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MeRRR

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Posts posted by MeRRR

  1. Two baby ideas:

     

    1) TF2's Payload style warzone. Have a cart/star wars equivalent/droid/whatever that needs to be moved from point A to point B. Having members of the attacking team near it makes it move forward. It moves backwards if no attacking players are near. Give the map 3 or 4 checkpoints.

    To prevent an all out 8v8 zergfest, create an activation objective to unlock the checkpoints. IE you cant get to checkpoint one, without slicing a security panel on the farside of the map... Think voidstar, but East is an objective to cap and West has the cart being pushed.

     

    2) Tic Tac Toe! Objectives arranged in a 3x3 pattern, you need to link 3 in a row to complete the slicing array... OMG WE HACKSD YOUR SYSTEM. Think this should be laid out in a diamond pattern instead of a square, relative to the spawn points. IE, spawn points are on corners and not on the flat side of a square, making the nearest 3 objectives to either spawn create a triangle instead of a vertical or horizontal line.

     

     

     

    I love the idea of Capture the Flag, but you would need a workable solution to turtle teams, that just stack defense.

    Scoring system would somehow need to give points for things other than captures, and not rely on kills as a tie breaker.

    Perhaps add several layers to capping a flag, IE have to deactivate a forcefield first, then activate a bridge, etc.. each step grants points.

  2. Implement a new way to queue for PVP warzones, I call it the "Join the War" queue.

    This queue will allow you to queue as an 8 man Ops team. Or if you do not have 8, it fills without matchmaking based on class roles... that would extend the queue. Pretty much just the old queuing system.

     

    The purpose of this queue is to give warzones a feeling that they actually affect the world in which we are playing.

    Wins and Losses are counted by faction, resets every week. The winner for the week gets increased reputation gains, increased valor, increased credits,or something relevant but not game breakingly unbalanced. The other side gets a 1% bonus to expertise. Each week of consecutive losses adds another 1%. Upper limit of 5% maybe.

     

    What this idea is trying to accomplish:

    1. Make Warzones serve a purpose

    2. Give an incentive to queue for warzones

    3. Give an incentive for WINNING warzones

    4. Compensate for faction imbalance

    5. Give people who want 8v8 ranked a way to play 8v8 semi-competitively

    6. Make players feel like they are contributing to the "WAR" in Star Wars: The Old Republic

  3. I never understood why the daily areas on contested planets never had some sort of PVP element added.

     

    You have planets that both factions are fighting over... why not encourage the players to fight there?

    Even if its just an instanced area, many times smaller than what Western Ilum was way back when. Restrict the amount of players per faction, put in an always on control point/node, and let people fight over it.

    Controlling that area can grant rep/valor/commendation boosts.

     

    Besides the Ilum events, what else do we have to encourage people to PVP outside of warzones/gsf?

     

     

    Or, do what many other games have done... hand the tools over to the community, and let them create the things they want. You can't complain about not having new content, if you are given the ability to create it yourself.

    Obviously creating those tools would be a large job itself, but its an investment in the community and health of your game.

  4. The obvious point of this post is to deflect the negative comments they expect to get during the live stream.

    Brilliant PR move to be honest. Now they dont have to answer any of these questions while they are streaming, they can just refer to this post, which will probably be referred to as "a comprehensive FAQ about the future of PVP in SWTOR." Which creates the illusion that there is a future for PVP in SWTOR.

     

    As far as community management goes, Eric gets an A+

     

    As for the answers provided by the devs... still not sure if its incompetence or just not caring about the PVP community.

  5. Only three teams have it at all through group, D:) , sick innuendo, and the entiteam (entity's KFT, MCL, ID, whoever the f is online team)

     

    I'd have it on my commando if we could actually get games, reluctantly trudging through Yolo now. Kinda wish we did quadmando after resets.

     

    When arsenal/gunnery can spec into the interrupt immunity... quadmando for everyone!

  6. Not even remotely accurate..

     

    As accurate as bioware's leaderboards currently, I'm sure they havent been updated in days though...

     

    I would link it... but yeah, the website doesnt like when you try to do that.

     

    Regardless, still the best merc group rating on the sever, and I havent done ranked in at least a month.

  7. Where is the logic in releasing a new set of gear to earn, when there is no new content to earn it?

     

    Is that not how these games are supposed to work?

