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DragoslavRadanov

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Everything posted by DragoslavRadanov

  1. For people who are dedicated pvpers the extra 5 levels won't even be an issue as far as getting enough points is concerned. If it wasn't for the 1k a week limit pretty sure a lot of us would be finished with the track within 1-3 weeks depending on how much time we have to play. Adrenals and medpacs have no business being on the track at all. As everyone else has said you get thousands of them. I have roughly 9500 of each and that's after selling them now and then so I don't have to deal with having more than one stack of each taking up inventory space. I'd have preferred if they both added more tokens and made better looking items we can buy with those tokens, rather than reskins of the current and former seasons armor sets, which imo, have been getting worse. 1-3 were all decent for the theme they were going for, but 4, 5, and in the future 6 all leave a lot to be desired. Honestly I'd prefer they take a break from armor sets for seasons and do other items like weapons, flairs, or mounts.
  2. This is a very important point. There's also raid options now and then in seasons, sometimes SM sometimes VM and I don't see people complaining about those in spite of also declaring they will also never do raids, but you don't see them being as passionately hostile towards the odd raid objectives vs the odd pvp objectives.
  3. In addition to what's already been said, Galactic Seasons started earlier than pvp seasons. 6.3 (4/27/21) vs 7.2 (12/13/22) respectively. Hell in those very same patch notes https://www.swtor.com/patchnotes/04272021/game-update-6.3 it's the beginning of S14 of ranked, and if you go to the 7.2 patch notes https://www.swtor.com/patchnotes/12132022/game-update-7.2-showdown-ruhnuk, we were already on galactic seasons 3 when we got pvp seasons. And if anyone remembers this article https://www.swtor.com/info/news/article/20211122-0 Ranked S14 ended on the release of 7.0 on 2/15/22 (Also when GS 2 started), so while GS 2 and 3 were going on we had a nearly year long silence on anything pvp related, just that we were getting a "revamp" at some point, and I think we all (especially dedicated pvpers) can see how that ended up.
  4. I know this is a late response, but this is the Jedi Knight story final boss right, the one where you have to bring T-7? If it is you have to interrupt his cast before he insta death pushes you. Interrupt skill for sorcerer is called Jolt, so find that, and either keybind it or put it somewhere you can click it quickly.
  5. Pretty sure he's talking about this one, not sure which one you're looking at monty
  6. Pvp not popping is precisely because of people grouping up. Most premades on SF are kill/damage farmers and they kill the queue pretty fast because most solo pugs don't want to get matched against them, so unless a counter premade is made large groups actually make the queue take longer because the MM is having trouble finding 1. another group to match the farm premade, and 2. barring that enough solo pugs in queue to match against them. I'm sure you can see the feedback loop this causes. Also since you either ignored or didn't notice my previous post I'll reiterate once again. Time spent and effort required/put in are not the same thing. If you're not being an AFK troll, pvp is one of the most demanding activities in the game, you need much more skill, effort, and focus to win in pvp than ANY daily mission that gives a rep token. Higher skill activities should ideally equal higher reward. If your main argument is going to be someone can AFK lose 12 times for the pvp weeklies than there's a simple solution. Revert the weeklies to wins ONLY, and subsequently reduce it back to 4 wins. There'll still be people in there hoping for a carry, but I'm sure wins only will weed out a majority of the AFKers who want easy points.
  7. Is it the same amount of work though? Time spent and effort put in are not the same thing. Unlike some others I'm not going to pretend the tokens come out of thin air, work does indeed have to be put in to gain them, but if we're being honest pvp is a whole other beast compared to the missions you need to do to generate the tokens, don't pretend like killing X amount of trash mobs on any of the daily planets or clicking a few clickies is or will ever be anywhere close to the same amount of "work" required to try your best to win at pvp. Let's say it takes 5 mins to clear that amount of trash mobs and 5 mins to complete an arena(some can go that fast if it's all dps on both teams). The arena demands much more of your effort, focus, and knowledge of the game if you're genuinely trying to win and not AFKing/trolling than mowing down some spread about the map trash mobs. Ok, slight indignant rant over and to more constructive discourse. To your other point about pve being severely behind pvp in amount of point generation, I'd say a few ways to close that would be making NiM ops weeklies equal to pvp, since if we go by gear Rakata and Thyrsian of the same rating have the same stats, so NiM=PVP in the dev's eyes, thus make the NiM weeklies on the board equal to the pvp weeklies. HM maybe like 50-60% of that, and SM ops 25-30%, and for people who don't want to do ops or pvp, keep the rep at 45K and buff the conquest of the weekly patrol for stuff like CZ, BH and Section X up to something like Ossus's 30k or Makeb's 45K, and besides that include a "weekly patrol" for the planetary heroic weekly and buff some FP numbers or make Activity Finder: Flashpoints infinitely repeatable to match the infinite medalist for warzones and arenas. Note I haven't done any math, but trying to spitball some stuff that, to me, sounds reasonable or at least better than nothing.
