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spatnatz

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  1. So what I'm getting from these replies is that there isn't really a hard counter to slicing once it's done. You would have to know who is currently flying a ship that has slicing (or emp field which is very similar to an AOE slice), and basically avoid them or charge at them after preparing accordingly. But if they catch you off guard, you are SOL and dead in the water. Slicing and EMP field have always been overpowered abilities, even after the slicing nerf. Especially when slicing is most often paired with a proton torpedo with a 10000 meter range and dealing direct damage to your hull.
  2. Same here about the rest XP sub perk. I have submitted at least 1 or 2 bug reports on the rest XP issue. That, combined with the unnecessary nerf to Virulence, will probably be the reason why I stop my sub after this summer.
  3. Do as I did and cut off your current sub until they fix things. My sub expires in March. I have TONS of games from the past few month's sales on steam/origin/epicgames that I'd love to dive into after that. Bioware's SWTOR team has definitely not talked me out of that with this new patch.
  4. Bioware decided to delay the patch from their December date to Feb 15... just at the end of my own vacation, I returned to work Feb 16th. All for this? I can't even GSF to get XP. 306 gear not disintegrable anymore? My sub ran out today, I won't be renewing it until things get fixed. Sometimes you gotta vote with your pocketbook.
  5. There is a 1 hour window between conquests where you can swap guilds without penalty. I have found it difficult to find people online during this early time, but it can happen, especially if you arrange it with someone ahead of time. I had made a post about this quite some time ago because I really think that 1 hour per week to swap guilds is a bit unforgiving... just kicked myself this morning for forgetting to get one of my lowbies invited during that time, so now they are SOL on conquest this whole next week during 2XP. So now I have to choose between getting the 2XP this week and contributing the massive amount of conquest to my guild next week. Thanks so much, Bioware!
  6. Just to clarify, what I was trying to convey is that there should be a longer grace period than 1 hour for new characters to get into a guild. I'm not supporting guild swapping or any of that nonsense... and maybe the grace period doesn't have to be a whole day, even just a few hours is enough. The issue of returning players trying to get a ginvite after getting booted for inactivity (understandably) is also a concern... guess you better start that sub on a Monday, or else sit on your posterior until Tuesday and waste up to a week's subscription. But for only 1 hour during a work morning where, in the smaller guilds, almost NO one is online? You guys seriously think that is OK? How could I get invited to a guild on a new or returning character? I'd be better off joining a bigger guild that happens to have a few people online during that time. So that's yet another way that this doesn't help small guilds and helps big ones. Hope that makes sense.
  7. With the patch being applied soon, if not already... I do want to say, I am not completely opposed to the changes, but I do believe that one major detail has been overlooked when making this change. I think it would be REALLY prudent to extend the "review period" of the conquest, possibly back to the original interval. Otherwise, players literally have a 1 hour interval per week to join a guild and start contributing conquest points. For many people in USA, that's usually like when they are getting ready for work, or they are already there (so they can pay for your damned subscription, hello?!). Didn't there used to be a WHOLE day of no conquest on Mondays? Maybe that needs to come back. Seriously. 1 hour to join or change guilds (or else sit that character on its useless butt for up to a week) is completely impractical. Something needs to be readjusted if this game mechanic is to be implemented. What if I want to make a new character? New characters make serious conquest as they start to level (6k+ with full bonuses for each level up, and that happens VERY fast at 1-20). And of course all the other CQ objs that go with the leveling process. Are you seriously telling me that I have to: 1) make that toon the week before and sit it on its *** until tuesday (PS: Rest xp for <level 10 goes away extremely quickly) or 2) start leveling that toon anyway and contribute zero conquest for each level up, etc until the following Tuesday? I could go on, but I think you all get the picture. Something to seriously think about... yes, I'm looking at you, Bioware devs.
  8. I have been having the same issue... tried this and no change. Keep trying to find the right trick (delete bitraider, tell bitraider to run, etc) and none of them work.
  9. Law of large numbers is close, it has to do with n > 30. The condition I listed is actually a more rigorous condition that must be fulfilled before we can assume a set of proportion data is normal (bell-shaped), which would demonstrate that a large portion of the data clusters around the mean, with only a minority on the outer tails of the curve (more than 2 standard deviations above/below mean).