    Do new content -> earn new gear

     

     

    What introducing a new set of PVP gear does right now:

    Do the same content over and over -> earn new gear that will still be worse than bolstered PVE gear.

     

     

    Unfortunately, there is probably no stopping it.

  8. I was going to try to do this, but then I realized I would just be filling it out with current guildies on the imp side, and former guildies on the pub side ...

     

    So I will just cherry pick some people that are notably better than most at their class and not a guildmate of mine.

     

    Talionis is a beast Guardian tank

    Visas is a beast Shadow tank

    Lynx is the only scoundrel dps I would suggest avoiding

    I dont even know what class Somnax is playing on this server, but I'm sure he is better than everyone else on pub side because he is a jerk and good at everything.

     

    There is one PT in KFT that is considerably better than the others, but the name escapes me. Seen them put up some substantial damage/protection numbers in that hybrid build.

    Xani on his sorc still hurts me in my sleep sometimes.

  9. TBH, the leaderboard is probably most interesting to those on top of it, an audience which does not include me. The potential for some future mystery reward not so interesting either.

     

    Sad to say it, but this is what I think will happen to most people that are giving it a shot right now. They will be discouraged when they lose too many times, and stop doing ranked.

    Same thing that happened with 8v8.

     

    I hope I am wrong, and the pvp community grows. But the space stuff is coming soon, and that will just further reduce the amount of people queueng.

  10. Does the fact that rankings are now posted on the website make you more or less likely to queue for ranked?

     

    While it may still be early, have you noticed an increase in ranked activity on your server?

     

    Hypothetically, would public rankings make you more or less likely to pursue an 8v8 ranked team?

    (I miss 8v8 :()

     

     

    Was just wondering what the general feeling on this was. Is a viewable ranking system, and the promise of some unnamed rewards really enough to draw people into ranked pvp...

     

     

     

    EDIT: relevant thread discussing rewards for ranked :

    http://www.swtor.com/community/showthread.php?p=6932245#post6932245

  11. While I don't necessarily disagree with you about using Shoot First out of Stealth, my desire to be able to use it out of stealth comes from its utility as another to get an UH.

     

    RIght now (and this may be my total sucking at the class in a PvE environment, which is surely possible) I find myself in more situations where I'm either UH starved, or UH rich, and I find it difficult at times to catch back up to UH stacks.

     

    I think the idea of having Sneak grant 1 UH stack when used may be a middle ground. I'm not personally advocating for OoS SF for the damage (which is very nice too) but because it's one of the 2 ways (on a single target Ops Boss) to generate an UH, which is critical for Sucker Punch. (well 3 if you consider Round Two, but to me that is more of a UH neutral result)

     

    What about UH based changes that would seem to be complete opposites of one another, but I think would have similar outcomes?

     

    a. Allowing, similar to Sawbones, Scrapper (and DF if it makes sense, no experience in that spec) to build up to 3 stacks of UH. That way we have a little bit more wiggle room to maintain stacks. Being off of the 10sec Round 2 CD and not being able to proc Flying Fists and the UH it grants can really throw a rotation and DPS into a lurch. Or maybe even make Flying Fists 100%. RNG is stupid sometimes.

     

    b. And this one I don't really mean, but think it could help Scrapper, don't require an Upper Hand stack to use

    Sucker Punch.

     

    Just more brainstorming

     

    I see where you are coming from with the UH stacks, but I think that should not be an issue if the cooldown of Backblast is reduced, and the energy management is re-worked. Basically you would cycle through abilities depending on the situation:

    Shoot First

    Blaster Whip

    Sucker Punch + Another if its free

    Sabotage Charge

    FR+Backblast

    Blaster Whip

    Sucker Punch + Another if its free

    Quick Shot

    FR+Backblast

    Blaster Whip

    Sucker Punch + Another if free

    Sabotage Charge

    etc etc

    Quick Shot/Sabotage Charge would be replaced with a hypothetical finisher when applicable.

     

    This should keep UH up at all times.

     

     

    This is something I've been thinking about before... how about hitting two birds with one stone : make a skill or a passive that makes shoot first usable out of stealth on targets below 30% health ?

     

     

    The only problem I see with this is all the other classes that have a natural finisher have them as a ranged/melee attack or White Damage attacks. Using SF as a finisher gives us the advantage of the extra accuracy that comes from using force/tech attacks.

     

     

    Both DPS specs should get upperhand's timer extended. The fact that sentinels will have 24 seconds of merciless and scoundrels with 10 second upperhand is absurd.

