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MadMaxamillions

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  1. While on one hand I think it's fantastic to have the ability to play warzones with less than 8 people, which means they happen more often on less populated servers, which makes me happy because I like playing on less populated servers ala getting to find stuff in the world at any time, less nonsense. But I've seen a rash of problems directly related to this, inasmuch that most of the matches on Wall of Light are predominantly played with players equaling Republic 8 to Empire 6. These are all impossible-to-win situations, and squarely take any fun out of it. I'd rather they not pop and I just adventured... I'm sure this is happening on other servers, but I'd like to pose the simple solution of: Not allowing the players to enter the match until an equal queue matches the other side. Ie, if only 6 people queued for Empire side and 8 queued for Republic, then only "pop" the warzone match for 6 of the republic players, until a 7th empire queues. This might end up in some 6v6 matches. That are then fun.
  2. In the end, I see the PRIMARY problem is in the classes that have 3sec+ stuns that do not end with damage being dealt. It works fine in PVE, but isn't it possible to make those abilities end after 2 sec if damage is dealt? Sure, smart teams could string them together still, but then again that's good teamwork. It's the stuns that don't end while they wail on you that are unfair in pvp, in my opinion. Otherwise, well, that's just how the cookie crumbles, agents / warriors will rock your world with damage, not stuns.
  3. after being completely ignored about crafting issues (getting the "it's random" response only works unitl you get 0 in 45 tries at 20%, several time)... after having a help ticket up for a long time about how the may 30th patch has CREATED severe graphics lag in-game.... even with serious server population failure... I still want to play. but bioware can't get anyone to pay money, monthly, if they continue to have these issues both in software bugs and in storyline continuity... seriously, why on earth do evil sith sorcerors have a companion that MUST be lightside? amongst other things, I agree that just because it's Star Wars doesn't make it fantastic - the outdated crappy graphics of the original star wars saga is what got every one of us interested! It looked real! Now I can't get over how there's just paper-layering graphics with no collision but they want us to play super mario Not resubbing until they fix their bs
  4. Ya know, they shut down the servers in the US from 3am-7am in my time zone, and that is in fact when I get to play with the hours of my job, but as it turns out, I have a life too, and other interests besides one. It might suit ya well to find a second and third hobby in life, just in case your carpel tunnel kicks in.
  5. My point has been that if I was a pit boss, and someone ran on a 1:5 odds game and over 1000 tries only succeeded 66 times, that I would be arrested and investigated for gambling fraud. Off chances are VERY possible. But after I noticed a consistent pattern of 1 in 15 for several hundred attempts, then made a log, and after 200 attempts still ended up with a 1 in 15 chance of schematic crafting (oddly, for both 20% and 10% schematics, both had a 6.6% success rate over time). Note that this is for Cybertech, and I think a primary issues is that SW devs may not be looking at them individually. I'm the opposite of whiny - I like a challenge, and failure is expected, but when it starts getting to .03% odds of failing as much as I am, I gotta ask, for how long until normalization? If you flip a coin 1000 times and it lands on heads only 170 times, isn't something awry? SO.... btw, to everyone who said we're full whine? http://www.swtor.com/community/showthread.php?p=2613451#edit2613451
  6. I love how there's not even the remotest part of a discussion as to what might possibly cause this ASIDE from the craziest luck in the universe... sorry for bothering you all with my insane lack of luck, there's no possible way there's anything wrong at all. Nope. No possible way at all. In a huge game. With lots of bugs already known and addressed. Nah... couldn't have possibly noticed something odd, then written it down, and seen it still being odd... definitely just a fluke... it should normalize SOME within 200+ attempts and you know it. Not stay a constant. *f-'s off into the sunset to find something else to play that doesn't make you pay to be ignored, like soccer*
  7. It seems that with the chance to fail lockbox missions, and an average reward, that you are (ever so cheaply) paying for the gain in Slicing skill and the opportunity to take Slicing materials from the environment. I'm curious as to why it is ONLY credits that are found in slicing boxes in the world... why not the occasional empty box, or bomb? Why not find augments and can-only-be-found-wandering-in-the-environment items/schematics/stims? In the end, I'd say slicing is certainly useful - if you're interested in credits, fashion, roleplaying concept, or augments. I make about 50-100% as much in credits at the end of a day running tandem w my roommate, seen it from 15th-35th level. Treasure hunting is awesome with its relic rewards, why not mix 'em up between the two? Anyway, I'm having a blast and trying to ask why anyone WOULDN'T take slicing on EVERY character. Well, except I can't reverse engineer to save my life, getting a 1 in 15 result over 100's of attempts...
  8. It kills me that you got 23% success rate and I'm looking at 6.6% across the board, done another 40 or so and still the same success rate. Doesn't SEEM to matter if companion is out or not... That's why I posted here, looking for someone on the development team to possibly help, maybe there's a specific bug such as a high failure rate if your companion is on a mission, like mine usually are, or if you're in your ship, where I usually craft. Again, if I didn't feel like the previous 100+ tries hadn't had a similar fail rate then I wouldn't be posting here. Seriously. I like challenges, I just don't like wrong math, if it's only actually 3% then I may skip purples of my level and just work 10 ahead to try and get it. But seriously, something is wrong somewhere here. I've got two pages of log of items crafted just to show myself I'm not crazy and just seeing what I want to see. It's a consistent rate of 1 in 15 for me, whether it's 20% or 10%. That alone should set off signals. I do agree it seems like you should fill your inventory and bank up with crafted stuff and then start Reverse Engineering, because once one pops after forever it does seem like 2 or 3 come shortly after. Still, like I said, over almost 200 attempts I'm looking at around 12 successes (this is counting the 50+ with only one success that prompted this whole log in the first place) and only about 1 in 10 was a 10% craft chance, so I stand by my assertion. Something is wrong.
