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remylion

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Everything posted by remylion

  1. If it was AFKing and kill farming wouldn't be an issue. If PvP was really about winning you wouldn't be asking for the ability to turn tail and run at the drop of a hat without consequence... darling. I'm also putting you on ignore so have fun talking to yourself.
  2. Swap the dailies and weeklies from simple win and loss to participation based on medals so people who want to play get rewarded for participating in the game. Good talk.
  3. and the people who backfill and are pissed all they ever get are backfill losing games where no matter what they do they can't make a difference?
  4. and half way through the game when losing team needs to 3 cap, how is a person who wants to play going to make up for the continuous loss of team mates and capture all 3 turrets to win against a team that had held 2-3 turrets the game so far? There is a certain point in all PvP games where the only chance at winning is if the enemy team all loses connection at the same time. At that point you just abandon the game and requeue or you stay in the game and AFK if the loss is only a couple minutes away.
  5. People like me AFK the instant they see certain guilds who only farm kills and intentionally throw games. Others AFK the instant they get into a game because they are aren't interested in PvP and are only there to finish Galactic Season goals or PvP goals. Others yet AFK the instant they think their team can't win even if their team is trying. I have seen people get angry and AFK because too many people went to capture a pylon. What do you think those people, including me, will do if there is zero penalty for abandoning games? What do you think will happen to the team that constantly loses 2-4 of it's team every few minutes.
  6. Allowing people to leave any game at any point without penalty won't fix win/lose rates or the enjoyment of the game. The next complaint will be "every time the enemy team scores one point half of my team abandons the game making it impossible to win". The only real option at that point is for everyone to abandon the game and let it time out but that won't happen. Backfill will constantly keep that losing teams game going and they will never catch up because it is a bunch of new people loading into a game that is already lost spending the next 20 seconds trying to figure out what is going on. Instead of focusing only on Win and Loss for dailies and weeklies, let medal count be the contributing factor for finishing dailies and weeklies like it is with some galactic season missions. Players who play the objectives can still end up on top of the medal leader board on a losing team. They aren't lumped into the same group as the players who refuse to play objectives and intentionally throw games. The people who throw games won't care because they aren't playing to finish dailies and weeklies, they are only there for kill farming outside of the spawn room. Currently there is no point in even trying when you know your team is going to lose and you will receive the same reward as the people kill farming. Bioware can't fix how people play but Bioware can reward those who play the objectives more than the people who ruin games by ignoring objectives and farming kills above all else. BTW why does this game not have a kick option for people who flat out AFK in games? I abuse the lack of a kick option but why doesn't this game have one?
  7. That is one of the guilds on Starforge I have issues with. I have seen people in that guild intentionally ignore objectives. throw the hutball to the enemy, utterly refuse to guard or even capture an objective when it is cleared. Most of the time when I speak of premade guilds refusing to actually play and actively harass people trying to win it is this guild. It is like Reign of Darkness is trying to play Arena rules but afraid of to actually queue up for Arena. When I see 4-6 of these guild members on my team I AFK immediately.
  8. I have gotten into the habit of carrying 1 billion in my inventory. This is in case I see something nice on the GTN I don't have to close it, withdraw credits, run back, and hopes it is still there. It would be nice if there was just "credits" on your account and not two separate credit storage systems.
  9. no, I hate it when premades are on my team and intentionally spawn farm or ignore objectives. But I have seen what you suggest in other online games and it is just as bad. You ether get lucky and end up on a winning team from the start or more than likely you end up as backfill for a game that you have no chance at winning and people are still spawn camping and ignoring objectives. Having no consequence for leaving games pretty much ends up with the same situation we have now only you'll end up backfilling a lot of losing games on top of it.
  10. unless you are working on your 12th losing backfilled game where it has only been 1-2 minutes into the match when you entered. For me the only fix would be if dailies and weeklies were not about winning and losing but actual participation like it is with "earn 25 medals for Galactic Season". I've been in a lot of PvP games where I am one of the top medal earners in the whole game but my team still lost because the majority of the team did nothing but chase kill counts. When you are on a losing team and nothing you can do will improve your reward it's frustrating and I'll just AFK.