     

    I agree that it does tend to run out too soon, especially if you are trying to switch targets.

  12. Brainstorming fun!

     

    I for one do not think we need to use Shoot First out of stealth, or more often for that matter. The front end burst design of the class is the reason why it is frustrating to play against. Or was...

     

    The ability to provide burst damage while already engaged in a fight would be more useful. And I think you take away the feel of the class by using Shoot First to do this. It is an opener, a set up ability if you will. We should be using Backblast more. We should be able to reapply our Flechette Round more. Also, what happened to not being able to re-apply the FR buff to ourselves?

     

    Quick Shot is terrible, its a filler ability while leveling. I am fine with it staying as that.

     

    I have a fondness for the punching abilities.. but really, they are so dumb. Who in their right mind is going to run up on a Sith Lord and try to punch them? More scattergun bang, less punchy punchy. This is admittedly nit-picky

     

    Do you know what we dont have? A finisher.. oh it sure would be nice to have an ability to use on targets below 30% like other melee dps. New ability! Call it Lucky Shot, let it do 10/20% more damage to targets with FR applied when talented. We are supposed to be going against the odds fighting these force users. Why wouldn't our killing blow be lucky? Could be Tactical, Precision, or Well Trained Shot for Ops.

     

    The Sneak ability... the speed buff is kind of useless now with scamper. With taking away our leap immunity, we are going to be spending a lot more time rooted. LESS SLIPPERY :( I suggest a CC immunity while Sneak is active. And/or Sneak applies 2 stacks of a buff that allow an energy free scamper, consumed on use. SO VERY SLIPPERY. Picture Han running away from a battalion of Storm Troopers in the Death Star... should be our I NEED TO GET OUT OF HERE RIGHT NOW skill. Scamper fails to give us this with the amount of CC and slows available, and the large hit to our energy.

     

    Defense Screen needs to do something better, anything would be an improvement. Make it a kiting tool, apply a slow to whoever breaks it. +2 SLIPPERY

     

    Dodge is awesome, I like dodge, please don't nerf it.

     

    Sabotage charge out of cover... If we are not supposed to use cover, this is already used in any good scrapper's rotation. Out of cover = more mobility, MORE SLIPPERY!

     

     

    Healing.. reduce the rate Upper Hand gets granted from crits on HoTs. Forcing the use of more casted heals.

  13. 8v8 rwz were still fairly popular on pot5 and the bastion and it saw a surge when transfers started. They were essentially replaced by arenas for the casual gamer could more easily get into solo or find a group since you only need 4 and with a matchmaking they would be more 'fair'.

    .

     

    and to highlight one of the fundamental issues with pvp...

    It was difficult to find a group of 8 players for ranked, because of class imbalance.

    Sure, most guilds could have 8-12 people on a night, but did they have enough smashers on? Did they have a sin to node guard and op heals? Did they have a bubble sorc when that was FotM? Teams were reluctant to run with less than optimal compositions because of the huge disadvantage it would put them at. When the playing field isn't level, it's best to stay off the field.

     

    This was slightly alleviated with 4v4, but as people realize where the imbalances lie, the meta game will change. We will see new comps become the go to, and the same problems will re-emerge. Which is already happening.

     

    Getting class balance perfect is obviously impossible. But if you can't get the classes within a reasonable range regarding ability to fill their role and team utility, people will always choose the classes that are the most favorable. And the others will be left on the bench.

  14. *edit* The removal of 8v8 is ironic since earlier this year they said that 'hardcore' PvPers will have something to look forward too in 2.4 with emphasis on the ranked scene. They instead pull what a lot of people spent money on for transfers and replace it with arenas. .

     

    The 'hardcore' PVP community was built around 8v8 teams. And that failed because they could not support it correctly?

     

    Now we have 4v4 ranked, supposedly for the 'hardcore' PVPers. They put in all that effort to make the change to 4v4. Develop arenas, record voice actors, promote it more than most other aspects of the game recently. And the system is still broken? And they still let it hit the live servers?

     

    How is that... I dont even... Who would do such a... ughhh

     

    It's embarassing, not only for Bioware; I honestly am beginning to feel shame now that I have invested time and

    money into this game.

    Bioware's decisions and follow through make the CU in SWG look like the best idea ever.

     

    That being said... I will still be playing lol.

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