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Commodorepants

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  1. I guess it's intended that the Imperials camp just out of range of the turret and AOE spam the exit, instead of camping directly on top of the respawn, right? At least we can spawn, right? Right? I wholly understand the design intention is to force players to fight other players, thus is the entire premise of this planet. However, forcing them to stand around and wait for any player dumb enough to try to come out of the base instead of actually fighting over the objectives you spent so long designing is a huge flaw. Sure, we could use the speeder and go to one of the more northern points, away from our base and the larger swarm. But, what does this accomplish? There are still 10 or 15 Imperials standing around the central objective fighting over armament spawns, so grabbing those is out of the question... You've literally made Ilum completely irrelevant to Republic players on servers with a nasty imbalance. Well, perhaps not irrelevant, but a complete waste of time is probably a better analogy. I understand the design intent, and I like the potential, but I'm afraid the people actually playing this game would rather herd together and absolutely decimate the faction they oppose nearly 4:1 on some servers, rather than fight over the armaments in the middle of the map. Especially now that it grants them rediculous amounts of valor for doing so.
  2. To quote StephenReid: During development and testing of The Old Republic, our priorities were to ensure the game looked great and performed well. In testing, we discovered that using our 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs. There were a variety of possible options to help improve performance, but one that was explored and ultimately implemented used what is known as a 'texture atlas'. Read the rest of the post at the link below, and stop your fearmongering. Ignorance is not an excuse for it. http://www.swtor.com/community/showthread.php?p=1478869#edit1478869
  3. From your own linked thread: Quoted from StephenReid: I'll also say right now that we're not 'remotely rendering' textures and sending to your client via your internet connection; that would be some impressive technology and if we were doing it, is likely something we'd have talked about before now. The OP's observations are patently false, and amount to nothing but fear mongering and misinformation.
  4. Despite the obvious trolls, I feel inclined to reitorate or perhaps correct my initial observations. I believe the essence of what I was trying to understand is why the loot that drops from Directive 7 (which is supposedly not a level 50 FP, even though everything in there is level 50 elites, champs etc) is of a quality that does not help gear a character toward getting into things like hard modes or ops. The difficulty of the FP is great, love the challenge at first, figuring out the fights - but how does this, and similar FP at this level do anything to help gear you up toward hard modes or ops when all that drops is level 48 greens or level 48 blues? Where is the logical progression? Perhaps I misunderstand the design intention or something, but it seems flawed in some manner. For the record, I have done hard modes (so I'm not bad, derp), and in many ways some of them are easier than a fresh 50 trying to do D7 and only getting green/blue level 48 gear. I don't know quite how to explain that...
  5. Flashpoints at level 50, such as Directive 7, The Battle of Ilum and The False Emperor don't really seem to have loot tables that are optimized to be in line with the level of difficulty of the Flashpoint. There are several bosses in Directive 7 for example that drop greens. It seems counter-intuitive to make the difficulty of the encounters so high just to make them drop greens. It seems you're pushing folks to ignore these Flashpoints. My suggestion is to have the loot tables for the bosses in these flashpoints given a second look. I don't really think it's intended (or at least I'd like to think it isn't intended) to have the only reward for downing some of the most difficult 4 man encounters in the game be a green item. TL;DR - Why are bosses in level 50 Flashpoints dropping greens? The difficulty of the encounter is out of line with the reward. (For the record, I thoroughly enjoyed the challenge of defeating those encounters, but would have preferred to see better than a green drop on some of those bosses for the challenge they presented.) Thanks.
  6. happened to me once when I was force pushed onto the vent, fell down into the geometry next to the ramp, and had to /stuck to get out - it killed me. I was unable to be harmed, but to prevent butt-hurt I threw the ball away (which works) while I tried to figure out how to get out. It's not an exploit, it's a bug sir.
  7. On the top right hand side of the mail, click the mail icon with a ! next to it, click report spam.
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