg I opent over 9000 bags and got nothing i hate bw you all sux kthnxbai' kind of situations that commonly arise. I think you should learn to read english a bit better, so you can understand the difference between whine and helpful fix.
  4. So I had an idea that would probably help with the huge amount of people opening 30+ BM bags and getting nothing from them. Apologies if someone else already suggested this. Basically, its a flat-rate 25% chance to get a comm from each individual bag. Obviously the laws of numbers suggest that you should get a quarter amount of comms for the total number ever opened, with a bit of leeway each way. However, with some people going 30/1, and others getting tokens every other box, there is significant room for improvement. What I'm suggesting is that the chance stays 25% (maybe even nerf it to 20%) but make it incremental. So for instance, lets say you have 5 bags to open. Open the first, with 25% chance, get no token. The second on will have an increased chance to get a token from it, 50%. If that on doesn't drop a token, the following one will have a 75% chance. If you're unlucky enough to have NOT got a token from the previous three, the next increment of 100% would guarantee a token. That way, you would at least guarantee one token every 4 bags, which would maintain an even 25% drop rate. Obviously if you did get a token before that, the increment would reset back down to 25%. Any thoughts/feelings/criticisms?
  5. Apologies in advance if it seems like I'm trying to poke holes in your idea, no disrespect intended; The problem with the kind of warzone balancing you're suggesting doesn't give incentive to PvP like this if you've already put the time in to get the best possible gear. Assuming this goes through and each player gets equalised to everyone else, people who have just started getting PvP gear will be essentially getting a free ride to getting better gear for that warzone; if that happens for every warzone they do, what would be the point of getting better gear if you'll just get free stats in the warzone anyway; and if you did get better gear, why bother doing warzones if all that will happen is that you'll get the better stats stripped out so you're balanced against the less-well equipped players? The numbers and math for open world PvP could do with a bit of refinement, imo. 1k per kill while outnumbered sounds fine, in theory, but that equates to roughly 35k valor gain for that entire fight for one person, which assumes that there are no reinforcements/deserters involved. Compared to current Ilum rates, thats a pretty significant increase. As I understand it, you're trying to get people to PvP somewhere other than Ilum, which I'm ok with. There needs to be incentive to want to PvP somewhere else other than a dead ice planet. However since currently there are no other PvP objectives anywhere else, there isn't very much to want to actually fight for. Plus, adding PvP objectives on planets where people have to do story quests will inevitably have people on one side blocking people on the other from doing said quests, even if there is no real valor gain from it. Ask me again after the hopefully good PvP updates in 1.2. With a new planet on the horizon supposedly dedicated to level 50 PvP, that will provide enough incentive to people to try something new and hopefully updated.
  6. I agree with the idea, on the whole. I would assume, though, that if they did implement these changes, they wouldn't get around to it until at least 1.4, at a guess.
  7. Yeah, still getting this. Aggravating, since they claim to have fixed the problem in 1.1.1.1, or w/e
  8. I doubt the queueing time will get better; this is whats happening during early access, before everyone else has even been let in. I can appreciate that, its a very big game (big in the sense of hype surrounding it.) However, I do think there needs to be a serious rethink on these queues and the associated timings involved; for Tomb of Freedon Nadd server, a ~2000 generated an estimate of 2 hours, which was at least 4 hours ago with ~250 still in front of me. Appreciating the popularity of a game and understanding that there are obviously going to be queues on high population servers are mutually exclusive; bear in mind this is still early access, so the only people logically playing are the ones that pre-ordered, which means that there was some indication of numbers involved, before the people who didnt pre-order (or ordered late) get involved. At this rate, people will be logging in and sitting themselves in queues before they go to work, and coming back and hoping they've advanced enough in the queue to be able to warrant waiting for a while to be able to play. That, or they will never log out, running afk placeholder macros (or a nodding duck) to keep themselves in the game indefinately. What I'm basically saying in, from the point of view of my assigned server, we will be essentially paying to play a game involving sitting in a queue for hours on end for minimal play time, and the worst part is knowing this will only get worse. There has to be a better way around this problem.
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