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sonickat

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Everything posted by sonickat

  1. On the comparison of Social Points sources and Valor sources. You've got a whole game of quests.....pvp has a daily and a few go discover this location. You've got 17 normal flashpoints, 11 hardmode flashpoints, and 2 operations with 3 modes and 1 with 2 modes....pvp has 4 Warzones. There are 13 different social gear sets that can be worn by any class...... pvp now has 2 different valor sets per class (so only 2 options) and a 3rd you can wear with a rating. It's pretty clear that Valor and Social Points are not an apples to apples comparison. It's much more logical to accept that social points are meant to reward social interactions as the name implies and the definitions of the words support. Interacting with another player on any level should reward some level of social points. Saying that pvpers dont deserve social points because it would some how diminish the incentive to group for quests isn't a good answer to why they dont deserve them. It means quests aren't rewarding or fun enough or that the social point rewards from those quests aren't good enough or the rate at which you earn them questing is too slow. The two are not mutually exclusive. You don't have to withhold something form one group for the sake of propping up the other.
  2. My comment was intended to show that I do things besides PVP since your original response told me to quit being lazy and do things besides pvp.
  3. They mentioned this was something they are working on for guilds in an uncoming patch but didnt say where it was on the list of priorities.
  4. At one point Wow's solution to this was to mail the commendations to the user. The commendations could not be accepted from mail until you had made room for them. The cool thing is with this concept Bioware could essentially institute a temporary buffer of any period of time. The mail could expire after 24 hours for example. Depends on how long they want it to last, for me personally I'd just love for 24 hours. Then you get th email icon your like oh hey yeah i was capped..... i got a day to fix that.
  5. None of your arguments actually support your stance is my point. It's not lazy to want social points for participating in a social activity such as pvp. However your posts clearly make you elitist. Everyone has to feel important somehow I guess.
  6. I think my guild and friends would laugh at you for thinking that I spend all my time in PVP. Especially since Im the GM of a 16M PVE guild and don't nearly PVP as often as most. Neither is spamming a space bar and the 1 key. It's neither funny, nor is it relevant to the discussion at hand.
  7. http://en.wikipedia.org/wiki/Adventure http://dictionary.reference.com/browse/adventure I'm pretty sure that both PVE and PVP can fit the description of adventure...... and you participate in pvp with 8 others where as you only participate with 4 when doing flash points. So PVP by that right is adventurous with more players. The rest of your quote about social points just explains how they are presently earned. That doesn't clarify their design intention nor does that take into account that everything changes and evolves. Ideas grow and improve. This is just the natural evolution of social points.
  8. I think you miss the point of social points. Social points are supposed to aware player interactions. Participating in Player vs Player combat is the most rudimentary form of player interaction in the game. Not getting social points for participating is a slap in the face of what social points are meant to represent. Not the face of those players who have earned them through other avenues. It's not about making it easier its about making social activities reward social points.
  9. It would be nice to be able to target where you want to pass the huttball with the recticle even while your incapacitated. It's stupid that if your getting focused down that your expected to click the pass command and then locate a location to pass to all in the split second of life you have remaining. To clearify i dont want to pass the ball while incapacitated i just want to indicate where I want to pass it so that i can be prepared when ii regain control of my character.
  10. Since everyone in my legacy in concept knows each other it makes sense that I should be able to holocall mom or dad and ask them to have theiir friends go out and gather me some Grade 6 Metals. It would be nice if I had the ability to manage other character's companions from any character within my legacy.
  11. I'd like to see players awarded social points for completing a warzone, voting for an MVP, and for recieving MVP votes. The rational is that of all the things you can be doing PVP is probably one of the most social parts of the game. It is kind of silly that it doesn't already offer social point gains.
  12. I strongly support this idea. It would encourage people to actually vote for an MVP - i mean every warzone no matter how terrible has someone who should be that teams most valuable player. It would also allow pvpers to progress their social ranking since pvp is a strictly social nature.
