Jump to content

Trephination

Members
  • Posts

    91
  • Joined

Reputation

10 Good

2 Followers

  1. I think you misunderstood what was said. The second dev post was in response to someone who asked about S1 tier rewards unlocking the armor sets for all classes instead of only the class/character the reward was earned on, to which the reply was no.
  2. Anybody know if this change made it into patch 3.2.1? That patch is scheduled for next week but I don't remember hearing about it in any of the PTS notes.
  3. Try a mouse button for your modifier, it's the only thing that has worked consistently for me. Any bind that has a preset default won't work most of the time. Alt shift ctrl are no-goes. P.S. quite astoundingly Madtycoon is the only other person in this entire thread who knows what you're talking about. But that's just a star wars thing.
  4. This is just the nature of an MMR-based system. The first 10 or so matches are considered "placement" games to help land the player in an MMR range fitting of their skill to allow for more enjoyable and competitive matches in future games. As such, they are given a much heavier weight than non-placement matches to speed up the process significantly. Unfortunately, MMR only works in a large player pool and SWTOR's pool of 11 ranked players per server isn't going to cut it in that regard. You'll always be matched with people hundreds of MMR different from your own, simply because those players are the only other ones in the queue to play with/against. I'm sorry to say it, but the only solution for proper matchmaking in a game with a smaller, but still respectable population like this one is cross-server queue, and it's just never going to happen here.
  5. hangover, go home you're drunk. I'll miss playing with you anyway, so take care. p.s. add LS to the list of guilds I killed to be safe - that will cover every one I joined.
  6. Last day of my sub so I dunno if I can post again after this. I'll be giving wildstar a try with some of the ranked crew, and playing dota 2 / dayZ in between. Peace everyone, was a fun year and a half of ranked.
  7. We're gonna try to be on around 9-10 pm est to play tonight.
  8. You misunderstood me. All the examples I gave--except the highlight obviously--are hypothetical mistakes that new groups who want to be respected in the competitive community might make. You might not personally care much about what other teams think of you. I wouldn't know. But I can almost guarantee that there is at least one person on your team who doesn't feel the same way, and objectively speaking you are setting off on the wrong foot. Ball's in your court really, you guys are a good group of players and you aren't at the point of no return yet.
  9. People are a lot more perceptive to passive-aggression and subtle antagonizing than anything overt, so the latter is surprisingly preferred. The psychology of "You mad, bro?" etc.
  10. Friendly advice because I applaud any team that actually makes an effort to form up, even if it is after a lot of us have left the server. If you want to be respected by the opponents that form the community you're trying to break into, do not publicly post unrepresentative highlights of you beating them once or twice. Don't spam dumb things in say or emotes if you win a round, don't say something like "well played!" when you 2-0 sweep a team of any caliber, and keep Ironhide on a leash. gl
  11. I think BW is actually being pretty diligent about monitoring the leaderboards for the kind of exploits you're talking about--one of the few things I will credit them for as far as PvP development goes. Put an in-game ticket in describing whatever exploit you want fixed and see if anything happens. For many players what you're suggesting is akin to only being allowed one character, because there are 50 other games I'd rather play than hit the solo or reg queue.
  12. Some really fun and tough games with you guys. We're looking forward to playing you again and meeting the rest of POT5.
  13. I was thinking last night about the original plans for ranked PvP, and remembered this announcement post from last year: http://www.swtor.com/blog/pvp-game-update-1.2 Here are a few choice quotes from said post: Needless to say, it was a sad bit of reflection, and I am no longer the SWTOR optimist I once was.
  14. Agreed. I've had similar ideas for a while. I think that certain casts like dark infusion, healing scan, and kolto injection could also use a a slightly shorter cast time (and a slightly smaller output / cost to match). Movement in SWTOR often feels too constrained to have such harsh penalties for casting. You're permanently slowed by 50-70%, constantly rooted without DRs of any kind. Healing as a merc is very sluggish because of this combined with pushback / long casts to interrupt. Sorc is similarly punished, but gets by because of innervate. The only thing that might need to be worked out here is lockouts to go along with interrupts. If we get rid of pushback and lower some cast times, interrupting might need to lock out more than just one ability to actually reward people for stopping a fast cast. I hope this sort of thing is at least being thought about by the devs because merc and sorc healers are a mess.
  15. I made a thread about this a couple days after 2.4 released, and you're right--it's gotten predictably worse since then. http://www.swtor.com/community/showthread.php?t=687656 While interest in arenas was at its highest, the vast majority of players still weren't interested in the group queue because the exact same rewards are available in solo queue. Only in solo queue, matches are generally quick and one-sided with faster pops, allowing the general population to farm their gear and rating much easier and faster there. This was nothing more than taking the path of least resistance. The point is competition alone is not enough for the vast majority of players. They need a carrot to chase. Almost nobody will admit it, but most people either don't care about or haven't yet experienced hard-fought competition. Interestingly, once the incentive is there a lot of those players will find that they enjoy it and competition becomes the driving factor for some of them again. Not all of them, of course. There will always be a large population of MMO-gamers that just needs a carrot. Here, though, there isn't one. I've seen this happen in 10 different games, and anybody else who remembers first getting into competitive PvP, whether it was 20 years ago or 1, will tell you the same. Set apart solo and group queue, regs and ranked. Incentive. If you want people to try something hard, it needs to be there. Then let them decide if it's fun afterwards.
×
×
  • Create New...