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Game Update 7.4.1c coming April 3 ×

Eterud

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  1. Hello fellow TRE'ers. I"m looking for a group of people to do ranked and unranked warzones with. My characters: Rilashan: Vigilence guardian Rangash: Balance sage Randaras: Arsenal Mercenary My goal is mainly to have fun, but I would really enjoy being in a well-oiled group of people that play to win, and really want to play as a team. In most other mmo's that I've played I either ran or was part of wz/bg groups, and/or arena groups. I just don't know of many pvpers on TRE that are not in an arena group already so I'll try it in here. Feel free to reply here, or by sending me a message ingame.
  2. most of my spam reports are still open.... after 2 weeks! It's sad that if I need any support I have to close one of those spam reports myself, as I cannot open any tickets this way. Also it really shows that Bioware doesn't care about gold spammers at all!
  3. Hello, first off this post does not include a single suggestion, but multiple suggestions that will address most complains that the veteran players have. These problems/complains are: - There is not enough content - There are no rewards for NiM Ops/ Ranked warzones. - There has not been a single new operation in a year +time. - Queue's take a long time. Here are the suggestions that I would like to see: First off, let's talk about the incentive to play, Currently there is no incentive to play a character for a long time, for the simple reason that gearing up is easy, and there are no real rewards only for the end game players. To fix this in pvp: Change #1: Create a new PVP tier that is not obtainable by normal warzone commendations. Only by either: Ranked warzone commendations, or linked to solo/team ranked games. What this does: - More people will play ranked arena's, so shorter queue's - PVPers have a reason to play a character after the initial farm to get the gear. Change #2: Allow cross-server queue's. Many other MMO's have now cross-server queue's. What this does: - It shortens the queue time for warzones/fp's/ops - It allows the normal servers to exist, even while some have a low player count, resulting in less server capacity used. - players will less likely to quit the game when they are on a low populated server. Optionally: Have the US/EU servers with a cross-queue to give players a chance to do FP's/warones/ops/ranked warzones at any time of the day. Change #3:Create other rewards that are obtainable only by pvp. Some examples are: - Legacy gear/Adapable gear - Mounts - Companions - Crafting materials What this does: - It gives more incentive to try out pvp and also more rewards for people that pvp. as they already get less credits, and other things Change #4: Allow queueing for certain warzones. A lot of players are currently queueing up, and then leaving when they see a warzone that they do not like. This often messes up the game for the rest of the team, This option can be in general, such as "Random warzone", "Huttball", "Arena". What this does: - less people will leave a warzone because they do not like that specific warzone. Change #5: Bring back Ranked 8v8 warzones A lot of pvpers want the old ranked warzones back. The old ranked warzones where taken out, because not many players played it. The reason that not many players played it was that there was no real incentive to play: You could not get better pvp gear/other items by doing ranked warzones rather than normal warzones. PVE changes that I would like to see: A lot of players are quiting the game , or become less active for the simple reason that there has not been a single new flashpoint or operation in the last year or so. Here is a good way to give new content, give incentive to play while keeping a fairly low cost of development: Change #1: Create 1 new operation that is HUGE I'm talking about 10 bosses or so. Difficulty: Extreme hard. Think about the current Nim difficulty+ a bit more What this does: - It gives the players a new goal to achieve. Change #2: Add NiM mode on Flashpoints. with good rewards. What this does: - It gives harder bosses, and new challenges to current players. Change #3: Create an order of difficulty and gear to farm in a progression standard. A suggested order would be: SM FP> SM Ops> HM FP>HM ops> NiM FP>Nim Ops. Where if you release a new tier of gear, or even easier for development: A new tier of mods/enhancements/armoring. the progression could be like: SM FP(208)> SM Ops (216)>HM FP (220)>HM Ops (224)>NiM FP (228)>NiM Ops(232) What this does: - It gives a clear progression, that people would need to follow to progress to the next level of FP/Ops. - It gives current players a reason to start doing Flashpoints again. (I haven't done an FP for weeks now, as there is no reason to.) - It creates 2 new gear levels and2 new difficulty levels if you scale the bosses with difficulty. - It creates 2 new FP/Ops levels for our more advanced guilds/players to complete. - There is a reason to play NiM FP's and NiM ops as certain gear is not obtainable without doing them. Change #4: Remove the Priority days on HM ops. What this does: - It gives a reason to play Nim ops again. Currently there are players with the best gear available, while never having set a foot in a NiM ops. this is not ok. Alternatively: - Have the priority HM Ops days drop more DMC's, Decorations and mounts. but still the same gear as always. not the NiM gear. Conclusion: If the above changes would be implemented we would see a lot more activity, shorter queue's, more incentive to play, more goals to achieve and real rewards for doing NiM ops(+FP's) and Ranked warzones. This would result in a lot of veteran players coming back, and having a lot more activity on the servers.
