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Mansford

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  • Location
    The Third Coast
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    MMOs
  • Occupation
    Boring
  1. I was so frustrated that I was seriously considering giving up on Bounty Hunter. Was 46, when I finally stumbled over this thread. The tip to run around the corner works fine. I am not sure if I could have pulled it off at 40 with my PT, but at 46 he fell without a fuss. Just ignore the two or three goons that follow him around the corner, they disappear the second he falls. Two tips though: 1) Actually hide behind a pillar to make him come to you. Otherwise he will not come out of the fireline of his support. Trying to grapple never worked for me. He broke it every time. 2) There is a nasty bug if you have companions on missions. When you enter the instance, every companion but Skadge is greyed out. That leads to them forgetting their current mission. I lost a 340 Underworld Trading with Gault in the process. So make sure not to have any missions running. Don't know about crafting, but I wouldn't try that either.
  2. Sitting around here in the Suggestion Box in the hope that involuntary PvP is banned from PvE servers (http://www.swtor.com/community/showthread.php?t=364889), I had an idea, which might seriously improve the auctionhouse. What we are doing now is somebody crafts or finds something and then decides to offer it for sale. Nothing wrong with that, but I was thinking, for crafters this is not necessary the best way to work. How about adding the following function? The potential customer puts a Demand Offer up, which means, if there is a crafting recipe in the game, one can choose it to offer to buy what it creates, so the crafters in the game can look up those Demand Offers and craft by request. Maybe, in order to avoid flooding the auctionhouse with a bazillion useless or antiquated Demand Offers, the customer who puts it up has to actually deposit the money offered. This way, the players would make sure themselves that they delete old offers in order to free the bound cash. There are three reasons why I think it would be a great improvement. First, I have never seen a game where early crafting is more than a stepping stone towards hoping to one day make a little money (or even big money). Part of the problem is that a player needs a low level piece only for a very short time. The customer would be able to take down the Demand Offer the second he or she doesn't need the item anymore. Second, any market is in part regulated by demand. In online games, this demand only works through acceptance or rejection of an offered item. As a result, using the auctionhouse cannot be a prime way to fill one's slots. All we do is hope for an affordable gimmick. I am not saying this is bad, but what I am saying is it could be better. Third and finally, the work on the side of the developers would not be little. It is a full project, but it is a project limited to a specific segment of the code, so it could be a great improvement introduced in a minor patch. There are two reasons why the idea might be rejected (and of course I hope, both reasons are not good enough not to do it). First, being able to fill up slots faster means that low level loot gets less important. If having ill-fitting slots is part of the game mechanics, of course the idea is completely useless. Second, it may become a problem that players get jaded. Since it would be quick and easy to fill one's slots with greens, players may start to hunt for blues and purples and so forth, which would make low level loot even less appreciated, but which also may make the whole project less appreciated, because players would (mostly unsuccessfully) abuse the feature in the hope for cherry-picking. I don't know if the reasons against the idea outweigh the good reasons, but this is why it's called a suggestion box. Let's talk about it.
  3. Please, before trolling, read the thread, if nothing else the original post. We are talking about UNMARKED open world areas, that means areas NOT specifically marked for PvP. I am not asking to interfere with anybody's option to flag themselves. I am asking to remove the mechanics for INVOLUNTARILY being flagged for PvP on PvE servers outside specifically marked PvP areas. I beg to differ, it is quite that simple. If I am guarding or healing a player engaging in PvP, I have made a voluntary and conscious decision to participate in PvP myself. This is not, what this thread is about. We are talking about fighting environment on a PvE server, in the course of which some actions (possibly, but not exclusively, AoE effects) trigger an involuntary PvP flag.
  4. I filed three bug reports in the matter. Each was answered with a pre-typed form answer, for instance, explaining what PvE is. Two of the answers sent me here to the suggestion box. So, here I am, suggesting that involuntary PvP should not be possible on a PvE server. I don't know what they are talking about. I wouldn't be here, if there wouldn't be a loophole. My guess (but it is not more than a guess though) is that instead of fixing the problem on the receiving end by making it impossible to change the flag involuntarily, they fixed one bug on the aggressive side, blocking some player's action, and never touched the flag. As a consequence, it is anybody's guess how long it takes to find all the loopholes. In the meantime, I sit in the suggestion box rather than on Tattoine. Great. That is something, which makes sense on a PvP server. I don't know, and frankly, I don't care. For a PvE server it would be wasted time both for the ones doing the patching and for me, the patched. I don't want to change the mode of involuntary PvP on PvE servers, I want it gone. The only way to ensure this is by not changing the flag involuntarily. And again, to make sure the objective of this thread doesn't get lost, I am talking about open world areas on a PvE server, which are unmarked (so no warzones, no Ilum, etc.). On that thought, having a player of the other faction yellow to begin with is an open invitation for harrassment, because a bored level 50 only has to put his speeder above everything that shoots at you. It's only a matter of time, when the going gets rough enough to accidently right-click the PvPer. What I don't understand is, why things like this are even an issue. Didn't I make a clear and conscious decision against PvP, when I chose a PvE server?
