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eezee

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  1. This is nothing more then a PR stunt by Bioware. Who in their right mind is going to pay for all of their travel, food, and lodging expenses? If Bioware was serious about this, they would pay for the travel expenses. Why would I want to take time off work, then spend my own money, to help EA make money?
  2. Personally I'm kind of done with this whole topic. I could care less what some guild thinks of us, when they themselves exploited. Funny how people in glass houses are throwing stones. We never claimed any "world first" from any possible exploit. Not my fault half the raid got swiped into the corner could continue to DPS the boss. I find what some of you have done is much more blatant then anything we've ever done. Did you think you magically should be getting 500k xp per hour from PVPing? Yeah, probably thought people on our server didn't notice that huh? Or how about all of you that cascaded instances. You know who you are, and just because some crazy ex-member hasn't posted crap about it doesn't mean it's not taking place. You jump to conclusions over 1 screen shot, which proves nothing, and that was posted from a person that I'm pretty sure we've established is a pathological liar. Do not call me a liar when you have absolutely NOTHING to back it up with. Last I checked, you're not some god in SWTOR. Your opinion of us really means nothing to me if you want me to be blunt about it. Some new guild is trying to sit there and have the audacity to be as bold as claim that screen shot was even a kill? Let's see... guild that's been around for 7+ years or Nerf Dialogue... the people can really pick who to believe. Also, do not put words in my mouth. I, nor has anyone that's a raider with NA, posted that we killed the boss in this manner.
  3. It's amazing to me how many people reply to this thread without really understanding the meaning. 1. How many people do you think tested the new operation and flashpoint on the PTR? (the answer is 0) so I fail to see how delaying this even 6 months from now would make that much better. 2. If they want to delay it, fine, delay it until next Tuesday. 3. Maybe 1% do make up the players that do end game progression style raids. Guess what though, those 1% are the same 1% that post videos and help generate interest in the game. I think many, many, people underestimate how important it is to have a strong end game progression community. Our MC videos had around 2-3 million views on youtube when they were released. So, re-think the whole "why appeal to 1%" attitude.
  4. Dear Friends, Before I get flamed by people, please understand this is our opinion and the intended audience are people that are interested in progression raiding. With the news of 1.1 getting delayed "by a few days" I feel now is the time to share our feelings on end game progression with SW:TOR. NA and other guilds have invested a lot of time into SW:TOR, and I believe many of us felt that 1.1 would be the first true progression worthy content patch. (You can also read more of our thoughts on end-game content and SW:TOR in general http://corellianrun.com/2012/01/16/guild-checkpoint-27/#more-9997) Due to SW:TOR release including numerous leveling bugs, early access, and different start dates for different people, we felt that 1.1 would provide the first equal opportunity for guilds that wish to compete in end game progress could. We now find ourselves in the position of BioWare/EA deciding to screw things up. Weekly maintenance / patches mean nothing if they're constantly delayed and pushed back to a new random date. Being told for the past 2 weeks in a row now that patches would come out Tuesday, only to learn later they wouldn't be coming out until Thursday (or later) is a serious issue that BioWare needs to re-think. If a patch isn't ready, then you probably shouldn't announce to everyone that it will be released. To add to this point, if it's not going to be released on a Tuesday, then wait until the next scheduled maintenance (the following Tuesday) to release it. Having these random releases for patches is yet again screwing over the end game progression community. Speaking for ourselves, we set our raid schedule around patches being deployed on Tuesday, which gives us most of the week to progress. IF it's released on Thursday, you're now going to force us to raid over the weekend just to remain competitive. While I understand that some might feel "why not just shut up and raid over the weekend if you care this much about progression" I hope those people try to see why this is an issue. Running a high end raiding guild is a lot of work, and adhering to a schedule is something that is needed for stability. Bioware/EA changing the rules and releasing content patches whenever they feel really needs to be re-thinked... if they care about the end game raiding community at all. Finally, the fact that SW:TOR doesn't currently offer character transfer, or pre-made level 50's to test end game content on the PTR speaks volumes to us. I remember multiple times when other MMOs would offer pre-mades with gear so people could test end game content. We hope that we don't see the issues we saw in 1.0, but given no one really tested it on the PTR we're not holding our breath.
  5. Progression right now as far as ranking goes would be very difficult, I think the best you could do is 'clump' guilds together. But then again, with all the bugs and everything it should be taken with a grain of salt. I hope 1.1 brings some changes to this, and we all have an equal, non-buggy playing field. As far as tracking goes, someone would need to code a site that would require people to upload a screen shot of every kill. This would work the same way the early progression tracking for WoW worked (when the armory wasn't around) as there is nothing to currently craw for stats. It would be very administrative heavy, and probably not all that feasible / appealing to many.