  4. - Warzone with multiple points to control: C.q. 5-6 points all spread over the map instead of just 3. This would require a lot more teamwork and tactical options. - Warzone with only one point to control (King of the hill) However due to class imbalance (a group of 4x healers +4x tanks would not be beatable) the team that controls the point will get stat debuff over time.(Every minute the point is control,the players would lose -10% main stat and -10% health) the debuff resets when the other team captures the point. In the end the total time of control over the point counts. This game has only 1 round, untill the point is under control of 10 minutes by one team, or untill 30 minutes total are past. (Times can be changed ofcourse) - Protection: One member of the team gets called the "VIP" this person is unable to go to stealth. THe team has to protect that person at all cost. If team A kills VIP of team B within 5 minutes, the other team has to beat that time. - Last man standing: Two teams fight on a massive battlefield, with lots of places to Line of Sight kite from. If a player dies in the warzone they stay dead and cannot be revived/resurrected. The team that has someone live while the other team all died wins. - A warzone with guards: each team gets a bunker. with PVE guards attached to it. In between the two bunkers are several outposts. In order to attack the bunker the outposts need to be captured first (Which then spawns pve guards to protect that node) Then once a team assaults the bunker the PVE boss needs to be killed. p.s. make 2different queue's: Warzone / Ranked warzone Arena / Ranked arena
  5. Dude, operative dps has a lot more CC's and survivability than some other dpsers. (Mercenaries anyone?)
  6. I'm doing fair in pvp as pyromerch, My main problem is low health though. my setup: http://www.torhead.com/skill-calc#300ZMccZfhrbdRrffdz.3 gear: 4x Obraon rest conquerer, 9x Reflex augments health: 27.7k (unbuffed) Aim: 2560 Expertise: 2018 as said my main problem is the health, But then again IF i survive the first burst, we win the game. Mercs are very strong in pvp, IF your team protects you. For example if you're running a 1x tank 1x healer 1x rdps(you) and 1x melee. The tank should have guard on you for the first burst, and afterwards switch it to the healer. Melee should be there to slow the melee-ers attacking you. Healer should focus heal on you. And ofcourse you burst all your defensive moves. (Break stun, knockback, energy shield, chaff flare, immune to CC+Slows, kolto overload, kolto missile.) If your team works together+you do what you should do, then they need to have around 100k damage in the first burst. Next to that I suggestthat all pvp mercs become a cybertech for the reusable grenades. a stun vs 3 ppl or an "unconsious"(can't remmeber the correct name atm) on 5 ppl around you is VERY strong in pvp, especially as merc.) as said before by other posters: Positioning is Key, LoS kite, make sure your team is the aggressive one. Run in, unstealth their stealthers, start nuking their healer/tank/weak dps and you got in 75% of the cases a win. As to the other question: WHat is our job in ranked. I see my job as merc as a few things. #1 Providing support #2 Burning the healers power/focus whatever you call it #3 providing damage on ALL the players. To say this: #1 providing support: We are not damage dealers...No we are not, our damage is very low. HOWEVER: our strengths as pyromerc are: - Dots, put dots on as many targets as possible. it makes it harder for their healer to heal. - Provide stuns/slows so your other teammates can finnish the target - Provide a burst when the target is 30% or less health. (IM>ED>TD>RS>UL>RS>MB Spam goes a far way) - Provide offheals for team members -strategically using knockbacks to save your teammembers. #2 Burning the healers focus/power etc. With our dots, we can dot several players and then target the healer. This in combination of the focussed damage of your teammembers will burn your opponents healer's power/focus/(MANA xD) down quickly. no power/focus = no or less heals, making it easier to kill those more tankability teams.
  7. #1 PVP #2 Class stories #3 Making craftign a viable way to make money/ make usefull things #4 A possible new class #5 Not on this list: But way more options class related: Smugglers; able to make extra money by smuggling spice in space(if not caught) Bounty hunters: People can post bounties and you can act on them as bounty hunter class./random pve bounties added Also one option I'd love to see, but which we probably never would: A different "Faction" You got the Empire, You got the republic Now what I really want: is a neutral faction, able to gain reputation/access to both rep and empire at the same time. Such as Smuggler, Bounty hunter, Pirate etc etc etc. This could be made very interesting, that if they don't pass by the laws of either republic or empire faction, that they will be sought by the Government and trial'd etc. or smuggle goods from the empire to republic or other way around. Pirating ships from republic or empire while you're staying anonymious. etc etc etc. At the cost ofcourse that the neutral factions will not be able to get the newest/high tech stuff, except for at a high price. (as they have more potential in making money than normal republic or empire. but not the access to the massive armory/ships that the empire/republic have.
