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ByeToWoW

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  1. I am reading that the relics are what people are suggesting to buy first. Can someone, in layman's terms, explain why this is better than going with weapons? --Curious about the answer regarding already geared toons. --Curious about an answer regarding a fresh 55 with no pvp gear.
  2. Were you and your dueling friend both naked when this fight happened? Meaning, does your own expertise translate into the companion's stats, or is there proof that companions themselves will benefit from expertise, regardless of what the player is wearing?
  3. I can see this as a survival type of game. Your suggestion to combine this with a labyrinth map seems really fun. What could be even more fun is a labyrinth that changes throughout the match. Changes to the maze can be influenced by both factions to benefit their side. You already have a somewhat similar mechanic that can be modified for this purpose. That is the bridge expanding in the Voidstar Warzone. It would incredibly fun to remove a previously existing bridge while the enemy team is crossing it.
  4. Prophecy of the five here. Pub slinger = usually losing. Imp sniper = usually winning. The same goes for my commando and my mercenary, and my vanguard and my power tech. In my server's specific case, it is not the player.
  5. Hmm... This brings me to thinking about companions and how expertise does or does not affect them?
  6. There is a significant amount of hard CC where we as players are not able to control our characters on screen. We deal with it and then move on... Usually from a spawn point. I really see little difference in this case. This is entirely up to you and your Dev team. Is VIP status a fun thing to be in game, or is it like wearing a Kick-Me sign? The answer to your question lies within your Dev team and anyone testing the content. Again, this depends on how you guys implement it. Regarding /stuck or /afk, when people see they are obviously fighting against a premade and there is no hope in winning, they are much more inclined to leave than stay. If they were VIP, it is not set in stone that your team is going to lose, so I would like to think they are more inclined to stay. Speaking from being in an Arena, the team I am with generally types a basic plan in /ops and attempts to stick with it. The "Plan" usually involves discussing which enemy to target first and then try and burn down quickly. The UI showing the enemy team is perfect to mimic for VIP. It shows just enough information to make a calculated choice without showing too much. This choice made by the team I am on usually involves killing the squishiest target or highest priority target. I see VIP being no different. That is... assuming VIP doesn't modify the character. If VIP changes any stats or abilities usable by the VIP character, well, I really have no idea as to how people will react. To my knowledge, the only thing that changes characters like this currently in the game is, in fact, Bolster. Mimicking the current Arena Frames is a good start. If VIP changes anything on the character, those changes need to be shown in a tooltip so that anyone making a choice for their vote can make an informed choice. I would like to add another idea. People have been asking for re-skins of current maps to keep things fresh instead of a full fledged new map. Perhaps instead of a re-skin, add in different mechanics to the same warzones. I can see the same current lineup of maps being queued from, but add in differing mechanics for a percentage of the maps. Say... 20% of matches will have a VIP to protect, 20% of matches will have "____________", and 60% of matches will be normal. This adds more flavor and depth to your already decent maps', keeps things fresh so people are less bored, and the mechanic of random mechanics being added to matches will help set your game apart in the MMO market. Note: the added mechanics to these same maps will obviously adjust the winning conditions accordingly. I don't have any ideas regarding that.
  7. I added my own thoughts, but it wasn't my idea. I read it from someone else in this thread who mentioned a 3-team Huttball, which got me thinking. Even though I like the depth and variety that this offers, the biggest perk this type of match will have for the game is it deals with the "Premades are ruining PvP" thoughts. If there is a premade, your team has another team playing alongside where you can hopefully be smart and take them out. There may even be two premades. If they wish, they could team up against the non-premade team, but then they still have to fight each other. It really offers lots of choices and allows people to play happily vs, "well I might as well get my daily done and just AFK while in a Warzone as I know I will be outgunned vs a pre-made."