  13. Hello Amber, I hope life is treating you well. My wife and I both play healers and one of the areas we both feel is dramatically lacking is the inability to have mouse over macros. We don't specifically want macros but, we'd very much like to be able to hover our mouse over a party member's unit frame and have key bound abilities automatically target the unit our mouse is hovering over. As a programmer I'd think this feature would pretty low hanging fruit. And lastly as a GM and Raid Leader I'd like to see something very similar to WoW's WorldMarkers implemented. If you are unfamiliar with these they allowed you to essentially place pillars of light of various colors on the ground very much like marking targets but marking specific world locations. I'm not sure if this falls inline with what your asking but it does fall into the UI so I figured Id throw it out there.
  14. Dear OP, It's awesome that you seem to be finding some enjoyment in PVP. I wish more would give it an honest shake. The more I pvp as a hard core raider I find myself gravitating to the elitist side of the spectrum in terms of pvp. Not that I feel like I'm better than everyone else but that there are certain individuals whom I know from experience are at the very least going to be dead weight on my team if not counter productive. On my low to light pop server there are a certain individuals who are known for and will acknowledge doing the exact opposite of any posted strat just to frustrate the poster. I don't know about you but my time's valuable - even if this is a game - I shouldn't be penalized for not wanting to waist my time with these douche bags. Personally what I'd like to see is the system not allow me to be placed in a group with someone I have on ignore. I'm not asking to exclude them, I'm asking to be excluded from the que and let the next guy have my spot. First person in the current WZ it's filling gets priority the next guy waits for the next one. This would only prevent me from being teamed with not teamed against. This would solve 90% of the problems with the current system where people join and leave que. In WoW this is how the cross server dungeon finder worked. If you got grouped with a moron you couldn't stand you simply put them on ignore and you never saw them again. It promoted an atmosphere where you can act how you want but you get tlive with the consequences of your actoins.
  15. The problem on my server is that during my play times there is more than enough people queued for matches but you don't have enough on one side to spawn a self faction match and there isnt enough on both sides to spawn faction on faction matches. Now that all the warzones can be simulations it would be cool to take huttball a step further and actually be a random draw. It is supposed to be a neutral almost mercenary like warzone for entertainment there is no reason it cant fill each team with a mix of both factions. That would keep it interesting and provide faster ques during off peak hours. To be clear you might end up with a team of 6 Imps and 2 Pubs against 4 Imps and 4 Pubs.
  16. You should try listening once in awhile and if the other 6 people besides you listen you'll be surprised at how easy it is to win. The best strategy I've come up with for working around idiots is group with only 1 other person and make sure you and that person handle the 'smaller' objective. If you let the masses do their thing they naturally zerg the logical zerg objective the problem is no one wants to handle the less glamorous objective and it often ends up getting taken. Take it hold it call for help. That's all you can really do.
  17. I agree with most of the descent in this thread. I play a Jugg DPS, Sorc Healer, and Op Healer in PVP. If you are dying to an operative while being stunned then your probably not playing your class to its full potential. When I've seen and had things like this happen to me it's because more than one player is focusing me down. If more than one player has stuns and I was an idiot who waisted my CC break too early then I deserve to die. People need to learn to keep their defensive abilities up when their resolve bar isn't full so they can break out of CC when it does fill. Not crap their pants at the first sight of CC and waist their breaker only to get killed while stunned after.
  18. I personally believe your right and your wrong. I think server merges at the very least transfers would be a positive for the Player vs Environment aspect of the game giving a greater pool of players for Ops. But I also want to see cross server war zones implemented sooner rather than later. One of the major flaws of the current warzone implementation is the Sub 50 bracket including all level 10-49 players. Cross server ques will be a huge step towards bracketing out the sub50 pvp into several smaller brackets making the sub 50 pvp fairer in general. Additionally it will also help create a more dynamic competitive atmosphere at 50. You wont be forced to face the same team over and over and over. At least on my server it's not just about queue times but when you can get in - 90% of the time its the same players on both sides of the match. The outcome is consistent 85% of the time. Having cross server queus should provide a much more dynamic team thus making strategic game play more important legacy name recognition. Lets also not forget that the point of ranked matches is to play teams ranked similarly. Without a diverse pool of teams that isn't possible. Even with merged servers you'd only be about a quarter of the way to making a ranked community work. You'd need5 to 10 times as many players pvping as there are currently to even remotely consider ranked play.
