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Everything posted by Spider
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horrible. you wanna create a limitless supply AND have them dispose of such supply? your busted rationale is exactly what leads to people advocating piracy. They HAVE an unlimited supply. Anyone wants to buy the expansion, they can spawn a new copy immediately. The question really is just whether that resource will gain them more money by being given away or by trying to cram cash for as many copies as possible. Obviously Bioware thinks this is best for their business and they should have a better grasp of things then I do. They could be making a mistake sure, we'll see. Except that's specifically what I haven't been saying. I make specific references to people in my guild, because that's the gauge that matters to me. Not because it's people I know, but because they're a fairly wide selection of people with very differing opinions on things. It's a real world sample that is relevant to me, and has proven to be a fairly good one to measure these sort of things in the past. I know it's all anecdotal, but so are thread on forums and facebook. Speaking of which, whine threads on forums and facebook do precious little to convince me something is an issue, because a vast majority of people that post on forums are the ones who have things to complain about. People who are fine with something generally don't care enough. This doesn't mean those that complain don't have a point, it just means they're not automatically speaking for any sort of majority. If anything fleet chatter would have been a better indication, but I haven't even seen it mentioned there, so I just don't see the outrage.
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Talked a bit more to guildies and the only negative comment I've gotten is that they think the reward for people who bought it at launch should maybe be something more interesting than a crappy title, something more substantial (but no cartel coins, something more fun). Other than that value is a relative thing. The expansion was worth $10 to me at launch, so I bought it. For me it was even worth paying early to get in on early access so I preordered in january. If I had known the expansion would be free 4-5 months after launch, I would still have paid $10 for an extremely early access, because it held that value to me. Everyone who felt it was worth it then probably has bought it already, so naturally the value of the product diminishes. has it diminished as far as to having no value? probably not, but I'm not very educated in Bioware's business. If it makes sense to them to give it away for free, then that's their decision. Your widget analogy is missing a key component. The producer of said widget has a limitless supply and isn't selling anything of it anymore. So they have to make the choice of throwing away their entire supply, or use it as a marketing tool. Do I understand why some are upset? Yeah, people don't like getting the value of the stuff they bought to diminish. I just don't agree with them that it's a problem.
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If I start playing WoW today, I believe I get three full expansions included in the game, expansions that others had to pay for when they were released. Sure, the time frame is a bit short, but I have no problem with this and no one in my guild has expressed displeasure over it (that I've seen), and a vast majority of us have bought it.
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I'm certainly interested, just have the same caveat as Nepenthe. Also time differences could be an issue or maybe everyone is from Europe? Also, I can only join a rookie league, but it seems like what's being considered here anyway?
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Yeah, keeping your shield at maximum while maintaining as much firepower is very important.
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It's an appointment that makes sense though. If he came in to spearhead the F2P initiative on Swtor, he's behind taking a game that is bleeding subscriptions into one that is making money and retaining, and even slightly growing, it's subscription base. And was likely considered for this position all along, since the doctors were probably on their way out by then already.
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Nice. I found the heroic space missions to be a lot of fun, so played them a fair bit before they nerfed the rewards. After that having played them a bit too much combined with lack of incentive made me stop.
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As have been said, avoid rolling dice unnecessarily. Sometimes a player is better off doing nothing than taking an action rolling dice. In your example you mention that the first model you move fails a dodge. Very rarely should you make a move requiring a dice roll the first thing you do, simply because the consequences for failure are so high. Also when moving, be aware of how many tackle zones there are in the square you're moving to, since that will affect your chance of success. Basically never roll a 3+ roll without a reroll unless you absolutely have to, or can live with failing (as in it's the last model you move this turn, or all important risk free moves have been made already). 3+ with a skill reroll works often enough that you can take more risks with it, but always do the risk free maneuvers first. And has been suggested, if you like dodging and passing a lot, then elf teams are a good choice. but then you're not winning many fights one-on-one, and instead need to use your superior maneuverability to get advantageous blocks, and getting your players away from opposing fighters. Luck plays a factor int he game, but learning when and how to take risks plays a much bigger one.
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Yeah. I also go the chaos edition yesterday.
