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MeRRR

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  1. Two baby ideas: 1) TF2's Payload style warzone. Have a cart/star wars equivalent/droid/whatever that needs to be moved from point A to point B. Having members of the attacking team near it makes it move forward. It moves backwards if no attacking players are near. Give the map 3 or 4 checkpoints. To prevent an all out 8v8 zergfest, create an activation objective to unlock the checkpoints. IE you cant get to checkpoint one, without slicing a security panel on the farside of the map... Think voidstar, but East is an objective to cap and West has the cart being pushed. 2) Tic Tac Toe! Objectives arranged in a 3x3 pattern, you need to link 3 in a row to complete the slicing array... OMG WE HACKSD YOUR SYSTEM. Think this should be laid out in a diamond pattern instead of a square, relative to the spawn points. IE, spawn points are on corners and not on the flat side of a square, making the nearest 3 objectives to either spawn create a triangle instead of a vertical or horizontal line. I love the idea of Capture the Flag, but you would need a workable solution to turtle teams, that just stack defense. Scoring system would somehow need to give points for things other than captures, and not rely on kills as a tie breaker. Perhaps add several layers to capping a flag, IE have to deactivate a forcefield first, then activate a bridge, etc.. each step grants points.
  2. Implement a new way to queue for PVP warzones, I call it the "Join the War" queue. This queue will allow you to queue as an 8 man Ops team. Or if you do not have 8, it fills without matchmaking based on class roles... that would extend the queue. Pretty much just the old queuing system. The purpose of this queue is to give warzones a feeling that they actually affect the world in which we are playing. Wins and Losses are counted by faction, resets every week. The winner for the week gets increased reputation gains, increased valor, increased credits,or something relevant but not game breakingly unbalanced. The other side gets a 1% bonus to expertise. Each week of consecutive losses adds another 1%. Upper limit of 5% maybe. What this idea is trying to accomplish: 1. Make Warzones serve a purpose 2. Give an incentive to queue for warzones 3. Give an incentive for WINNING warzones 4. Compensate for faction imbalance 5. Give people who want 8v8 ranked a way to play 8v8 semi-competitively 6. Make players feel like they are contributing to the "WAR" in Star Wars: The Old Republic
  3. Queuing for solo ranked is not on my current roadmap. It isn't that I don't want to do these things, or even that they will never happen. It is just that they are not something that will be happening in the near-term.
  4. I never understood why the daily areas on contested planets never had some sort of PVP element added. You have planets that both factions are fighting over... why not encourage the players to fight there? Even if its just an instanced area, many times smaller than what Western Ilum was way back when. Restrict the amount of players per faction, put in an always on control point/node, and let people fight over it. Controlling that area can grant rep/valor/commendation boosts. Besides the Ilum events, what else do we have to encourage people to PVP outside of warzones/gsf? Or, do what many other games have done... hand the tools over to the community, and let them create the things they want. You can't complain about not having new content, if you are given the ability to create it yourself. Obviously creating those tools would be a large job itself, but its an investment in the community and health of your game.
  5. Joined the Unsub Club. ...now I want a sandwich
  6. The obvious point of this post is to deflect the negative comments they expect to get during the live stream. Brilliant PR move to be honest. Now they dont have to answer any of these questions while they are streaming, they can just refer to this post, which will probably be referred to as "a comprehensive FAQ about the future of PVP in SWTOR." Which creates the illusion that there is a future for PVP in SWTOR. As far as community management goes, Eric gets an A+ As for the answers provided by the devs... still not sure if its incompetence or just not caring about the PVP community.
  7. When arsenal/gunnery can spec into the interrupt immunity... quadmando for everyone!
  8. As accurate as bioware's leaderboards currently, I'm sure they havent been updated in days though... I would link it... but yeah, the website doesnt like when you try to do that. Regardless, still the best merc group rating on the sever, and I havent done ranked in at least a month.
  9. Just wanted to point out that my merc is the only merc/mando on this server to earn tier one season one rewards through group rating. Those first 10 matches...
  10. Freq has been a pillar of the PVP community on this server. This is a loss to all Shadowlandians, big and small.
  11. Concealment Op Arsenal Merc Corruption Sorc Full Darkness Sin GO
  12. Where is the logic in releasing a new set of gear to earn, when there is no new content to earn it? Is that not how these games are supposed to work? Do new content -> earn new gear What introducing a new set of PVP gear does right now: Do the same content over and over -> earn new gear that will still be worse than bolstered PVE gear. Unfortunately, there is probably no stopping it.
  13. First thing... What? Why? How? NO Second thing... So far everyone that replied to the casting call were all born within a decade from each other. Weird
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