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kjarnage

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  1. Very clear that PVP remains unbalanced as nothing has been done. Still not uncommon to see 10:1 or 20:1 kill ratios. Balanced is clearly not being done based on alts actual performance and that premade groups of 8 dominating PVP vs. pug groups. What is uncommon is close games. Highlight GSF seemed to be popular in galactic season.
  2. One of the measures of the lack of success in balance is people taking the exit penalty rather than fight on. In todays sample set all three matches had people quit and one has 3 people quit. This is in pvp season. clearly the carrot is losing to the penalty stick. Need to fix the the balance. One match had a healer at 10M one at 4 and another at 3 all on the same side. the other side one healer over 1M. To keep games moving no team should have more than 2 healers. Another balance adjustment that is needed.
  3. Historically PVP non ranked has had certain abilities set to a minimum. It was not uncommon for people to enter PVP without any armor although they did need weapon(s). So in 80 the grouping I believe even if you have 306 gear rating certain stats would be raised to something like 320 equivalent or maybe now it is 322. You are still out gunned by 340 plus especially fully augmented. There is nothing to apologize for having low implants. The match making should be designed to take into account not only the gear but the actual previous damage, healing, protections.... Threads on Fixing 8x8 discuss this and other issues.
  4. The gear on the cartel market is rotated. Most cartel items sold in sets like all the pieces you are looking for. Covert armor is sold as a partial set and additional 2 pieces individually. Rascal toothpick is an example of a piece only sold single on the cartel market. I believe the mini skirt sometimes has legging depending on what else you are wearing. There are a few sets that have with and without cloak chest pieces. Patience of a Jedi is needed for shopping!
  5. In void star, if neither team gets a door I think it is damage or kills that win after round 2. In huttball the team controlling the ball.last In GSF death match the team with the last kill. Unfortunately not enough close games. Unfortunately these games are rare.
  6. It is my understanding that match making is not based on wins. Farming teams do not want scoring to end the session early. Farming for medals. Farming for high damage healing protection scores and kills. If they were avoiding wins all the time they would just be put against the next players that queue in.
  7. kjarnage

