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Spekkio

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  • Location
    Chicago
  • Homepage
    http://www.zeitgeist-swtor.com
  • Interests
    Gaming
  • Occupation
    Software Developer
  1. The following bosses/issues need to be addressed to make things fair for 16 vs. 8 man raiding: 1) Trash in 16 man needs to be CC able like in 8 man. Also, the 16 man trash's hps should be reduced by 33% at minimum in eternity vault 16 man mode. 2) Did 16 man annihilator droid on Nightmare last night and our assassin tank in full rakata gear was being cannoned for what appeared to be 20k damage. If this happened near a proximity violation, well, he'd be instant killed. Split into two 8 man groups on NM mode and 1 shot the boss with ease. The droid's damage needs to be less punishing on the tank in 16 man mode, or you need to make rakata gear have a LOT more health on it for tanks. 3) Soa 16 should have 3 balls spawning in the final phase instead of 2. Or, a mind-trap should suck in two people on 16 man mode instead of 1. This is the one fight where 16 man is easier than 8 man. 4) Jarg/Sor (2nd boss in KP)'s rocket barrage when he's up on the balconies seem to deal 8k damage or so per rocket in 16 man and in 8 man it feels more like 3k. The damage should not be increased on this in 16 man, if anything, there should be multiple rocket spots at once on 16. 5) Karagga's damage seems to be tripled in 16 man vs. 8 man. When we attempted him on 16 man hard mode a few weeks back, we did 10 attempts or so and got our asses handed to us and it would have taken flawless execution to do it. Instead, we split into two 8 man groups and 1 shot him with ease. Instead of doubling the damage in 16 man, "more" of the stuff should happen, like more exploding droids, multiple "pokes", etc. Our guild really wants to raid 16 man, but right now with some bosses being so incredibly unbalanced in 16, we decide to not be masochists and just split up into 8 and do it easy mode. Please fix these balance issues, and if not for KP/EV, please address the problem for the Update 2 operation!
  2. We've ran into this bug multiple times. It's caused because you master looted the boss. The best solution we've come up with is to FFA the boss and have everyone turn off auto loot. Turns out when you loot the boss an item at a time, it pops up a need/greed dialog box for your entire raid and people can grab things from that. We've also never had missing items (or missing crafting materials) since we did this method. Goodluck on your raiding and hopefully the massive s***storm of bugs you'll run into wont turn you into an angry jaded player like myself.
  3. There's a bug we ran into where 8 man hard/nightmare was dropping the same quantity of loot as 16 man. We did Bonethrasher 16 man nightmare, got 2 rakata helms, then split and did 8 man nightmare jarg/that other guy and got 2 rakata belts. Shouldn't we have gotten 4 rakata helms on 16 man? We also had 16 man nightmare soa only drop 2 chests. We haven't raided hard/nightmare yet since the Tuesday patch, but there was nothing in the patch notes about this being addressed.
  4. The raid itemization is terrible. People do not want this exotech crap with the same stats as the columi set bonuses because people want set bonuses. We had so much of it drop on hard mode that no one wanted our companion pets are probably going to be in full exotech in a week or two. What is up with tanking relics having endurance/power, while non-tanking relics have pure endurance? Why exactly do some bosses drop ~6 pieces of loot (minus patterns), some drop 4, and then the pylons drop 1 piece of loot? Yes, last night the "fixed" pylon boss dropped 1 piece of loot for us on hard mode, Columi bracers that you can get in BT. Patterns are useless unless they are biochem. Because of the requirements on biochem to use the awesome rakata stimpack/adrenal/medpac, our raid has 16 people with 400 biochem. Last night we downed 6 hard mode bosses and got 0 alien data cubes -- we were master looting each boss. Last week, we didn't have ML turned on and each boss seemed to drop 4 of them on hard mode 16 man. This leads me to believe that crafting mats do not drop if you master loot. Can anyone else confirm this? Or did they just remove alien data cubes from drops? I really don't want to have ML turned off due to if multiple items of the same type drop, it becomes hell making sure that item1 goes to person1 and item2 goes to person2 and they made sure to "need" the right one with the loot spam windows. Rakata weapons are still broken. I've had my token on me for I think 3-4 weeks and I want to turn the thing in. Nightmare mode drops are just screwed, this needs to be addressed.