  8. Ehm, nothing is worth it tbh, if anything it'st he 31's that make a bit of money on crafting the armorings. 30's sell for less than the MMG costs
  9. Found some weird things yesterday, and did several "Duels' in order to test it out: at first: Dot's dont seem to stick as long as they should: I duelled a marauder and my IM stays on for about 5-6 seconds and it's gone. while the tooltip says it's 16 seconds.(Tried this several times, every time it just dissapeared after 5-6 seconds - he had no companion out to "cleanse" him) also i feel that our damage is very low, that is: Facing a 1100 expertise 30.300 health marauder, (I had 1500 expertise, rest underworld pve gear). it took me more than a minute to kill him, with the rotations found in this thread. Also if he had his healer pet out it took me more than 3.5 minutes to kill him (yes really) the talent spec was right, the rotation was right, I had 400 more expertise than him, and a lot higher aim than in full pvp gear. and it took me so long just to kill 1 guy that was just standing still.. I have really no idea what's going on... is anyone else having these issues as pyromerc? ============== On a sidenote: Any suggestions for 1vs1 ing vs a melee-er (assasin/juggernaut/marauder/operative) and vs a sniper? the only class I seem to be able to safely 1 vs 1 is a sorcerer.
  10. And that is sad, as we are the ultimate testers of the game. (we 're the ones playing it) Like any good company's manager looks to his lowest employee's on where his management can improve, so should developpers/game masters look at the players to see how they can improve.(and get the wanted results)
  11. You're right on 1 thing: People are like sheep. They follow whoever they see. untill they find a good leader. To change a server's pvp takes some dedication but is not that hard: How? become a leader. Lead unranked warzone groups, Lead ranked warzone groups, Lead world pvp ops. Be honest, be fair, don't call anyone a noob or idiot, and treat others with respect. Make a name for yourself by being visible and getting results and people will follow. nobody wants to follow someone that's disrespectfull to others. If someone calls others an idiot in warzones and cry that the team sucks they usually get on my ignore list. as they show that they're immature and do not take responsibility for their actions. Be a leader by example and you'll get many wins (and mvp's)
  12. +1 for cross servers. and it's not -THAT- hard... I did it myself within 3 days of scripting on another mmo's private servers.
  13. Hello there, before I start, let me introduce myself shortly, I am a big PVP fan, and used to be so in different MMO's. (In the MMO that nobody wants to be called I was the world wide second alliance warlock on any of the EU servers- which required farming "warzones" for 8-10 hours a day for months.) just to give you an indication on how much I like pvping. Now I love the different modes in this game for warzones, But everything is a bit "Unorganized" as in there could be improvements made to the game that will improve the general pvping. (This is not a class vs class thing!) ]#1 Competition: Now a first point: A good pvp setup has competition: In this game is the so called "Ranked warzones" a setup for this. The problem with this is that there is no 'competition' in pvp untill you are fully geared. (say what? ) it's not like you have any shot and don't get into 50 ignore lists if you don't sign up without at least half obraon gear. Now to fix this I would think of this: - Split arena's and warzone's, make it 2 different things. This means no arena's in normal or ranked warzone popups. But instead a total different queue. - Make both normal "arena's" and normal "warzones" a possibility to queue for, and make "Ranked warzones" and "ranked arena's " a possibility to queue for. - Actually have leaderboards for both ranked warzones and ranked arena's. =================================== #2 incentive to do ranked Now the above is all useless and will not be played without a good incentive to play so therefor: - make special rewards that can only be obtained by having a certain arena or ranked warzone rating or points. at the moment it is fully possible to get the best pvp gear by doing unranked...where is the incentive to do ranked if it doesn't give a reward? nobody will take the harder version if you can get the best gear by doing the easy non-ranked warzones/arena's. ===================================== #3 Making it possible to have more fights: - If people get more ranked popups, the population gets bigger, with the combination of the above 2 points (rewards+options) and you open it up for a bigger population you have an almost guaranteed success. With the higher population both ranked and unranked warzones /arena's will be working better as you will have both new and experienced teams signing up. making the rating actually work instead of even facing full obraon teams even at the lowest rating. This effects also that people get more practice, and thus get more skilled. which has the logical effect that there will be more competition in general. ==================================== #4 Game mechanics At the moment there are several trends within pvp. at first the only "viable" specs at the moment are full nuke specs for dps. the dot specs are not valid anymore due to the increased survivability, crowd control