  8. I am also throwing in my vote here for a 3-Team Warzone. If there are game limitations to 16 total, then make it 5v5v5. -This is something unique (I think) to the MMO market. -This addresses the "Premades are ruining PvP" comments that we see over and over. -I know you all recall the original Starcraft and Warcraft. The depth of Starcraft, having 3 separate factions was immensely more intricate and just plain fun, compared to Warcraft. -SWTOR has integrated a great Holy Trinity involving DPS, Healing, and viable Tanking in PvP. That is a 3-dimensional depth you've managed to develop. I know you can manage to develop and balance a way to do three separate teams at the same time. -Lore-wise, the Hutt cartel is really the only viable way to include 3 teams into a 2-faction game.
  9. The easiest way to eliminate the randomness and/or trolling ability potential of selecting player VIPS would be to have the other team select the VIPs instead. The opposing team will ALWAYS try and pick the easiest target to kill. How to pick the VIPs: 1) I saw one example of the first person to die on your team gets to be the VIP. Essentially they are chosen by the other team because the other team attacked them. I suppose if someone really wanted to be the VIP, they could run in naked and do nothing until killed, but your own team can prevent you from being killed. Plus, Bolster should prevent any super-easy kills via nakedness. 1a) Variation of this could be that once a player dies, they incur a stacking debuff that, upon 3?, 4? 5? deaths, they become the VIP. 2) Another option could be to give everyone in the match an item to use just for the match. Similar to how you get the option to throw a huttball via a special ability once zoning in. Let's say... we can call it "VIP Target Lock". This ability you use on the enemy player you want to be their VIP. Once there is a majority of choices selected to a single player (IE: each use of "VIP Target Lock" puts a debuff on said player), they are then designated. To encourage reminders that this ability exists, as a player gains VIP Target Lock debuffs, they gain in size and/or gain the "I have the Huttball" beacon. If there is an even amount of VIP Target Locks distributed, once no more selections can be made (all 8 VIP Target Locks have been used from your team), it becomes luck of the draw and randomness ensues for that particular situation. Why choose a VIP and how to prevent stealth Trolling? 1) There could be a bonus given to any friendly players that are within Guard-range of the VIP to encourage protecting them. 2) There could be a bonus given to your team once you have used all 8 "VIP Target Locks" that encourages your team to use that ability as soon as they can. Bonuses to your team go away if the VIP is a stealther and uses stealth while under VIP status. 2a) A variation of this is that once having selected a VIP on the other team, YOUR team gains a statcking (1-stack per second) ability to see "VIP-Stealth", similar in scope to a Sniper/Gunslinger on live, that can only be used to see the enemy VIP while they are in stealth. In short, this allows a stealth to be a VIP, and be in stealth, but they only have 15 or so seconds before they will likely be seen. To allow stealth classes the usage of their class abilities, the buff will only start being applied once the enemy Stealth-VIP-Class has used their stealth (vanish?) ability. Length of time to reach maximum effectiveness of Seeing-VIP-Stealth should be tested and balanced on PTS. 3) Perhaps bonuses to your team are not bonuses, but are instead the removal of debuffs on your team. The normal debuff is "Your team takes 25% more damage unless you have selected a VIP on the opposing team". Once the selection has been made, your team will take 25% less damage, aka, things are back to normal. 3a) This could go in concert with the dieing=being VIP from above. Both "VIP Target Lock" AND Deaths will apply a stack of the debuff to aid the selection process. Basically ensures a VIP will be selected, one way or another. I really REALLY like the VIP idea and hope it gets on your radar!
  10. @ DEVS: I just read about 90% of this thread and am quite impressed. Since the people that read and post the forums are generally the more "loyal" player-base... Perhaps this should be the pattern of how to deal with this thread: 1) Allow it to grow until you guys feel you have exhausted the mainstay of ideas from the general population. 2) Gather ALL the data and put it into a spreadsheet of some kind. 3) Compare spreadsheet to what you guys have already developed in your back rooms. 4) Confer and decide upon 5-8 viable options that appear to be doable within the constraints you set for yourselves. 5) Next, and this is IMPORTANT, set up a way to allow us, the player-base that you have asked, to actually vote on what we want to see next. 6) Online voting can always be "skewed" on your end to show results that you want, but it will get us involved more, and without the need to post something lengthy on the forums, we can just click a button to vote on what looks best, would allow you guys to get the most amounts of yays/nays for as close to a proper statistical analysis of the responses as possible. More people responding = more data= a good thing. --You guys have opened up Pandora's Box, but in a good way. Gather the data, keep the trolls' responses to a minimum (delete the negative posts that offer nothing), and keep the communication going!!!