  5. From my memory: Bonethrasher = Helm token Droid = Gloves token Gharj = Boots token Pylons = Leggings token Council = Crappy relics Soa = Chest token / non-token weapons Normal drops columi tokens, hard drops rakata tokens, nightmare also drops rakata tokens
  6. I actually do programming as a profession. The issue really isn't so much the engine, it's that we really have no idea the terms of the engine licensing. Does Bioware have the right to modify the engines source code, or do they need the original developers to provide them updated code to fix "engine" issues (graphics, response time, etc.). Another thing any professional programmer will agree upon is trying to modify and work with someone elses source code more often then not is a royal pain. You run into issues such as lack of documentation, poor code quality, having to figure out someone else's train of thought (why is there a triple embedded for loop here...). From some quick Googling, the makers of the HeroEngine never actually put out a game using their own engine. The company actually folded and then were acquired by Idea Fabrik in 2010 (this is well into star wars development). Considering the turmoil an acquisition typically is, Bioware is probably using a very old version of the HeroEngine which is probably barely supported. Now it makes sense why there's no high resolution textures, antialiasing, DX10/11 support, or any other remotely modern graphics feature.
  7. It was pretty dumb of EA/Bioware to release the game right before the Holidays. I'm assuming their company is like most others that the majority of people are on vacation with family during this time period. Now that their over, I'm hoping we'll see real bug fix patches instead of the little bandaid fixes here and there. Anyways, to add to the conversation (and vent some frustration), here's some things I've noticed while raiding: Eternity Vault (8 Man Normal) 1) Random deaths after landing on a speeder bike 2) One time the first boss did not spawn after we killed the turrets and trash. Had to reset and do again. 3) Second boss does not always properly reset after wiping, causing a permanent lockout until you reset the flashpoint. This happened to us twice in a row. 4) While waiting to see if the lockout would go away from the 2nd boss without having to reset and do all the trash again, our entire raid randomly died outside the instance portal. This has happened multiple times. 5) The fourth boss had an issue one time where we engaged, were careful to make sure we were only hitting our own target, yet the target would keep refreshing it's invuln buff like someone else was hitting it. The next attempt this did not happen. Eternity Vault (8 Man Hard) Most of the stuff from normal mode carries over to this (1, 3, 4 especially), plus more: 1) The ancient pylons on hard mode sometimes lock up, rendering you unable to finish solving the puzzle. The only way to get it to fix is to reset the instance and redo the trash again. 2) Soa on hard mode's lightning balls only seem to despawn when you touch them (unsure if intended). This had our tank running around in circles like a madman to avoid getting blown up. It also makes the fight extremely melee unfriendly. 3) Soa's lightning balls go invisible if they are chasing someone put into a mind prison. You're able to see them if you turn on all the enemy nameplates, but it really doesn't help much. Bonethrasher (8 man hard) 1) We 1-shot him on normal mode, so I don't know if this applies to normal as well. When entering into his lair after a wipe, you load into his room right infront of him and he aggros immediately. This means you will get cleaved and take around 11000 damage immediately. People with slow PCs typically will die. The way we got around this was having a couple of us with fast PCs load in, take the initial cleave and try to walk him away from the center while people are loading in to avoid an immediate cleave on the entire raid. This is just a terrible mechanic and needs to be addressed. The trash in his room should respawn, making you rekill it, then have him come in like he does the very first attempt.
  8. yeah it's bugged. I'm just glad I saved my token before buying it since it's doubful they will redo the mods to the correct item level once it's fixed
  9. We had this happen to us tonight, but after five resets it never worked, so we called it a night.
  10. I really don't think you understand our frustrations. You've poured 100+ hours into playing your character the way you wanted (it's the whole reason for the light/dark side options in the game!) and suddenly you're at the ultimate point in the story, where your decision will single handedly shape the future of a huge part of the galaxy and then suddenly you have to pick a particular choice which is the antithesis of your character just to avoid getting locked out of almost all the meaningful end game content. I usually don't care about MMO stories, but SWTOR has done it so well that I do actually care. I played my BH from 1 to 50 as a dark side evil bas**** and having to make that ending decision was painful. I'm still VERY thankful I read the forums first and someone mentioned their light sided BH friend didn't bug out and they thought it was tied to the light side choices, so I did the same and didn't get bugged out. I can feel for all the other BHs though, especially the ones who first discovered the bug and warned those of us quite not there yet about it. I think instead of patronizing us and saying you understand our frustrations, a much better thing to say is "Our dev team will add a way for BH to reset the story back before the bug so they can complete the story how how they want to. And here's 60 daily commendations for having to wait so long for us to fix it." Anyways, keep up the good plotline work! But hire a better (and darker-sided) QA staff! -Spekkio
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