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remylion

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  1. You know what a credit sinks is but you seem to misunderstand how they work. Your expectation is that they fix a broken economy instantly. That does not happen. There is no MMO I can think of that had years of neglect in an economy that was instantly fixed with a single credit sink added into the game. Even if that were possible the developers would have to first fix what caused that inflation which I doubt has happened yet. No one believes the quick travel fees are going to instantly fix the economy. No one believes the quick travel fees were designed to single-handedly fix the economy. No one believes that the quick travel fees are anything more than a micro-credit sink meant to be one of many that will, over years, level out the economy. I say no one, but apparently you believe a single credit sink should do all of the above which is impossible.
  2. I admit it, I am a SWTOR developer who has figured out the secret to making credits in this game. Farm resources with your companions, sell the mats, buy whole sets off the auction house, break them open and resell the individual pieces at a gain of 2-4 times what I paid. Shhh, don't tell people the super complicated super secret way to make money in every MMO that ever existed. Find out what players want and sell it to them. And definitely never visit the SWTOR discord trade to get advice on what certain things are worth or how to earn credits in niche areas. Note: I am not a developer working for SWTOR running a secret alt account for subversive public relations.
  3. I have joined matches where only 1 or 2 of us show up on my team but the enemy team is slowly filling up until they are at 4 people. The enemy team with 4 people are not a premade. Those players are pugging because I have been playing them all night long as both team mates and enemies. But the system seems to pre-organize the teams, then create the match, then if people miss their queue and there is no one to backfill they still go ahead with 2 vs 4 or a couple of times 1 vs 4.
  4. But soccer has goalies which is what the stealth player is. Stealthed players on your end zone are useless if your team fights at the ball spawner and gets the ball first every time it spawns. Most huttball matches however work like this. Team A has 1-2 people camping the ball spawner and getting the ball every round. Team A also has a stealth at the end zone. Team A runs the ball every time it respawns because they have people waiting at the ball spawner to grab the ball. Team B never challenges Team A at the ball spawner. Team B is constantly chasing the ball runner so is always fighting around their side of the field in the pit. Team B has a stealth waiting at Team A's goal just like Team A, but the issue is Team B never grabs the ball when it spawns so is always chasing the ball. The stealth waiting at the goal isn't the problem. The problem is one team refuses to camp the ball spawner because all they can think of is "must chase large group of enemies". Most of the time team B is too busy trying to kill randoms that aren't even close to the ball carrier or half their team is fighting on the end zone looking for a stealth they won't find.
  5. I don't think it will matter in the long run. Playing pvp at level 80 at the moment, I'm lucky to find more than 2 people on any pug team that has a clue what they are doing. Half the people on most teams treat every pvp game like a team death match, some may focus on a ball carrier or defense but that is rare. I've seen whole teams run to capture pylons then the whole team leaves to fight randoms around mid without leaving guards or actually entering mid to stop their opponents from grabbing energy. I watch people get tossed the huttball and either refuse to run with it or immediately toss it to an enemy because they don't want it. There is very little difference between max level pvp and lower levels. In all brackets there are (for pugs) maybe 2-3 people max who know what they are doing or care about winning. These are probably all veteran players who happen to be leveling up in those brackets. At level 80 it is extremely rare that a pug has more than half their team playing objectives. Yes, there will be players who are given all their skills and gear that have no clue what they are doing, but is that really any different than level 80 pvp now?
  6. Copy FFXIV's system. Everyone gets boosted to max level, set stats based on class, set gear options all given to players and all skills unlocked. No more splitting queues based on three different level brackets.
  7. This argument is weird. Sure, let a player pick if they want to be 70 or 80, but not for the reason of "a noob 80 doesn't know how to play" Too many "veteran 80s" don't know how to play. People who started the game 10 years ago and leveled up a character in each expansion still do not know how to play and probably never will. This is normal in all MMOs. In every MMO there are players who refuse to learn how to play their class efficiently. They are happy just playing the game and enjoying themselves. Limiting the level boost so "people can learn" isn't going to matter if they refuse to read up on the skills or watch tutorials.
  8. for you I was posting queue not que. You were not making the population argument, Bioware is. What would increase the numbers is splitting the queues into pug and premade. Boosting all players to max level with set stats based on class. Players are given all their skills, then given access to all implants and tacticals for pvp only. This would put everyone in two queues instead of splitting them into 3 (?) level brackets for PvP which at the moment aren't even close to being fair for the lowest level players in two of the brackets. This however would take a complete rewrite of pvp which probably isn't possible.
  9. What would increase the numbers is splitting the queues into group and premade. Then boosting all players to max level and give all players their skills. Then give all players the ability to pick and choose any combination of implants and tacticals. This would put everyone in two queues instead of splitting them into 3 (?) level brackets for PvP which at the moment aren't even close to being fair for the lower level players in two of the brackets.
  10. queue Having at least three people on your team that know how to play objectives can greatly increase a teams chance to win pug vs pug. Having six to eight players that know what to do, can communicate over voice, synchronize their builds, and work together in every match sharing the same goal not only guarantees a win but the premade will slaughter the pug team which probably can't even figure out how to throw a ball to a team mate. People defending their need to group against pugs is about protecting their fun above giving pugs a fair game. I have read a few things in this argument. "There aren't many premades anyway so it isn't a big deal" "If you separate us premades your queue times will increase drastically because we make up the majority of players!!" so... which is it? Are premades such a minority it isn't a really an issue or are premades so numerous it will have a negative impact on PUG queues if they are separated? It's a bit sad players are defending premade teams against pugs because they are afraid of losing an overwhelming advantage in PvP.
  11. Amity is mediating, maybe the devs can throw on a gold glow to make him easier to spot. I still have not found him on my Bounty Hunter ship.
  12. I played around with it, the bug could be tied to when you unlocked Amity on a character. On a character I just unlocked Amity on he will not show up on my ship. On older characters I unlocked him on the first week of the season I have him available on the ship.
  13. I just wish there was a "I'm done talking to you, let me exit this conversation immediately" option for each dialogue option.
  14. you know you can buy 336 armor mods from a vendor using credits. you can also learn speeder training by paying credits from a trainer. you can also quick travel and fly to different planets with credits. Your definition fits anything that deals with credits. Do you sit on fleet refusing to do anything because it costs credits?
  15. any time you buy or sell an item or service from a player, you are taking part in the player economy. You trade a person crafting components to make you an item, you just took part in the player economy. You pay someone to ERP with you, you just took part in the player economy (yes I am from Star Forge). You sell resources on the GTN, you just took part in the player economy. It's really that simple.
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