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darkhelmetz

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  1. Season 3 Glad and barely missed Season 4 (we were 2 teams shy of top .5%). The launch of Wrath saw my favorite class, Warrior, become a joke in PvP and I haven't taken it seriously since then. Mostly just been raiding, but would look at getting back into PvP with the launch of areans in this game.
  2. I don't understand why there is an achievement that's part of a meta with armor/mounts/etc that are no longer available in game... How are we supposed to get these now that we know they're in the achievement system?
  3. You can take Diabolic off of the list. We've closed up shop due to IRL commitments dragging legacy raiders away and a lack of quality recruits to replace them.
  4. I can answer any questions you may have in this thread as well !! All players that are interested are encouraged to apply regardless of experience or skill level. We can work with anyone who is willing to put in the work to become better.
  5. The only way to keep NiM and HM lockout sharing but ensure that skipping won't result in an end boss kill is to add in a mechanic that prevents the last boss from spawning unless all other bosses have been cleared on that difficulty that week. This is the solution WoW has gone with for the last few raids, however this would cause some unique problems in SWTOR. Off the top of my head I can think of the vast difference in the way lockouts are handled and the lack of an extra, Nightmare only, end boss that is triggered. Either way, hope you guys get to go in and kill the Terror fight next week without the bug.
  6. The dps requirements on Styrak aren't bad at all. In honesty, we carried a recruit doing sub 2k dps through it for our first kill. The key is to focus your dps at the right times instead of looking for sustained damage throughout the encounter. Also having each healer doing 175-200k damage in the encounter helps a lot.
  7. <DIABOLIC> finished off Scum and Villany this Sunday with an 8 man Hard Mode kill of Dread Master Styrak! Our photo gallery has been updated. There's an achievement shot and a separate one with the world clock shown for proof of time, as well as a third "fancy" shot that can also be found on our website: http://diabolic-tor.guildlaunch.com We're always recruiting experienced raiders who want more out of their end game experience! Congratulations to all of the other guilds on their kills this tier. Expansion tiers are always tricky with the leveling aspect thrown in. Big props to those guilds who killed this content in close to the same gear that they cleared NiM EC with, that was probably a vastly different challenge than what we faced this week. Happy farming to everyone and good luck in the next tier!
  8. The place where the Ferocious Swoopstriker is now, I remember there being a champion there a while ago. Maybe they removed the champion that was associated with this kill achievement and forgot to update it.
  9. <DIABOLIC> has cleared up through the Cartel Warlords in 8 HM S&V I've uploaded the achievement screenshots at the following link: https://www.dropbox.com/sh/if4nj8qdv2bodr0/_qi8E3DVsj Thrasher - Tuesday 4-23-13 at 11pm CDT Operations Chief - Tuesday 4-23-13 at 11:42pc CDT Olok the Shadow - Wednesday 4-24-13 at 9:48pm CDT Cartel Warlords - Wednesday 4-24-13 Warlords was a 1 shot (weird feeling during progression) and as such I forgot to take the SS in the room. I know the achievement can be a bit tricky so I added in the proof with the 72 Mainhand Hilt. Was probably killed around 10:15pm..
  10. <DIABOLIC> has cleared 2/7 in 8man HM S&V All times pictured were Monday, April 22nd. Mountain Time (UTC-7) https://www.dropbox.com/sh/if4nj8qdv2bodr0/_qi8E3DVsj
  11. An update for last tier, since it seems no one remembered to post it here. Diabolic 8man NiM EC - 1/22/13 NiM EC 2hr Title - 2/19/13
  12. DIABOLIC has cleared SM 8man S&V and TC. All times (top right) are Sunday April 14th > Monday April 15th MDT. SM Achievement SS's
  13. Post-it notes are so 1980, gogo Excel Spreadsheets!
  14. I would like to preface this post by saying that I am, by trade, an interface designer for several mediums (GPS Units, Automotive HUDs, Smart Phone Apps, Websites, etc.). The following is my list of desired interface improvements. I will try to keep it aimed toward the combat oriented elements as. 1.) Unit Frames Click-to-Cast The ability to bind skills to primary mouse buttons and have the skill applied to the frame that is clicked. Improved Player Frame Interaction Removing elements from a given frame such as portraits, excessive boarders, character level, etc. (increased performance). Also allowing the modification of bar heights and appearance. 2.) Buffs and Debuffs Filtering Allow users to select, on a frame by frame basis, which de/buffs are shown. Filters could include: cast by me, cast by friendly, cast by target, cast by focus, duration under 5 min., dispellable, etc. Allow multiple filters to be selected at a time. Sizing Allow de/buffs to be sized independent of the frame they are associated with. Allow buffs and debuffs to be sized independently of one another or even turned off entirely(increased performance). Positioning Allow de/buffs to be placed along any adjoining edge of the parent frame with a margin slider for adjustments. 3.) Extra Indicators Threat This does not need to be like the threat meters from WoW. Instead I would like to see the resolve bar changed to a threat indicator when not in a PvP setting. Add a green/yellow/red color scheme and allow it to be toggled for tanks or dps/heals to allow for better threat awareness. Dynamic De/Buff Awareness I would like to see an element such as Power Auras available for improved graphical and/or audio recognition of procs, buffs, and debuffs. Increasing player awareness of crucial interactions will go a long way in allowing you to script more difficult content. DPS Meter Yes, I said it. However, I believe that only making available personal meters will be sufficient. Allowing a person to work on their performance without relying on 3rd party parsers will be more accurate and less time consuming. Also, by limiting the meters to only a player's personal performance, you can curb the community's elitist expectations and obsession with comparing themselves through meters. 4.) Limited Functionality Macro System This is more of a quality-of-life issue. The functionality is already available through most high-end keyboards and even scripting software. Removing the necessity of 3rd party programs and being able to control what can and cannot be macroded benefits all parties involved. 5.) UI Editor Functionality Bring the in-game functionality of the editor up to par with the precise value input of the XML file. Also, adding a snapping or nesting function would be a huge bonus for perfectionists like myself. This is by no means an exhaustive list; this thread has more great ideas beyond what I've pointed out here. However, I believe the functionality improvements listed here are the immediate needs of the game. Ultimately, to save development time and remove the limitations of a "one size fits all" interface package, I believe that an Open Source API is the only viable solution for a game aimed at long-term success. Creating a community of gamers who work together to improve the clarity of information displayed will yield a strong following for years to come.
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