  9. so.... of the 10% chance RE, I acquired 1 out of 16 tries, different items and all. of the 20%, I acquired 5 successes out of 75 tries. There is no possible way for those results to not be statistically significant enough to prove it is not a 1 in 5 chance after all. It seems to show something exactly closer to a 1 in 15, like I was suggesting in the first place., but for BOTH % chances. This is conclusively bugged to my judgement, there's seriously no way that I'm just happening to be the most unlucky mofo ever seen. This was a trend I noticed early on, that I only recently seemed particularly bothered by as I started crafting in bulk. I'll post the attempt list of type, level, color, and stat of cyberteching attempted if a developer thinks it will help, but it is NOT correct on my character. Seriously, 100 attempts is enough to show it's not 20%, that's a LOT of my personal time.
  10. I'm glad someone else seems to have this issue... if it's not 20%, FINE, just make it say what it is... *pulls hair out*
  11. My BIG QUESTION is: Is there any factor in the attempt that should result in the success rate NOT being 20%? Such as relative level of item to character level? I noticed that I didn't have my companion out, as it was acquiring crafting materials, but since keeping a companion around (even at 55% affection) I don't seem to be getting much better results. I will continue the log, I only wish I'd started it much sooner because with a 33 being my main toon, I'm broke from failure just trying. It seriously seems like a bug on my character if others are getting normal results. Finally popped one though, it's not impossible on the character. For reference that I know what I'm talking about and not just whining from failure to acquire everything in the world with a single click, I am well aware of both the Gambler's Fallacy as well as expected statistical variances in surveying of 3-5%. Even a ridiculous string of failures or successes can be accounted for by random chance... to a point. I've seen a player roll (thinking back...?) 6 or 7 natural 20's in a row during a boss fight in D&D. That's about as freakish, statistically speaking, as my getting 40 failures in a row with a 1 in 5 chance. Both occur, frequently in fact, as do strings of successes. The point here is it should be irrelevant whether it's 1 in 5 of people on the server, or 1 in 5 of my personal attempts. Either way you should see it return to an average over time, which I'm not seeing even CLOSE to 1 in 5 or even 1 in 10 on 20% chances. I'll get back to you in a day or so if it continues to be silly, I guess. I'm broke and can't just craft off a few hundred pieces.
  12. If this was a one-time thing I suppose I'd not worry about it, but this isn't the first time I've failed some 10-20 in a row. I understand not getting a particular one because of bad luck, but nothing? That's freakish game behavior, even accounting for the 10% earpieces.
  13. After a long time of being frustrated with an extremely low success rate of reverse engineering,I tried to post an in-game ticket about this and got the very standard reply that I would expect, given the circumstances, that "Reverse Engineering is a random chance" and that I should post it to here if I feel there is a problem. At first I didn't want any kind of remuneration, but at this point I'm highly frustrated and simply annoyed with crafting. I have training in statistical analysis as part of a triple baccalaureate, and noticed that there is a distinctly lower than 20% chance to reverse engineer, including accounting for the lower 10% to reverse engineer prototype earpieces. Thus I began a log. I had noticed, in trying to gear myself with artifact quality Cybertech for 33rd level to take on the Agent end of Act 1 solo, that I was getting something close to 1 in 15 or 1 in 20 as a return rate... sure, sometimes I'd pop 2 or three in a short span, but I was distinctly getting frustrated with NO returns over time, not just the returns I wanted. This has gotten to a point of serious confusion on my part as to how the 20% chance to return a new schematic is actually 20%, and is shown by a log of my reverse engineering to account for my otherwise scatter-brained ability to notice patterns in series of events. I would be happy to post this log, including details of the exact levels and items and qualities of the items I broke down, if that would help, but let it suffice that: If there is some integrated modification to that % that is simply not expressed in the tooltip, then I would humbly request that it be integrated into the display in the 1.3 patch. If a companion is necessary to be summoned, if affection matters, if relative level to the item matters, this NEEDS to be accounted for in the tooptip display, because it is driving me insane! IT'S MAKING IT NOT FUN TO PLAY. It needs to be clear what the % is! Otherwise, this is a serious bug, at least in Cybertech if not in general, and I've had a similar experience relayed to me by other players, although of late it seems particularly impossible on my character to get reverse schematics. I'm having an insane failure rate even with lower-level items. At last count, I have had one success, 36 attempts attempts ago. Random doesn't account for that, statistical variance could *theoretically* account for as low as a 15% chance if you're the most unlucky S.O.B. out there. I'll continue to keep a log, but understand that I began it because once I saw a pattern, I kept an idea of it in my head, and got about 1 in 15 returns... "that is NOT 20%", I said to myself, and after another 40 or so attempts with only two successes, I posted the help ticket, to which I got ye olde standarde response "It's a random chance". I understand why you'd say that, but your random chance is wrong. If it's 4%, just say it's 4%, and I'll either try or give up and craft something else. Maybe even just level ahead and give up trying to play the game solo most of the time, which I and many others particularly enjoy. Please HELP!
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