  5. Allow me to use jmdatcs's post as an orientation to address the issue. No offense meant. No, I don't. All I am asking for is to remove any code that changes my PvP flag other than me doing it manually. Since we are talking about the principal difference between a PvP and a PvE server, the code that needs to be changed should not only be extremely easy to find, but also extremely painless to change. After all, this is what a flag is good for. And this is the heart of the problem. I am not talking about a marked area and I am talking about a place I have to go to. TOR is a linear game, in which one quest's success triggers a new quest. When I cannot complete a quest, which is one of my standard quests to do the planet (so I am not talking about heroic or area quests), then I cannot proceed. The avatar then has to be put into a refrigerator, until the PvPer finds it appropriate to stop killing me over and over again. No, it isn't. "Open world PvP" by definition is the characteristic of the PvP server. The characteristic of a PvE server is "No open world PvP". So I am asking to change something that should have never ever been happening to begin with. I can't. After being forced to sit and watch my PvP flag change back in a cantina of my choice, I had the same thought. Unfortunately, the PvPer was there for hours, putting his speeder (which is faster than mine) on top of me or my targets every time I came to look, if he was gone. Again, the problem is that since death does not switch back the flag and since a level 50 can and does go into a medical center (which is the area respawn point), you die, and the guy comes rushing over and kills you instantly again. Once he is in the medical center. you are dead the second you respawn. So all you can do (other than dying again and again and again) is stopping to play for realtime hours to come. Is it really too much to ask not to be subjected to this? Ok, let's pretend just for the sake of the argument that reporting someone would change anything. When exactly does that change occur? Does reporting end the fact that I am done playing for today with this avatar, because some PvPer decides so? All I am asking for is that I would not be subject to involuntary PvP on a PvE server. No, it isn't. And I am not saying this, because I don't like PvP in any form. I am saying this, because the "trade-off" is both premeditated and utterly unnecessary. Doing the change I ask for does not affect any right of any PvEer whatsoever in the game. What it does affect is the ability of a PvPer to force me to stop playing TOR - and, call me crazy, but somehow I like that idea. I disagree. Strongly, if I have to. When an issue is bad enough that I have to physically take my hands off the keyboard for no other reason than another player making me do so, I think, it's time to get my jimmies rustled. Besides, the problem just started. I just met a single, terminally bored PvPer, who exploited a loophole, which should have never existed to begin with. When is it worth changing? Since TOR is linear, how many PvPers does it take to shut down an entire server by simply blockading one key area 24/7, through which everybody has to pass? How about right outside the starport on Balmorra respectively on Tarsus? I am not asking for the solution to some annoying little problem. This has the potential to bring down the game. Is it really necessary to let it go that far?
  6. At level 29 I met a level 50 in an unmarked area on Tattoine. He was yellow to begin with. He followed me around for about twenty minutes putting his oversized speeder on top of what shot at me, obviously hoping that I would accidently attack him. This did not happen. What did happen though was that a mission sent me against Republic troops (of course not in Republic territory - as I said, unmarked) instead of Sand People. Here, either attacking a Republic NPC did the job or, alternatively, next to Republic NPCs, AOE attacks trigger the flag. In the end, I couldn't care less what exactly triggers the flag. I am not asking for something ludicrous. All I want is to play without PvP. I don't even understand why I have to ask for this on a PvE server. As for the live and let live policy towards PvPers, if they would let live, there wouldn't be a problem to begin with. And I hope, the problem is obvious, because it is not dying once. Once a PvPer has triggered your flag, your death does NOT eliminate the flag. All the funny bone has to do is wait and see, whether you get a drone on the spot or warp back to the medical center. A level 50 can walk right into the medical center. I know, because he did. That, my friend, is called a death roll, because now you can't run and you can't hide and he can kill you, until you are tired of this and quit the game. And yes, when I came back an hour later, he was still there. Great design idea. No, really.
  7. I ask to shut down open world PvP on PvE servers. I do not wish to have PvP forced upon me involuntarily outside marked PvP areas (like warzones), when I am not voluntarily flagged for PvP and have not answered a duel request positively. One would think, this is what PvE servers are good for. They are not. It is possible to get killed on a PvE server by another player without having the PvP flag set, without answering a duel request, and without being in a PvP area. If I understand the several default answers of the support in this matter correctly, this is how it is intended to be. I do not comprehend, why it is necessary to write this. I do not want PvP. This is why I do not choose a PvP server. End involuntary PvP on PvE servers. Now.
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