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Greyfeld

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    California
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    Gaming, anime, roleplaying, reading, writing
  1. Thing is, they could do this by showing some advanced fighting tactics that the grunts of the universe didn't fall back on. Low tier force user falls back on force pushing immediately? Well, god-like force users fall back on using the enemy's surroundings against them. Or attacking from multiple angles at once. Or setting up a feint attack with their force powers.
  2. First, the far more important change, there needs to be a weapon slot in the wardrobe window. I don't understand why this hasn't been implemented yet, but it seems like a no-brainer that players be allowed to use the weapon skin they like along with the armor skins they like. Of course you keep this limited to the weapon types they can normally wield. Second, there should be an option to hide the graphics of each armor slot instead of just the helmet. This way characters can be customized to go gloveless or shirtless or whatever, as desired. You don't even need to hide an additional "hide X" checkmark for each slot, all you need to do is allow for a "naked" option on the drop-down window of each gear slot. I'm not a game developer so I'm not going to pretend I know how hard it would be to code in these changes, but it would be a great way to increase players' character customization with minimal changes to the already-implemented systems.
  3. I recently resubbed after not having played since shortly after release, and I'm pretty disappointed that the Family Tree function is still significantly underdeveloped. I'm looking to make some interesting connections between my characters who are all different races, but the connection options are limited to direct relations. For example, I wanted to make two force sensitive Twi'lek sisters split between Republic and Empire, with the Imperial sister being adopted into a Sith family and would be "adopted siblings" with my Marauder. Unfortunately, I can't even make this connection without making a whole other "parent" character with the "adopted child" tag running through them who I have no intention of actually playing. Then my Chiss Imperial Agent would be related to them through an ancient humanoid bloodline, but never have any direct blood or personal relation to either of them. The hoops I have to go through to not-quite get the family setup I want is ridiculous, and attests to how much this system is lacking in functionality. Instead of setting up specific roles and rigid branch points for each connection, why not just create a freeform family tree system? Set up a character portrait on the tree, then allow the character to connect a line in any direction to another portrait, and type in their own "connection" along the line to signify how they relate to one another. It would be a much more elegant way of going about it, and wouldn't require alienating anybody's preferences by only putting a limited subset of possible character connections.
  4. I hope SWTOR fails as well. Not out of some petty sense of spite, or hatred for the developers not making the game I wanted, or misplaced loyalty to another company. I hope that SWTOR fails, because there are so many genuinely bad design choices that I can only hope that a massive failure will shake them up a bit and help them to change their approach for the next time they tackle a project this size.
  5. Legacy: Homogenizing character classes, one alt at a time.
  6. I wouldn't bother asking them to waste their time. The few times they've bothered to try to explain why they're making changes to some part of the game, their reasoning and rationale usually tends to show that they don't know how their own game works.
  7. To be fair, the IA storyline is fantastic all the way through. Though Most of the other stories do drop off after act 1. I haven't played in over a week. Can't muster up the desire to bugger with it.
  8. I like how everybody is just pissing about WoW instead of actually reading the point in the OP. Also, I made a couple posts in the first couple pages, and everybody's just ignoring those, despite being well spoken and logical. It's true that trolls and flamebait get the most attention.
  9. I capped out at 1900 in season two 2v2's, because my arena partner would disappear for days at a time, making it impossible to get our schedules synced together and push for 2000 (which is a shame, because I'm almost positive we could have broken 2000, considering the easy time we were having of the matches in the 1900 range). But my ranking isn't really important to the discussion. The important part is that I have extensive experience in pvp from other games, and I think that's the point the OP was trying to make by flaunting his title.
  10. The purpose behind implementing cross-server queues is to increase the player pool so that rank ladders are possible. If you keep the queues single-server, ranked pvp will never work, because there are too few players to draw from at certain tiers. I agree that the best way to level the playing field is to remove gear altogether (I've often said that pvp should automatically ignore any gear the players are wearing), but in a system where gear progression is a part of pvp, rank ladders create an artificial balance within the system without rendering progression pointless. Making gear easily obtainable is an easy and quick bandaid fix to a larger problem. It's bad design, but it's cheap to implement, which is why Bioware is doing it.
  11. The fact that even mentioning WoW is an excuse for people to completely ignore your points is sad. Arena may have been flawed due to crappy class balance, but it was a total blast, and a great way to showcase your own skill and teamwork (theoretically). Here's the thing: the best pvp systems in the world have no gear progression, and pit skill against skill. However, in the case where you feel like you absolutely need to inject pvp with a gear carrot for players to chase after, you need to create ranked cross-server queues so that players will automatically be sorted into games with those who are the same gear/skill tier that they are. The fact that Bioware decided "Hey, instead of adding a ladder system and cross-server queues, let's just make progression obsolete by just giving them the carrot!!" is extremely telling of their overall design philosophy. And that philosophy is what upsets so many players.
  12. When I look at that scoreboard, I see, "My team was too busy farming medals to be bothered with actually trying to win the match." I'm not going to defend Bioware or their pvp system and claim that it's good design. I'm simply pointing out that you're not doing yourself or your team any favors by pissing and moaning about people who actually understand the point of objective-driven pvp.
  13. On the flip side of this situation, I hate those lying sacks of crap that run run run with the ball and then just die, and when you tell them, "DUDE, PASS THE BALL!!" their immediate response is, "I can't pass the ball when I'm stunned!!!" Yeah, because we all know that players totally keep running around the catwalks while they're stunned.
  14. You hear that, guys? Nobody gets it but him. We, the majority, are unable to grasp his undeniable logic. We should all be truly ashamed.
  15. I hate to bring up "that other game," but WoW really had it right with Arathi Basin. 5 nodes gives a wealth of tactical opportunities, and a large map with varied elevation forces defenders to stretch themselves further in order to hold 3+ nodes. Ninja caps were common, and rushing a lightly defended node with 2-3 people was a viable strategy when the bulk of defenders were tied up elsewhere. 3 nodes on a symmetrical map makes for very very few tactical options, and with two nodes held between 8 players, you pretty much need a full-team zerg to have any hopes of stealing one from a defending team.
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