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OK this is getting rather silly regarding hard mode Flashpoint GF

STAR WARS: The Old Republic > English > General Discussion
OK this is getting rather silly regarding hard mode Flashpoint GF

siegeshot's Avatar


siegeshot
07.10.2014 , 09:48 PM | #111
Quote: Originally Posted by Deewe View Post
Problem :
  1. No multi-specs
  2. Painful and costly respec system
  3. No automated gear switching
  4. No load/save UI key and skills layout
  5. Alternate gear taking inventory
  6. Cumbersome mods management
  7. No gear tabs
  8. No (optional) cross server queues

Can't have a success story with all that.
That list is irrelevant. The issue is we can't rate players. Give the community a rating system and you would see bad behavior virtually disappear in a weekend.
Guild: Cute Pink Banthas / Gravity Kills
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Begeren Colony. RP-PVE.
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thewitchdoctor's Avatar


thewitchdoctor
07.10.2014 , 10:56 PM | #112
Quote: Originally Posted by siegeshot View Post
The issue is we can't rate players. Give the community a rating system and you would see bad behavior virtually disappear in a weekend.
I disagree. A community rating system would be used instantly by trolls and griefers. And would be meaningless. I'd never trust it because, just as one example, for all I know, that tank got a ding by some moron for not guarding the healer! Not to mention the window-lickers that'd rate you down just for the lolz.

We do have a player-empowered function already: ignore.

What we players can do is not put up with the crap and try to teach those who can in fact learn. The rest find themselves only in groups with other bads on too many ignore lists.
Good. Bad. I'm the twi'lek with the saber.

deltadt's Avatar


deltadt
07.10.2014 , 11:31 PM | #113
Quote: Originally Posted by Icestar View Post
YES!

I always ask in a pug before we start a boss in a PUG OPS or FP if they need information or strategy. For some strange reason some still click ready and think that they can manage anyway, and the group whipes and tank leaves.

It is so important to say if someone is new to a boss and to know how knockback works. I have seen it so many times when the rest of us uses normal AoE only to see the mobs pushed away by someone claiming they do much better dps by knocking mobs away.
ideally everytime your in a flashpoint someone should ask before going into a fight do we all know this fight and point out nastys that lock onto you and explode. and not every run is going to be perfect.

Jeweledleah's Avatar


Jeweledleah
07.10.2014 , 11:59 PM | #114
Quote: Originally Posted by DrewFromPhilly View Post
We could forcibly unsub ppl who click their abilities, but then 90% of the game would be unsubscribed.
oh look. clicker hate. trust me, its not the clicking that makes for bad players. I know plenty of binders that are awful. its what abilities you use and when and just how much of a team player you are.

but hey... lets hate on insignificant differences in method (because they ARE insignificant thanks to global cooldown) and ignore the real problem.

@ Witchdoctor. there probably will be drama. there's always drama. but I do think it will help more people than it will annoy. and for newbies especially, I think it might be a welcome addition, because they will be able to learn in a safe, nonjudgmental environment.

slafko's Avatar


slafko
07.11.2014 , 01:01 AM | #115
Quote: Originally Posted by Apeth View Post
Talk about mis quote the op. You should have included more than the one line because he was talking about the game being the problem and not tanks per se. I also think in my opinion some good points. Not everyone finds tanks easy to play making them more apealing is a good thing right? For us all?
Had I quoted his entire post, the end result would be the same: He's still horribly wrong. Blaming the game for lack of tanks is just ludicrous.

As for easiness of play: People who play tanks play them *because* they are hard to play, not "in spite of". Challenging gameplay is more important to some people than mindless button-mashing that's the DPS.
I see their R2 droid and I grab it. No, you can't have it back, silly rabbit!

slafko's Avatar


slafko
07.11.2014 , 01:14 AM | #116
Quote: Originally Posted by ninjonxb View Post
Especially when it isn't unique to this game either...
WoW has the same gosh darn issue and how long has it been out?
The only games that don't have this issue either:
A) don't have any sort of group finder
B) don't use the trinity (guild wars 2)
GW2 has the problem of being one massive Zerg Fest where the bads will get carried through either by good players or by the sheer number of people nuking the enemy. This is even worse than the trinity.
I see their R2 droid and I grab it. No, you can't have it back, silly rabbit!

Fruitous's Avatar


Fruitous
07.11.2014 , 01:21 AM | #117
Merp friends make them... save time... go fourth and slay your dragons.

slafko's Avatar


slafko
07.11.2014 , 01:30 AM | #118
Quote: Originally Posted by Galsarus View Post
Problem I face regularly (in fact, 98% of the time) - DPS juggs/maras feel the obnoxious need to jump in first or MM snipers take a knee and want to get in that insta snipe. This means if my major skills are on CD after the last fight (charge/ grapple etc.) I'll need some time for them to become available, which makes my job easier. Everyone wants to rush the FP at breakneck speed, even if it means pulling ahead of tank over and over despite being asked not to.
This is why you make a Shadow or Sin tank and Force Speed + Rocket boost through everything making the derps try to keep up with you. Slingers and Snipers will cry, Sents and Maras will be forced to pop Transcendence in a futile attempt to keep up and the healers will be going "Where the hell did everyone go" after they're done collecting loot.

If, by some miracle, the derps manage to pull before you - fire up that Force Speed again and pull the next mob. You pull it, you tank it baby! <3
I see their R2 droid and I grab it. No, you can't have it back, silly rabbit!

Loc_n_lol's Avatar


Loc_n_lol
07.11.2014 , 01:46 AM | #119
Well let's see... we have one role that
-works in mysterious ways to the uninitiated
-carries all the responsibility for its failings, and it's really obvious when you fail
-get **** gear from the game, even from operation tokens
-is heavily gear dependant
-is impractical for solo play

and then we have another role that
-is very straightforward
-carries little to no responsibility (worst case scenario you share the blame with the other guy of your role)
-gets much better optimized gear, even from comms vendors
-is not all that gear-dependant anyway (mainhand / off-hand matter most)
-is ideal for solo play

Is it really any wonder why role #2 seems more appealing ?...


Either way, OP's claim (one pop every 6 hours ?...) seems a bit off, unless he's playing on a PVP server or just a downright dead server.

Khaleijo's Avatar


Khaleijo
07.11.2014 , 02:45 AM | #120
I wonder what happened to "oh this is a nice person to play with, i'll put him on the friend list and will ask him to play together again next time".
That would solve all problems with the GF a capable DPS could have, but either really all DPS are just bad with bad manners, that no one would want them as friends or no one wants to befriend others in a MULTIplayer game anymore at all...
"Hi, thx, bye and nothing more. Those others running with me are just somewhat intelligent npcs", seems to be a spreading attitude. No need to respect the other players, to help them or to let them help you in order to get fun for everyone in the group...

Why should anyone who has friends or guilds to run with bother with that?
Especially tanks and healers who play these roles because they are interested in group play and team work?
Even good DPS won't bother, because for them playing is also more fun in a group working together.

So, i suspect the majority of those who still use the GF are either new and inexperienced or those who have no ather means, likely because no one would play with them by choice.
And last but not least there are a few good players left, who have some masochistic traits or seek the challenge of succeeding even though the group is playing against them.
Depending to which group you belong, you waiting times are moderate or really really long, but it has nothing to do with class design or the game itself, it is purely a problem with the players.