  10. You may have been thinking of the geometric distribution, which is close to what you have--you'd have to multiply what you had by X again. That is probably what would make this theory work. It has to do with counting the number of failures until the first success (or vice versa). Furthermore, according to a certain statistical rule of thumb (won't bore you with details), where np>= 10, and n(1-p) >= 10, with such a low probability, you'd need a very large value of n before you start to see results that converge to the expected value. In particular, we'd be talking about 642 3-week periods, or roughly 5.3 years. (!!!!) So this means that, in the short term, we might see some surprising and unlikely results. As I mentioned previously, as time goes on, we would expect to see these unlikely events occur less and less frequently in a "perfectly random world."
  11. Perhaps what you might be getting at (???) is that most code-based random number generators are almost never truly random--the code starts with some kind of "seed." (See MIT's view on the issue) I suppose that means that my assumption, and that of phalczen, are based on a rather large presumption of randomness. But then, this low probability not only of 3 in a row, but having repeats 3 times in a row, would seem to imply otherwise. I am inclined to believe what others are saying, that there is some level of deliberation in this facade of randomness. (See my post before last, for context...)
  12. I agree.. it's not "the best", regardless of whether you are a GSF fan or not. When even the hardcore GSFers are unhappy, we've got a problem. Clearly no one would complain if it was 3 pvp weeks in a row... so the root of the issue really has to do with the time required on the quests. If all quests took reasonable (and hopefully somewhat similar) amounts of time , then this thread would not exist even if GSF was 8 weeks in a row. Devs should also keep in mind that GSF only pops around certain times of the day/week, while pvp pops more or less 24/7.
  13. Before I get into all this, let me say that I am just as disgruntled as the rest of you... not only about getting 3 GSFs in a row, but about the bad design of the weekly quests in general. The time required for some of them is definitely not reasonable. Consider this: There are 4 weekly quests to pick from. Each week, a quest has a 1 in 4 chance of being selected. Therefore the chance of a given week being GSF is 1/4 or 25%. Suppose the week immediately after was also selected as GSF. So that becomes a probability of (1/4) * (1/4) = 1/16, or 0.0625%. And you guessed it... the third week? That's (1/4) * (1/4) * (1/4) = 1/64 , or a 1.56% chance. Let's interpret this statistically... This means that, given 64 3-week "sets" of timed weeklies, we can expect one of those to have all 3 GSF. This seems like a very low chance, to be sure. However, what about the probability of the first week being GSF, the second week being PVP, and the 3rd week being operations? The calculations for this would be exactly the same, resulting in a 1/64 chance for this particular event as well. So all that really means is that there are 64 possible configurations for any 3-week set of events, each with an equal probability of occurring (if we assume they are in a specific order). So, while this event may seem unique, it is no less unique than any other event. It just happens to stick out like a sore thumb because it's repeating something three times. (A simpler example: Same probability for rolling three 1's in a row, as it is for rolling 1, 2, 3 in order on a standard 6-face die) All that said... it does seem a bit fishy that we had (to my recollection) 2 PvP weeks in a row, followed by 2 MM weeks in a row, followed by 3 GSF weeks in a row. Let's ignore the 3rd gsf week for just a moment. I can say for a fact (you're welcome to check my work on this) that the chances of getting any given event twice in a row, and to then have that repetition happen *three* times in a row, is also 1/64. And this is for each 6-week period... meaning that the probability of this happening more than once in a 384-week period is even smaller. So we'd better not see something like 2 pvp, 2 MM, and 2 GSF anytime soon, or I'm calling bananas on this. TL;DR: Yes, the GSF weekly 3x happened by random chance, but it's a pretty small one and not any less likely than any other 3 combinations of events. Getting two events in a row three times in succession (ignoring the third repetition of GSF) is definitely more of a statistical anomaly, and we'd hope not to see something like this anytime soon if the system is truly random, as BW claims it is. If I got anything wrong in my analysis, feel free to correct. Thanks for reading...
  14. Personally, I think the 2 piece is really nice. I actually do watch for that proc all the time, as I use it to heal someone who is 70% or lower on HP. Sure we crit 1 time out of 4, but it's more of a situational buff than anything else. A guaranteed crit when you need it most, especially great for tank healing. But I do agree that the 4 piece is next to useless. I don't know what the devs were thinking when they made that. Of all the healing abilities to reduce the cost of, kolto pack is the worst...I mean, I do use it of course, but like someone else said, an energy reduction of 2 every 9 seconds isn't really worth it. Another note on the new changes: I didn't initially think that being able to activate diagnostic scan while moving would be all that big a deal. But trust me when I tell you, it is! As mobile as most of these fights are, it gives you something to do when no one has lost much health, and it means I literally never fall below 80% mana.
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