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Sirolos

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  1. I had said double bladed lightsabers because I realized senyas pike and the other were listed as dual sabers but didnt have 2 lightsaber blades. As to the others. I didn't realize those were also holstered on the back. It's odd. Especially since the single bladed counterparts are holstered where they would otherwise be expected. On the hip. Why are the double bladed variants the exception?
  2. This is just a small suggestion as this kinda weapon currently doesnt make sense to me, and also makes the weapon not worth buying ( for me) I don't understand why a dualsaber is holstered like an electrostaff. It honestly looks ugly to me, and it's odd that it is the only double bladed light saber to be holstered on the back. Would love to be able to set the holster position or just have it holstered like a normal dualsaber
  3. Some good ideas and some bad. For me personally. I am doing this valor 60 grind, I hate it. People don't prioritize objectives People leave mid match which can turn a win into a loss People don't focus target and then complain. General toxicity in an unranked WZ. Valor requirements from 50-60 are harsh and steep. No way to earn Valor in OW pvp (The last two are my personal peeves ) For me, These are things that can drive people away from the pvp queues in general. As was said- No one wants to pvp with people that have never even tried to learn the game mode. On the flip side of that. No one will queue if you remove a reason for them to try it. This is a very steep and very slippery slope that has to be balanced or the pvp dies outside of the very few vets still willing to play it. So..Removing rewards for a loss is a very bad idea. You will encourage- Leaving mid match. Because you start losing OR Leaving at the start of the match Because you see people you don't like or want to play with. You will fracture the community where people will leave for silly reasons like low gear score " You guys aren't 258? This is a loss!" What I think would help is if you reward Objective points more heavily from a win and keep losses at the rewards now. I do think winning needs more of a reward. But it's got to focus on the people at least trying to play the game mode
  4. This is the type of **** that makes people not want to play the game. I hope you and your friends get banned because you do nothing but hurt the community that is already struggling. I really hope you and yours get proper punishment for blatant match manipulation
  5. Was there a dev that was supposed to reply in this thread. Did I miss it?
  6. I agree with this. No one likes playing a game with cheaters, and that is the quickest way to kill a pvp population. If you cheat, then you get punished. Simple. If you didn't cheat then you should have no trouble appealing a false punishment. But throwing a tantrum on the forums to garner sympathy doesn't fly for a lot of people. Take it to an email or phone call. For me . I am going to assume that 43 people were banned for a reason.
  7. My bad. I honestly didn't go back through and read before I started posting. So my apologies.
  8. ^This. Also. You guys mentioned a thing about setting like standardized stats in pvp as to fix the issue with having to grind gear, so people could focus on the mechanics of pvp. -So what I am going to suggest is a simplified version of another game I played during my absence. Guild Wars 2 has a closed competitive environment called Spvp ( Structured PvP) In this area of the game. Gear does not matter. That's right, gear does not have an impact on your stats. Instead they have generic pvp stats tied to amulets which you choose before you enter into a match. So this got me thinking about this game and it's Role mechanics. Because this game is a little more simplified then GW2 and everyone has a role or spec that they would use I thought, Why not have a system where before you queue for PvP you selected your role and then stats For ex. Damage- Role 1 -Gives more acc than crit. Role 2- gives more crit than acc. While standardizing stats like end, alac, mastery, power etc. Obviously because it would be a damage role- you will get more into the stat of power then end. And you would do this type of thing for Tank and Heals. Giving people the choice of what specific stat they want to specialize with or benefit from, so every choice has a small downside, but you remove the gear grind entirely. Then you could focus rewards for pvp to be cosmetic and/or achievement based. Their are, as some people will guess, clear up and downsides to this. The upside is that this will allow for everything to be standardized and possibly easier to balance in a pvp environment. As then you just have to tweak numbers on the ability or roles themselves. No one is at a disadvantage because of gear. Any one that wants to try pvp can now enter without the added stress of gearing. Re-introduction of WZ currency- to buy the sweet new lightsabers/pistols/blasters/cannons/nudes or recipes. Downsides- You lose the ability to customize the stats as you want. I think for some people this would be pretty big as they like to have one thing over another. This would require input from the community to implement as well. People would need to discuss what is an optimal stat selection for damage, for tanks, and for healers.
  9. You probably were not here during the launch of the game but the pvp gearing was almost equally as bad. So to answer your question. Yes, the pvp'ers would be equally as upset if not more so. Because bioware essentially did a 1 step forward 3 steps back thing with this whole fiasco.
  10. So casual pvp'ers I could see as a positive. I don't know about the non pvpers that sounds like a bad idea...
  11. Maybe we should bombard the Twitter and reddit for feedbacks?
  12. When I was on Jung Ma the PvP population was pretty lively as far as open world. Their was no PvP instances so they had to PvP. They had guilds of people willing to teach and help newbies. Guild v Guild was common then. The PvP population for both ques and open world was very much lively. PvP gear was a thing with a dedicated PvP stat. It was fun then. I was in a guild lead by a very helpful person who wrote PvP guides and stat guides so we were able to help foster a growth in the competitive environment. What I would like to do is open that option again. With additional incentives. Now that the game has done more for guilds it could also help guilds and like minded people grow a community.
  13. Also to add it would be 3 types maps. Running simultaneously. With different events on each Each of these maps or worlds would be different from the pve realms thus separate as to not draw resources from the pvers. One is illum. One is alderaan One is balmoora Potential for map rotations would be any other map lol Like an urban battleground in nar shadaa. Or bunker busting maps like Hoth. Or prison containment or break out in Belsavis. If they could get the system stable to work with 30 people this would be great I think
  14. I knew I wasn't crazy. I remember the dot spread was on death field. Sad that changed.
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