  19. I personally don't believe it is possible to find a perfect balance both in PVE and PVP within the same combat system. Someone will always be forced to sacrifice so that something doesn't become game breaking in the other context. For this reason I believe that Expertise is needed stat. I would even go so far as to introduce an Expertise equivalent stat for PVE to even further differentiate the haves and have nots within each respective system. Without Expertise you should get destroyed in pvp. Under no circumstance should someone in the new recruit gear die to someone in pve gear of any teir. Likewise someone in top in pvp gear should get destroyed in operation encounters for not having the 'pve stat'.
  20. Alright so here is my idea for streamlining the master loot system for MMORPGs. The way it currently works the master looter is responsible for calling for rolls and assigning loot. The drawback to this is going through and linking each item and waiting for individuals to put in for them. You also have the situation where the assign randomly can’t take into account people who want to pass on the item. So here is my idea: When someone loots the body the standard Need/Greed/Pass popup comes up for everyone in the operation. They select the option appropriate for them. The system does the rolls but does not assign the loot. Instead when you hover over the items in master loot window you now see in the dialog for the item 2 new menu items: “Need” and “Greed”. The “Need” and “Greed” menus would give you a list of player names with the roll they rolled. Clicking on their name would issue the loot to that player. This would allow players to pass on items and it would allow for a much quicker snap shot of interest for those using loot council on each specific item.
  21. Actually no people aren't. In the real world when you have a date - you know well in advance you are or are not going to hit it. If it's that close to hitting it that you don't telling someone that it's going to be late a few days and then getting it out on time is called managing expectations. You don't simply give no word and then be like oh hey yeah that's not ready yet. Yes you'd get fired for that, not sure in what business you wouldn't. Follow the rule of Scotty and you'll always have meet-able deadlines - always estimate then multiply by a factor of 4.
  22. In general it is an illusion that you have choice. In a game like an MMORPG at the end of the day it's impractical to have a dozen different story conclusions based on your decisions over 50 levels. Do decisions you make affect the story? Definatly - there are several choices you make during the class quests which alter later class dialogs and who or who is not present. But at the end of the day the final resolution of your class quests is fairly set in stone - no decision you make through the course of 50 levels significantly affects the final outcome.
  23. Grand Master Zym is an EST server with a thriving pve and pvp community. Imperials out number republic on our server so depending on the day of the week and time if you enjoy pvp the que times for imperials can vary from very short to 15-20m.
  24. You are off your rocker if your expectation is for a new game to have all the current features of an existing MMORPG. It takes development time to implement all those features. In fact its taken Blizzard YEARS to implement all those features. By that logic no one would ever release a new game because they would always be chasing the current trend attempting to add whatever the coolest new feature is. At some point you have to draw a line and release your game and then commit to adding features over time. Get used to it, its like this in every game. Every few three to six months you get new features and new content. If that isnt fast enough for you then you probably should consider going outside and enjoying some fresh air.
  25. I agree with the objective medals... It would be nice if the game was smart enough to keep track of everything that takes place once a team takes control of the ball. Each ball carrier in the chain to the score should get a medal. Anyone who healed or assisted any of the ball carriers while they had the ball should get a medal as well. They all should be able to get multiple medals for this activity. You shouldn't want to do what you should be doing just once, it should incentivize positive behavior. Likewise in voidstar - breaking a channel on the door multiple times should net a medal. I cant tell how many times ive seen someone in range to counter a cap be occupied by someone kiting them around near the door while their friend capped it.
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