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Posts posted by Inarai
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Which is fine. I'd rather have a dynamic play of "1, 4, e, c, 2, v, b, 5, e, f, f, g" than my Commando Gunnery rotation of "4, 4, 4, 4, 4, 2, 4, 4, 3, 4, 4, 4, 4, 2,"
That's the fun of it, yeah. Just best to frame it in the right terms from the outset, makes the class easier to learn.
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Combat is: (a) underrated, (b) less effective than Watchman for endgame PvE, © less effective than both Watchman and Focus for PvP, (d) significantly less effective than Watchman for solo PvE.
The basic problems with Combat for PvP:
1. Heavy reliance on RNG for burst. Blade Storm is not sufficient for "burst". You also need Ataru procs, crit Blade Rushes, and crit Ataru procs. Both Focus and Watchman rely less on RNG for their respective bursts.
2. Burst relies on very narrow buff windows. Precision is up for 4.5 seconds. For maximum burst, you want Zen up as well.
3. The burst windows are resource intensive. Precision costs 3 Focus. Centering builds slow as **** in Combat.
4. Soft. Watchman has self-heals. Focus has 7% more damage reduction across the board, and joust capability.
The basic problems with Combat for endgame PvE:
1. Ataru strike range bug on large hitboxes.
2. Lower utility due to piss-poor Centering generation. Tree utility generally irrelevant to PvE (roots, interrupt range, etc).
I think I see someone who doesn't get how Combat works.
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Not anymore, but it was fun pre-launch.
That's what I've been hearing regarding combat... much more difficult rotation. Considering my last two classes were a Telekinetic Sage and Gunnery Commando, I gladly welcome a more difficult class!
Keep the word "rotation" far, far, far away from anything to do with Sentinels, Combat Sentinels especially; it just doesn't apply. Can't really even describe it accurately as a priority system. Proper play is very dynamic.
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Fixed in 1.2, as the base mod (armouring/hilt/barrel) will be extractable from endgame gear to put into Custom gear - a far more effective option than just different colours of the same stuff.
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Posted this in general but I'll post here as well. I think lightsaber uses should not be stuck with a forced choice of lightsabers. How about a juggernaut with 2 lighstabers or a double bladed one? An assassin with a single, deadly saber? Could be based on skill tree selection.
Animations don't exist for it yet. Once the right people have the time freed up to add the animations, as well as mechanical differences and balancing thereof, there may be some opening up of weapon selection.
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You have the right to chose to be obnoxious. More power to you, man.
No, you don't tell Gamewiz to cut it with the yellow text. He's something of a community fixture.
As for combat... It takes more skill to get the output, but it's extremely powerful.
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Will future MMOs start off F2P?
Some will, some won't. For some games it would be the right way to go, for others it wouldn't.
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You said anything in an MMO affects everyone, so that is why you so vehemently oppose AC switching. If I vehemently oppose development time being wasted on new operations should I use that excuse?
You realize that line of argument, if not useless to begin with, became so when you said "wasted"?
In any case: There's a fundamental difference between ruining an element of the game and adding content that supports a given playstyle.
And, in any case, there's literally no argument for AC switching that doesn't fall apart on the fact that classes are not a thing to be changed (that's just the nature of them), and the fact that with any other game, you'd need to reroll.
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Something getting talked about at GDC doesn't represent an industry wide shift - you didn't see AAA developers making social games as anything other than a marketing aid (in which case it is generally contracted out to someone else), for example. You won't see an industry wide shift to F2P, but you will see it more out of smaller projects, indy development, and so on. The reason it's getting talked about so much is the radical success of the freemium model in the mobile space.
GDC is about the ENTIRE games industry. AAA development, on the other hand, represents only a small slice of the industry.
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Unless you game on a CRT still, yes refresh rate will be 60Hz...
And no need for it to be higher (sans 3D) human eyes are not that sensitive, which is why movies are generally 24-30FPS .
Mid you, movies get away with lower because the motion blur comes in with the recording, helping the brain fill in the gaps between frames.
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Yes still it's a proven fact gathering players around mailboxes and AH is the poorest way to help socialization. And it's also a boring and annoying time sink.
No, the worst way is to let them just hang out in a place only they can be and still ahve access to everything.