and other options that are new since the RoTHC. I used to play (Dot) Pyro mercenary. at the current state dots dont even stick at the target. I tried it out in several duels,a dot that's supposed to stick on for 16 seconds often stays around 5-6 before it just dissapears. (Tried it out vs powertechs, juggernauts, snipers, marauders, all have the same effect.) Is this some unwanted result of expertise? or is this some bug in the game. =================================== #5 crowd control The resolve bar doesn't function that well. it's still possible to be in full conquerer gear and get stunlocked untill you die. (that is with using all yoru defensive cd's and your stun-disrupter) also people get immune to "knockback" effects for some reason? I've had several times that I used my "knockback" skill and nobody around me got actually knocked back as they "resist" or "immune" it. while I got 110% accuracy. I'm not sure if this is what it's supposed to be. Since of that I would suggest reworking the resolve bar into: - Diminishing returns. as you see in many other mmo's. Something that does work. For instance:first stun: 4 seconds> second stun> 2 seconds> 3th stun>immune for 15 seconds. ============================================ #6 Duels In this game duels are dead. There are a few reasons for it: at first: accessability, to duel you will have to fly to some distant planet, and with the loading screens it takes up to 10 minutes just to get in place for a duel second; there are no achievements for duelling third: There is no recording for duelling so my suggestion: - Add a duelling area within the fleet. - Make some achievements for duels where you can get some titles - have all duel data recorded (Wins/Losses/ win-loss ration) -make the above only count for players with a max of 2 levels below or above you. and at max level only on-level players to prevent exploits. ============================== #7 more pvp quests: You got pve dailies for pve players and should have pvp dailies for pvp players, Some examples - Kill 100 Jedi's - kill 100 empire's - Kill 25 sorcerers/marauders/mercenaries/snipers - kill 10 Elite warlord's - Kill 10 players in ranked warzones - Kill 10 players in ranked arena's - Kill 25 players in world pvp. ============================================ #8 Targetting At the moment it is very hard to see who you are actually targetting when you "Tab" a player. I would love to see this more visible, for example by having a big arrow above their head, or the class icon or whatever. as long as it's Visible who you're targetting. In pvp at the moment when I tab I usually just use my basic attack just to see who I'm actually targetting. also the targetting system is kind of flawed. sometimes I tab to target the melee-er that's attacking me but instead I target some ranged that's 30-40m away... ============================================ and at the end: - Make unranked warzones/arena's max 4 man queue's - make ranked warzones 8 man queueable. - Make arena's ofc 4 man queueable. Conclusion: I personally think that the above combinations will take some work, but will result in a better pvp enviroment. so to say my points again in short: - Split warzones and arena's into 2 different gametypes - make both ranked warzones (8 man) and ranked arena's (4 man) - Create a leaderboard for both - Create special, highly wanted rewards only obtainable by doing ranked warzones/arena's - Create cross-server warzones and arena's to get more population - Check upon the current game mechanics and see what could be improved to get a balanced and working pvp enviroment - remove the current broken resolve system, and create diminishing returns instead - Check upon the current immunity systems for knockbacks and other effects. - record duel stats. - make achievements for duels - make a duelling area within the fleet (Call it the training room or something) - add more variety in pvp dailies/weeklies to match the pve dailies/weeklies - Make targetting more visible If these things would be in place it would result like this: More competition>More players participating since of the rewards>more population playing it since of the cross server> A healthy ranked system due to high participation WHICH is accessable for everyone, not just the fully geared.> happy players and more pvpers coming back to this game (A LOT have left when ranked warzones got removed) and when this is in place, you could even think about hosting big tournaments. (Esport style) But first things first. I do enjoy pvping in this game and the idea behind it but things can be improved, and I think that the above would improve things A LOT. So I hope that some of the developpers actually read this and take a look into improving the current (semi broken) pvp system. Thanks,
  14. Elysium from defias brotherhood, Heya guys ^^ I was in one of the other top 3 guilds on there. Is soltys and all also here?
  15. Its different per server. On the server I play republics dominate both pre-55 and 55 warzones. imp is pretty much bad at both pve and pvping... To give an idea: When level 50 was the highest, I had more wins on my level 20 pvp jedi sage, than on my level 50 full war hero geared imp. Oh, now level 55 is the highest my level 25 pvp republic sage and level 22 republic vanguard both have more wins than any of my 4 imp chars combined...
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