  6. General Impressions I feel, as do most of the people in NA, that the current end game encounters lack a certain element of creativity. While some may say "it's T1, the encounters shouldn't be complex / what do you expect you're not going to see anything new" I do expect more then this. I'll break down each boss. Annihilation Droid This and SoA are the only encounters I feel are worthy of even being considered 'end game' content. It's a well designed encounter which requires people to pay attention (don't stand on the red circle, run out of LoS, etc) It's what we've come to expect from raid bosses. However, it's all down hill until we reach SoA. Gharj This encounter is still bugged. Sometime you can just stand on the middle platform for 2-3 transitions. This needs to be fixed. Other then that, this is pretty much tank and spank. Melee can stay in for the pounce and run away for the frenzy. Seems like there should be more to this encounter then just run to a new island, and dps some dogs that come out after the 3rd frenzy. Ancient Pylons This has no place in a 8/16 man raid. I mean come on, maybe if something came out that you had to fight after you solved the pylons it would be a good encounter, but as it currently stands it's a joke. Infernal Council Joke encounter #2. On 16 player nightmare mode we had fresh level 50's able to down the person they were fighting. Again, no place in a 8/16 player end game content. It just feels like it lacks the creativity and design that we should expect to see. I feel that maybe after everyone kills their 1v1 adds that they should all form into 1 big dude that you have to fight. SoA I think SoA has some good elements in it, I don't think the enrage timer should be as tight as it is, and I think there are some tuning issues between 8 and 16 player. I also find the transition phase a bit silly seeing as you're doing that for ~4 minutes of the encounter and it really pretty pointless in the big picture. As the MT, I find the hardest part of this entire encounter is playing with my camera trying to find the yellow flying object in phase 3. Would be nice if I could zoom the camera out and play with it above me at such a distance where I could actually easily see the stuff (ok, it's just bad design when you have to play with your camera to see an element of the encounter that you need to watch. Camera functions shouldn't be part of making an encounter difficult.) Still there seem to be broken aspects of the fight. Balls are invisiable (yeah you can get around this if you turn name plates on). Nightmare mode seems impossible at the current time (250k hp mindtraps). Balls glitch out after the floor goes away in phase 2. Shield doesn't always go off SoA in p3 after being hit by the pillar things. Enrage Timers - poor design There have been multiple posts over the last few weeks regarding the enrage timers. Most people agree that this is a poor design element Let me give you some examples of soft enrage timers. These will be from WoW mostly because it was the last MMO we played. These examples have nothing to do with being a fanboy of WoW, and if you know anything about history and why people study it you should understand why Bioware should look at other games encounters and try to learn from them. 1. Gruul - http://www.youtube.com/watch?v=Q55D5zSQ5aU&feature=related - Gruul constantly grew and would eventually get to the point where healing your main tank became next to impossible if you didn't down him fast enough. However this wasn't a hard enrage, the raid could continue to fight the encounter since the only source of damage his growth had any effect on was his melee attack. This would be an example of a good mechanic. 2. Muru - http://www.youtube.com/watch?v=kd2ID57ZPz8 - One of the most difficult encounter in WoW's history. 3. Felmyst - http://www.youtube.com/watch?v=kd2ID57ZPz8 - This encounter did have an enrage timer, but if you didn't have people die you would kill the boss without hitting it. It was a great encounter from a design point of view. Multiple things happen here (skeletons spawn that have to die when the dragon flys. Dragon breaths fire in 1/3 of the area that you have to watch for, green laser that has to be kitted around by whoever it targets) Multi-Part Encounters Part of the fun with raids was knowing that at X% of life, the boss will do something special that makes the encounter more challenging. Plus this is a good way to separate Normal and Hard mode. I think more raid engagement is key. In the video's I've posted, you can see how the entire raid has to do something for the encounter to be a success. Gruul, must spread out for shatter otherwise you'll do too much damage to one another. Muru, people have to tank the adds as they spawn on each side, tank the big voids that run around, CC has to be spot on, etc. Plus this encounter has multiple phase which are well designed. Void Zones spawn in phase 2, damage is all over in phase 2, etc. No enrage, but again a soft enrage in a way. Raid Size I think Bioware may have shot themselves in the foot doing 8/16 man raids. It limits what they can create quite a bit when you think about it. We have yet to see 1 encounter that requires a true off tank. I don't see how we will ever see an encounter like Muru with raid sizes being what they are. But I guess that's another discussion.
  7. Cannot enter KP for Bonethrasher on 16 player hard or nightmare Chest from Pylon only contains 2 T2 items of loot on Nightmare Mode 1v1 Encounter after Pylon only gives T2 loot. Hey the game is more broken then it was before the patch! Good job!
  8. Why would the nightmare mode chest on 16 person only drop two T2 bracers???
  9. I'm confused... what are you claiming you got US first at? "OPW has cleared: All Normal 8-man content, 4/5 HM / Nightmare Infernal Council" seems this was posted on your website on the 29th... which hardly makes you US First.
  10. I'm a little taken back that some people think my post was QQing or whatever. Our goal is to make SWTOR aware of the issues that are currently in the game in hope that future content releases will be of the same caliber as other MMOs. WoW has been doing something right for years, it would be ignorant not to look at their instance design / mechanics. SWTOR has a lot to learn, and hopefully they do it quickly, because even MC was far more polished then the current end game offerings of TOR.
  11. I think you need to check your facts before you make a post like that. WoW took months to do most of the 1.0 content, and TBC content. First Vashj kill took a while, as did Keal'Thas. C'thun, Twin Emps, Nef, Val, Patchwerk, Lich King, Saph, 4 Horse Men, Rag = all WoW 1.0 bosses that took a while for anyone to down. Vashj, Keal, Gruul, The blind dude in SSC, Illidan = all TBC encounters that took a while for people to down. So don't say it was bugs that kept people.
  12. Daily quest every day + hard mode FPs every day in multiple groups + we've had 2 lockouts to this point. Pretty easy to get gear tbh.
  13. On hardemode/nightmare mode you can assign loot.
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