  11. Looking at how this thread has simply exploded, the Devs definitely got what they wanted. And a note to you as well -- Please PLEASE take down all the information you guys see. There is a whole lot of great content in this thread just waiting to be extracted! It can be very easy to lose track of it all. I do hope you all have devised a way to take down this data and organize it into something tangible to work with.
  12. Another thought just popped... I would be all for the Old-School Ilum, but scaled down to an 8v8 setting in size and scope. I'd like to think that this would be at least a possibility on the table as there is data already in-game (or at least was). Instead of developing it from scratch, there is a base of data to work from already. (I claim no programming skills, so if the above looks noobish... well... then it is)
  13. First, my favorite aspects of the the current Warzones: Novare Coast: The best part of this map and set of mechanics is the ability to be losing and then at the last minute, recap a node, resulting in a 2-0 victory. Basically, I like how this game is never decided when it starts, and it is always possible to get a win regardless of how bleak the outcome is (assuming relatively equal teams). Voidstar: I like how this match can be a bunch of damage. I like how defenders on this match will (usually) end up getting lots of action due to the close proximity of the doors themselves. Huttball: My favorite Warzone, by far. The sheer differing amount of things you can do to aid your team, or simply just have fun on your own, is quite awesome. Civil War: I like how this map can become stressful as the defenders (the team with 2 nodes) have to react to the movements of the opposing team (assuming each team is relatively equal). There becomes an ebb and flow of the movements that is rather fun to predict and execute. Ancient Hypergate: I really like this map, probably my second favorite. I enjoy having the option to score points 2 ways. 1 with objectives, and the other with simply killing. I think this map and set of mechanics caters to the most people possible; the PvE crowd, the Warzone crowd, and the Arena crowd. Arenas: Honestly not very fond of the arenas as a whole, but I live them. My favorite part is that we get more than just 1 chance to win the game. Bottom Line... I would say my request for whatever this new game becomes are: 1) ...For it to have options. I hate being forced to use the same strategy over and over. I guess this is why I like Huttball and Ancient Hypergate. 2) ...For it to not only have options for playing (winning), but also a rotating (random) set of winning conditions so the same match happening back to back would be somewhat rare. 3) ..For the new game to ALWAYS be possible to win regardless of the current outcome. Civil War has a mathematically consistent ability to basically be done and over once a certain point has been reached. I would rather it be "it can still be anyone's game" type of scoring similar to Novare Coast, or more realistically like Hypergate. 4) ...If the new game requires people to guard a node, then that job needs to be something other than just sit and wait. I honestly have no idea what that could be, but something. Perhaps interacting with, or even mounting, a turret and using that to aid your team from longer-distance whilst still "guarding" the node. 5) ...I would prefer the map to be a bit on the smaller side too. (Just think, that means less development time which = less money). I tend to spend a bit too much time just running from place to place. If not smaller, than there needs to be a way to "warp" to another spot on the map via interacting with some sort of gate. Those are all of my ideas. I hope you find them informative and helpful. I also hope my post serves to keep things positively motivated and not a bunch of negativity. You guys who are the devs have improved upon launch-pvp-status tremendously. Keep it up! Which by the very nature of this thread, means that you are, or at least intend to.
  14. I hear you brother. Finally decided to get my Republic toons to 55. After many hours and too many credits spent, it is nearly impossible to find any decent pub pvpers to play with. Looks like it is back to the dark and dreary, yet usually winning, imp side.
  15. I was going to reply with a counter to your counter, but recanted the counter as I was cautiously curious of your comprehension of the game by your conundrum of a comment.
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