  8. Besides pvp seasons, which is barely an incentive, they should also, as Trixxie has said time and again, make lowbies and midbies worth the effort to queue for them and learn pvp as they go rather than just jump into it at 80s. I think we've all seen our fair share of players queue 80s pvp with no prior experience at all. There's technically nothing wrong with that, I'm certainly not going to gatekeep new people queueing up, we all know pvp could use more population, but max level pvp, and especially now with the premades running around, has a steep learning curve learning the maps and tactics for them when they're spending half the match at spawn after getting globalled each time they step out of it. Lowbies and midbies need actual rewards that are worth it so players can learn as they go, rather than being thrown to the wolves.
  9. Not necessarily taking the kill farm premades side, but you do realize that's their idea of fun yes? There's no reason for them to play objectives, 4 wins or 12 losses, or anything in between, it makes no difference to them. They're going to get the weekly either way and they're going to be in queue all day anyway, so the amount of season points doesn't matter to them either. You get more points for being in a premade too, so there's no incentive for them to play any differently. If you want them to change their behavior you're going to have to make them think doing objectives is worth it, and maybe reduce premades back down to 4 since 8 mans would absolutely dominate objectives too if they bothered to do them.
  10. I forget myself what level it is since all mine are 80, but I think around 70 or so is when loot discipline becomes an option
  11. GS comps don't matter to the main story and their story is (with the exception and Altuur and Fen having a cutscene together at the very end of GS2) ended at the end of their season anyway. Make any new ones killable at the beginning or end of the GS, whichever is fine by me personally.
  12. The penalization is for the weekly mission that's X/3 FPs at level 80. If you have even 1 FP unpinned it doesn't get counted and will stay at 0/3, 1/3, or 2/3 completed, depending on when you unpinned it. You can do literally infinite FPs, but it'll never go up if Esseles/BT is unpinned. It's a problem because FPs are a gearing path at level 80, and some people at that level, who just got to 80, want to grind to 340 mods as quickly as possible since they don't have an already established 80 that can mail the mods to alts.
  13. Even if the MM wants to put premades together there's the issue of queue dodging since a number of the premades just want to "roflstomp pugs" as Trixxie put it. The MM can try it's best to match them up with each other, but that's not going to help when one premade can decline a match forming if they see another premade entering a match at the same time their pop goes off. They can't exactly disable the who/social window and giving them a lockout like ranked used to if a pop was declined probably won't help much since larger premades have to wait longer anyway, unless the lockout for declining is extremely punishing.
  14. Starting to? He looked like a troll from the very beginning to me, surprised anyone actually entertained what he was saying instead of ignoring him
  15. ^ Totally agree with Deanna above, but in addition to that regarding this, people absolutely despise having to go through something like BT because of how cutscene dense it is. No skipping makes that FP take an hour+, that's roughly the time it'd take to go through a SM DF/DP run, depending on various factors (group formation time, explaining mechanics, etc). So strictly keeping to time investment you get much much better rewards for doing the dread ops than BT, you'd need to increase the rewards BT gives to be at least equivalent so people would put up with it. 4000 tech frags minimum, 10 gear drops minimum, and (if weekly mission is applicable) 40 activity currency, plus two guaranteed higher iRating crates. I don't see them doing that for BT (or any FP for that matter)
  16. pvp was my main concern as well when I read this. If every class gets stealth it'll just exacerbate the people afking situation, plus even if people are not afking, it'll become a giant game of chicken to see who unstealths first
  17. Game's definitely not pay to win, you can spend as much money as you want, but that doesn't equate to a modicum of skill, which is what will make you win
  18. Sorry to slightly derail the discussion, but the APAC server they tested is going to be part of the live game now. https://www.swtor.com/info/news/article/20231115
  19. I tried that too, I didn't make an essay, but it was along the lines of "(name here) intentionally hides in stealth and waits out the timer without contributing at all," but I got the same error message and just let it go and hoped since other people were also reporting him it'd go somewhere without the need to try to edit in extra info
  20. Okay I'm not going to get too into the story vs pvp vs ops debate, but I think this is important for people to see, and was brought up by someone else, money. This is EA's Consolidated Statement of Earnings, I can link the full 10-K as well if people would like. The main thing I want to get across is how tight profit margins are, so unless the devs can assure EA all that work, which means expenses and paying a lot of money to a lot of people, will bring in tons of money as a return on investment then it's unlikely to happen at the scale so many of us would want and wish for. *Edit to add, this is for ALL of EA's properties, hence "consolidated", not just swtor, but regardless I imagine the shareholders would like swtor to at least be equal or more than the average when it comes to profit margin.
  21. That's strange. I got to 1000/1000 last night. May need to contact support and see what they say, if it still isn't going up for you
  22. No need to apologize, they barely advertised this season was coming at all
  23. https://devtrackers.gg/swtor/p/c92c6708-pvp-season-4-fortune-and-fame
  24. There's a scaling glitch with some gear. I don't know the specifics, but it gives much much higher stats than correctly applied scaling.
  25. Three reasons: 1. They want to expand their collections to make outfits regardless of what they get from it. 2. If your luck/rng is good you can get items that overall add together to more than the 5400 CC cost of the hypercrate, thus being cheaper than buying all the items individually. 3. If you get duplicates of something you already have you can sell or gift them to friends/guildmates/random people, or offer them as prizes in raffles/for earning high conquest (if in a conquest focused guild). Also, and most importantly, it's their money and they can spend it however they like.
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