Jump to content

GreenLantern

Members
  • Posts

    181
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Wichita Falls, TX
  • Interests
    Beer
  1. Have 6-8 medals earned at the end of a warzone or arena. WOW I'M SMART! PROBLEM SOLVED!
  2. I am hoping this is some sort of bug that can be worked out...otherwise this whole system just doesn't make any sense. The logical way the system would work is that guilds would own any planets from previous conquests until said planets come up for grabs again in another conquest event. Otherwise, whats the point of the mount if you can only use it on one obscure planet at a time for 24 hours...And are we expected to hold off on our invasion of a new planet and wait for days in hopes that a named planetary commander will spawn on our planet (which it probably wont) so we can use our Starship Orbital Flyby? Is this just a system created for us to spend millions of credits and hours on achievements and titles and not to actually incentivize playing all aspects of the game? HOW DOES ANY OF THIS MAKE SENSE? WHAT IS THE POINT? Eric...Tait...New girl...Old girl...one of you please just tell me this is a bug that needs to be worked out...
  3. The problem seems to be coming from the quest staying in your log from the week before. I believe having the "Personal Conquest Reward" quest in your log is blocking you from gaining your rewards from the current week. I have tested it on about 4 characters and always get my rewards when I drop the repeatable quest prior to reaching my personal conquest goal. 4 characters is a small sample size however, so I cannot be certain if this is the problem/solution, but from what I have seen it seems to be so.
  4. Bumping this. Happened on about half of my characters so far this week.
  5. You place a resource node in your stronghold and you gather from it. You get the debuff and you can no longer gather from it. You switch to another character and try to gather from that same node but it is unclickable. I do not know if this is how the resource node decoration is supposed to function. If not, then this is the bug. If it is how the resource node decorations function, then a simple workaround to gather from a single node infinitely is to simply pick it up and put it back down in your stronghold to make it gatherable again for a different character, and thus, broken. /bugreport end
  6. That is not how player base defense works. The accuracy check isn't based on damage type, nor is ranged accuracy baseline 90%. You have 100% chance to land any ability that isn't your basic attack. All classes besides Inquisitors/Consulars have 5% base RANGED/MELEE defense (consulars/Inqs have 10%) So they can parry/dodge your Rail Shot/Unload at a 5% (10%) rate. Using one accuracy piece will make sure that without melee/ranged accuracy debuff on yourself (Oil Slick, Obfuscation, etc) or defensives on your target (Saber Ward etc.), you will never miss with your Rails Shot/Unload. All of your tech abilities will always land unless some defensive that adds Tech/Force resist (Resilience, Degauss etc.) is present on your target. So basically you use one accuracy piece if you feel you want to ensure your Rail Shot never misses on most targets.
  7. Here's exactly how this would go if this system was in place. First week of conquest.... Guild A wins. They can't compete for 3 weeks so they just stockpile materials for crafting conquest points in that 3 week span. Guild B wins week 2, and they stockpile materials as well, deciding to concede week 1 of next month to Guild A since Guild A has a week advantage on gathering. No point in competing with Guild A with such a disadvantage. Guild C wins week 3, and decide to do the same as Guild B and wait and concede weeks 1 and 2 to Guild A and Guild B while stockpiling their mats because they know they can't compete against Guilds A and B. Guild D wins the final round of the month, and follows the other 3 winning guilds in stockpiling to maintain control of their week. All this system you want implemented does is give a MASSIVE advantage to the winning guilds, because if they do not have to compete, they do not have to expend resources. This will work in the disastrously opposite way as intended. This scenario obviously depends on there being only 1 planet to conquer a month, which isn't the case, but add more planets and more guilds and the issue is still the same with this system...the winners will stay winners always because they don't have to compete and use resources.
  8. 2008 sword in box and orange dot club reporting.
  9. After watching the live streams and seeing Mr. Musco do great work throwing carbonite people around, I noticed that he spent far too much time and effort dragging his mouse back and forth to pick up and drop decorations and not enough time lamping the place up like a man. My strong gift of foresight tells me that when we are buckling up to decorate an entire stronghold, this is going to become quite the massive pain. Simple super awesome solution: Let us keybind the place and pickup button so that I don't develop carpal tunnel trying to make my own little piece of this universe look FABULOUS! I'm available for hire as a systems designer as long as all I have to do is think of cool ideas. That is all.
  10. I don't think there will be any more server mergers past what we have now. I assume servers are located near their respective coasts and pinging a server from the other side of the U.S. has it's drawbacks obviously. Something I don't think people will be too fond of.
  11. I can't see the technical issues being too hard to overcome, though I don't claim to have much experience in the matter. Using the lore/story direction/war as a cop out would be total BS though imo.
  12. Specifically solo queue ranked arenas. This is Giradda's Arena of death, not some warfront for the Imperial and Republic conflict. Teams in solo queue should be able to consist of a blend of Imperial and Republic players. This solves multiple issues. 1. Faction Imbalance: 800 trillion people play imp and nobody plays pub... this is no secret. Blending teams would result in faster queue times and help eliminate the rating gap of individual players on teams because of lack of player pool. This results in the ELO system being able to work better at building teams that match up well against each other by rating. Solo queue ELO should be about you and your team's skill, not you and your faction's skill. 2.Super Queues, or Queue syncs: Queue syncing is obviously a problem. There are basically Ranked teams queuing with all of the advantages of a cohesive unit against a team of actual solo players...a huge advantage. Of course there's nothing wrong with queuing at the same time as your friends and nobody should be punished for being in the same guild and queuing solo at the same time, but the system isn't equipped to create more variables in what team you will end up on. Instead of same faction games breaking up queue syncs and deterring super queues by risking running up against your friends, with blended queues, every game has the possibility to break up queue syncs, evening the balance overall. This doesn't eliminate queue syncing, but it makes the practice less effective overall because there is no faction check when determining teams. Since Giradda and his arenas of death circuit fall outside the realm of The Empire and The Republic, I see no reason why this can't happen from a lore/RP standpoint (I personally am not of that crowd but am trying to cover all the view points here). The only issue I see is a technical one involving getting abilities to work cross faction (such as heals, buffs like Sorc/Sage bubble, trauma probe etc.) and the minor issue of getting multiple factions into a working ops channel.
  13. Updated 3/21. No longer looking for commando healer.
  14. Augment your gear properly before you start trying to indoctrinate people plz. Most new players are impressionable and all they need is to be told, whether it is wrong or right, and they will take it as fact with no other evidence required. This is called Bad Science. You are probably doing the same thing with the information you are trying to pass along. Swallow your pride, be responsible for our posterity and call this whole charade off.
  15. <Rude Dudes> 16 Man progression guild 10/10 Dread ops. Eternal Warriors Raid Info: Monday Wednesday Sunday 7:00PM-10:00PM Central Must be committed to making all raid days with 100% attendance. (Obviously real life happens, but people who will consistently miss raid days need not reply). Must be Min-Maxed properly and as close to fully geared at the current tier as possible and prepared for Nightmare operations. Must have complete mastery of class. We are not a teaching guild. CURRENT RECRUITMENT NEEDS: (As of 3/21) Sentinel DPS Reply on this thread or look for Gary, Flex'slap, Jonmark, Keltik, or Stew in game.
×
×
  • Create New...