    #Cancel Huttball

    I like huttball. One thing that should be done as noted in the Fixing 8x8 threads is to not repeat huttball or any other general map unless it ends in a close score. No one should suffer through three huttball wipeouts or any other game map in a row. to get a daily. There are times when the scores were even to the end and I would want ONE rematch! One would think this would be a relatively easy change to make as it requires no new voice overs, no new map...
  8. The https://vulkk.com/2024/01/25/swtors-pvp-is-burning-to-the-ground/ makes at lot of good and sensible points some of which will be difficult to program. Some such as moving the healing nodes further away from the doors in voidstar should be easier. The PVP maps should be required reading whose links are there in the url. I wonder how difficult it would be to allow single players training mods to run through the maps like a mission tutorial. Even simple changes in visual effects can help such as making sage shields easier to see through especially when over lapping. Altering, (not elimanating) the premades and match making changes should be top on the list to do. Certainly part of the difficulty in changing abilities is it also affects operations. Changing the looks of icons probably not so much. The need to change the abilities is there. There are a lot of thoughts out there on what and how so I am not going to get into those aspects. I await expecting to see some changes being announced. I hope I will not be disappointed.
  9. You should look at the two threads on Fixing 8x8. The penalty delay is necessary. It is the stick to the galactic seasons carrot. If you do not have it instead of 1 or 2 people dropping out you will have entire teams dropping. I have been in matches terminated due to drop outs. The penalty needs to be kept at least until the PVP matches are better balanced. Some people drop out as they do not like the map. sometimes it is because the map is repeated even though it was a previous blowout. Repeat maps in close games, do not repeat for blowouts. If the match making were better based on actual stats as damage, healing, protection... then boosting would be unnecessary. Stats over time so someone entering half way is prorated. Someone dropping out the stats are not used. Voice comms are big advantages and so is people watching the chat box.
  10. I do not believe just nerfing the players and gear is the issue. The real issue is balancing the teams and setting slight map changes as discussed in the Fixing 8x8 threads. If there is a super player with 75 with set bonus... then that player should shift the team weight and be balanced lesser teammates. It is not only the gear it is the performance that should be part of the rating. When you have a large strong premade team it can be impossible to balance with random players. The size of premades is an issue. The threads also discuss a host of possible changes such as modified release times to help the game balance the teams before and during the play.
  11. First gold spammers ( those that sell credits for real money should be reported by everyone and immediately banned). Historically and today they buy credits for real money to resell for real money and should be banned. You should by cartel coins for really money and sell the items. That supports the game. Another way gold spammers make credits is with bots picking up materials. Love to kill them in pvp instances or race ahead to pick up their mats. A real person would tell you off after doing that to them. Often spammers are selling things in huge lots such as 9999 item lots. Want to stop those gold spammers in game reselling do not buy their way over priced items. Be an educated consumer. Undercut them. There is a dedicated group for years that have been trying to stabilize prices. Trying to drive prices down when they get to high. A losing battle for years. Yes we pay a lot of taxes. We have donated billions in credits and items to guilds. We teach others how to gather, craft, sell and buy adding to the economy. When supplies get way too high the prices drop and we buy. Without the ability to do this there is no way to craft, gather... enough to increase supply to drive prices down. when they rise. A lot of items over an extended period are needed to drive the prices down. If prices are too low prices it deters people from gathering and crafting new items and making a reasonable return on their efforts. Do not be against reselling be against ridiculous high prices.
  12. If the teams are even in size the option of not adding more is a viable one. If however someone drops out they should be replaced to even the sides. Here again there should be a limit. I have seen the game declare a victory when an 8x8 degraded to 8x5. I believe that was due to imbalance and not due to people total drop outs. The imbalance also appears as a means of declaring victory in GSF. Using a drop out total might also be useful in helping end premade farming. If that many people are dropping out and taking the queuing penalty regardless of restaffing end it even if that can penalizes remaining players if they have failed to make objective totals. The Two threads on Fixing 8x8 war zones have provided a host of ideas. Basically if the changes are not made drop outs will be the only option for players to pursue. Clearly the galactic and conquest carrots and the queue penalty stick approach are not enough to save 8x8 in the long run. Fix it, you have a wide range of suggested tools in these two threads.
  13. One of the critic in the forum has pointed to poor training of players for PVP 8x8. So lets look at this from several points of view. Some of these are applicable to 4x4 and GSF (Galactic Star Fighter pvp in space ships) 1. Encouraging players to fight in low and mid war zones so players can work out map issue issues and become better before getting to top level. 2. Guilds should do more to train players. 3. Better training online, u-tube,... on rotations 4. Better use of RISHI stronghold for training. 5. Better decorations to allow the RIshi Stronghold to better represent hazards.... in war zones. 6. Freelance trainers. What else could be done? A. You have the maps for all the war zones. Why not allow training session where a player can be guided through the war zone. You can pick up the mission here on fleet. This is how you queue. Click to start. You start here. Pick up your mission here if you forgot to on fleet. When force field goes down go. Find your way to the hutt ball. Click it. There is an friendly player pass the hutt ball. Catch the hutt ball. Pass the hutt ball. oh it was intercepted kill the ball carrier. Run thru he npcs trying to kill you to the goal. Similiar basic obstacle course training for all the battle fields. B. Coaching. Same as above except a team of two does the walk thru without prompts. Designed for a coaching player to walk a trainee through the map. C. Team building. The idea of letting teams practice on the fields of battle has up and down side. It would allow new teams to work out together. The down side is premades would be able to get that much better and create even more lopsided results. Therefore this option appears to be a bad one as it does not focus on making better 8x8 players out of new players.
  14. Another change that should be considered relates to adding people when the teams are not full. When the teams are equal size do not add player to the side that is substantially ahead unless there is another player to be added to balance the teams. In some cases only add players to even the sides since it is unclear who is winning. You can not have games with 10 to 1 , 20 to 1 or 190 to 0 kill ratios and expect people to want to come back. It starts with better team balance small grouping, and other small in game balances.
  15. While I see SV operating well without the inflated prices I can understand people wanting to take their credits with them. In most transfers the legacy stuff are brought across such as datacrons, decos... Normally you are limited to slightly over 4.2 Billion credits in transfers. I tend to agree such a carryover would damage the the GTN market and two things should happen. Close the GTN for 7 days so everything on the GTN not already purchased is returned to sellers. Consider a limit carry over to 3 million credits or less. That is enough to blue remod a level 80 character. I could see even a 100k limit. Limit item stacks to 20. Unfortunately players have build guilds on other servers. and normally these are not transferable. Maybe consider allowing guilds to decommission flagships into encryption plans useable only on SV or create a decommisioned token that also carries over the decos. currently establish guilds may now lose their players and face the task of rebuilding. If here was a way to shift guilds into combined servers why not the reverse? .
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