  11. this is probably one to skip. running back and forth to DK every 10-20 minutes can be annoying. I'm not sure where the the apartments for capitols drop you off, but if it is close to the meditation area it would greatly reduce the hassle. I think I did The Hunt in less than 10 minutes last week for 12 points. The whole meditation thing is not something I want to bother with next time it comes around.
  12. Lets say there is no consequence for abandoning a game and you can queue up immediately after you leave. This is what happens. Half the team abandons the game the moment they feel they won't win. They queue up again and if their next team seems to be losing they abandon and queue up again. This is repeated infinitely. What happens to the team that 3-4 players abandon? That team gets further behind in points while it is trying to find replacements. It takes a while for replacement players to load in and see what is going on. A few of the replacements immediately abandon the game since that team is already behind and short on players. The team that was falling behind and keeps losing players is guaranteed to lose because they can not retain players or catch up. This is repeated infinitely. I have seen this happen in other MMOs, no one likes to stay in a losing game and no one likes to join a losing game.
  13. so credits not deleting themselves once you go over the 4,294,967,294 isn't useful? ok, I mean if you haven't hit the 4,294,967,294 credit limit I'm sure no one else has...
  14. oh, I get it, you think the devs designed and created the quick travel fee to single-handedly fix inflation. No single credit sink can fix years of neglect. The devs should also not spend valuable resources and time developing high cost credit sinks before they gather data to come up with a design that will work. I have seen developers create features that no one is interested in because people on the forums say they wanted that feature. It's cool, a lot of people on this forum assumed the quick travel fee was designed and implemented to fix the economy without any further credit sinks being planned. But the devs have stated that the quick travel fee was not meant to fix the economy and more credit sinks will be developed in the future. You can check out their blog post if you want more information.
  15. so you can't fathom why, in a credit economy suffering hyper-inflation where a single Cartel Market set can easily sell for 1 billion credits on the GTN, it is beneficial for credits to not self delete once a character goes past their character credit limit when withdrawing GTN sales from the mail box. I can write a step by step for you if you need but I assumed most people could understand that credits deleting themselves after the character credit limit is a bad thing.
  16. ^ LOL yeah, I'm an alt account from a developer who has nothing better to do than post on the forums. lol
  17. When it is only 1 maybe 2 other people on my team trying to play objectives and the rest of the team consists of premades who only care about farming kills. I'm no longer going to call out attacks or bother fighting; it's not worth the headache. That's fine Bioware, I get it. We are suppose to AFK when the team is only there for a TDM match.
  18. people are also buying those third party credits to purchase augments, legacy unlocks, and crafting materials. you can't blame Cartel Market items for inflation because people are breaking the TOS and buying credits from a third party. The blame fully lies on the people buying credits.
  19. they would also substantially cut their Cartel Market sales. A lot of people buy Cartel Market items just to sell them to others for credits instead of buying credits from third party sources. You should be thanking the people who buy from the Cartel Market to sell in game for credits because... Selling Cartel Market items in game does not create credits so does not increase inflation Selling Cartel Market items in game on the GTN lowers inflation due to the GTN tax Selling Cartel Markets items is how this game stays alive for the rest of us
  20. quick travel fees are fine, new characters with brand new legacies should not be charged more than 100 credits on the starter worlds, maybe even the capitol worlds.
  21. Nope, I'm an idiot. Exit to Fleet versus Fleet Pass. Yeah that is good way to bypass it. The good thing is they aren't charging people to visit their strongholds like originally planned. It's annoying logging out in your stronghold and logging back in and finding yourself on fleet in the departure area where you can't even teleport out of. You have to walk out then up the elevator, then you can finally return to your stronghold.
  22. yeah that is way too much. Prices on the starter worlds should be capped at 100 credits or scale with your legacy.
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