Also, "proven"? By what, exactly?
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Refresh rate of 60hz?
Most people won't notice until the frame-rate drops under 30. The "under 60 is terrible" folks fall into one of two categories:
- Experienceing a placebo effect from knowing the frame-rate, likely due to a conversation with someone from the second group.
- A certain small portion of the population is actually able to notice frame-to-frame lag before 60 frames. After that, it's pretty much impossible.
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My Marauder and Merc both RP'd very dark so I was never particularly worried about being penalized till i got to my operative, who averages neutral. Kinda glad theyre getting rid of any restrictions, because neutral is just as viable from an RP point of view.
They're adding Grey gear at some point.
They've lifted some restrictions, not all.
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You can only look at your FPS with an external program for this game right? There is no in game fps meter unless i am mistaken.
Ctrl+Shift+F
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As if obliging players to gather around mailboxes or AH helps socialization.
Funny thing is SWG did not have mailboxes and since that game I never ever received a well written email and even less a good text or more than 2 lines, ever.
You have to have people in the same space for socialization to occur. So, in its own way it does.
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...Or as a [basic, shallow, but still fun] metered indicator of your moral direction for the character. As it should be.
Or perhaps have a connection to some of the Legacy system stuff.
"You get to customize Project! Now here's the Light, Dark, and Grey options..."
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ah so there was a reason why they removed it.
Well, yeah. It's not like they just pull stuff for no reason.
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I wish they had addressed these obvious issues in beta, or even better, in alpha.
Actually, there's design questions around that one. There's certain advantages to keeping it off of the ship - particularly in terms of forcing people into the public space.
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The point is appearance slots override appearance. As you are asking for is an animation or appearance change, this is the same concept. Assuming they had appearance slots it would give you the desired animation change without making an entirely seperate mechanic.
You would simply place your chosen style of saber in your weapon appearance and that would determine your fight animations. Simple and intuitive.
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So, if they do the animation work required for this to happen, they should ADDITIONALLY add a new system instead of simply hitting the "yeah, you can equip this" flag?
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This has been brought up since the beta.. Most everyone would simply prefer a choice as apposed to how it is set up now..
As for a response from the developers?? Most likely isn't going to happen.. There are a lot of issues here and there that we would like responses to..
Just saying..
Actually, response from devs was "not at launch because that's a lot of animation work". They just had better places to invest that. Might come in at some point, but they've got to get the animation stuff done first - and ideally differentiate the weapons so that it is both a cosmetic and playstyle variation.
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I really wish there was a way to fast travel straight back to your ship. It would make it a lot easier especially when your companion needs to talk to you on your ship and its going to take you 30 min just to get there. Does anyone else feel the same about this???????
... It does not take 30 minutes to QT to the space port and go to your ship.
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Or maybe just omit the trainer altogether when swapping specs. Out of combat, just hit the "change spec" button to start a channel. Once the channel is complete, you now have your other spec active.
Personally, I'd further restrict that it cannot be done in-instance (preventing its use in the middle of Flashpoints and Operations) to try and prevent it from being part of the strategy used for some content.
I actually kind of like the idea of having to go to an NPC to do it - I wouldn't make it fleet-only, however.
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http://www.systemrequirementslab.com/cyri/
This is where I go to see if my rig is compatible and if not to see what I need to up.
Kind of useless when he doesn't have the machine...
As for the linked machine, very hard to judge as it doesn't mention the graphics card...
Frankly, unless you ABSOLUTELY MUST have a laptop, there no reason at all to go for a laptop for games. You are better off with a desktop in every way.
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Okay. I was just curious. Still going to keep my eyes open of course...but with less hope now xD
Your definition of class is mistaken, however.
The devs define AC's as classes ("fundamentally different class designs" being the most recent quote on the subject). What you're pointing to demonstrates terminology, not definition.
A rose by any other name, essentially.
I mean, you could be really pedantic about the terminology as listed and say something like "Warrior class advancing as a Juggernaut, specced into _________", but at no point is it accurate to say that Juggernaut is your "spec".
Don't limit saber options by class.
in Suggestion Box
Posted
The actual reason for it being the way it is was a resource allocation issue. Nothing to to with PvP, rather, it's a question of animation man-hours and so on.