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Haven't played that mission in a while, but iirc this is my guidline: Use EMP on the initial approach on frigates, then it'll be back when the final big wave of bombers come in. Getting a good EMP in on the frigates helps a lot. Same with the protection I think I use it for the first and last wave of bombers. The bombers put the most damage on you, so that'll help mitigating a lot of it.
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According to wikipedia, GTA IV has sold more than 25 million copies, so having a budget that requires 7 million to turn a profit isn't that big of a stretch. On the other hand, if they "only" needed to sell 7 million copies Rockstar would get $37 for each copy sold. I suspect they get less than that per copy, so the required number could be a bit higher.
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Has the multiplayer gotten any better? I remember buying the first version of this and while game play mechanics were solid, multiplayer was just a mess, and one-off internet games were so much worse than fumbbl it's not even funny (though I've stopped playing fumbbl a long time ago as well)
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Yeah, Gromnir is pretty much spot on. My main pvp experience is as an operative healer. Hutball is... challenging. It's a lot better since the expansion though (words can't describe how much I love exfiltrate). When I've played it on a vanguard tank at lower levels it was a lot more fun. All of a sudden I had several abilities that were relevant on that particular map, which made it tons more fun. So yeah, play with a team that knows what it's doing and it's pretty fun. Otherwise it's very painful.
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Unfortunately when queueing for normal warzones, you can also get the 4v4 arenas. Since they require less people, I'd assume they will fire more frequently, but that's just speculation. Personally I like the idea of arenas, but don't like they play best of three matches. I understand why that is and it makes sense, but I would like the very quick matches you'd have just battling it out on the arena myself. But I haven't been on PTS to check them out, so maybe it'll be good. It's going to be easier to get 4 people to play a premade with than 8 for sure. As for mod stations, In beta they were needed for any kind of modding I think, but it got changed since it was too annoying. Then when they introduced augment kits, they made it so you'd need the mod stations for that. I still don't see the need for it and would much prefer if they got rid of the mod stations all together, but will settle for having one on my ship(s).
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I agree with most of those. To convenience I'll add: Cross-legacy autocomplete when sending mail. Right now you get name suggestions from guild and friendlist (and possibly your same-faction characters, not sure all in the guild anyway), but if you send to characters on the other faction, you get no such thing. Problem partially alleviated with the safe mail feature, but with some character names there are a flurry of special characters making them a pain to write (I don't have anything that bad, just one special character in one name that's annoying, but still). As for not doing hutball, the arenas when they come out will kind of help with that. It won't give you the option to choose what warzones to queue for, but you can queue for arenas only, thus removing hutball from your options (among with the other objective based war zones).
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Space PvP, or any kind of free flying spce, would indeed be awesome. But this is just teaser, it's still a way out.
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Personally I like the 0 cooldown on fleet passes and 10 min cooldown on quicktravel and prefer not going though the escrow hassle. *shrug*
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Spinning off of this, I got both of those games as well, only I bought them on Steam instead of Kickstarting. But had they not been kickstarted in the first place I'd probably never have heard of either and me buying them would have been even less likely. Conquistador I really liked. It was fairly rough around the edges, but it sucked me in completely and playing thorugh it was a great experience for me. It's going to be interesting to see what they come up with next (if anything). Shadowrun was ok. More polished in a way, but also more bland and unexciting. Worth the entry price for sure (especially since the pre-order included Berlin DLC, so there'll be more game coming). But it's going to be interesting to see what the games I actually ended up backing will be like, I obviously have higher hopes for those (for reference WL2, PE, TToN, Grim Dawn, JA: FB and Divinity: Original Sin)
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Didn't you play DA2 on console?
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How is that a slap in the face for new crafters? Instead of getting one re attempt per craft, don't they get three? And with a crit four? Also re patch notes, I read them all when they come out and I've never seen it say 3/6. I would have reacted if it did, since in the old exotech days (which was what they changed it back to) it was 3/4.
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Correct. Only in the PC version though. Also, the camera in the zoomed out view wasn't locked on a particular character. I think it wasn't at least, but even if it was you could zoom out long enough for it not to be noticeable.
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How much did the price go down with? If you're selling them for more than a third of the previous price, you're making more money per mats spent. Crit dynamic didn't change, just how many you get baseline.
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It was clearly a cost saving measure. Yes, it was due to it being more console oriented, but that game cut corners in so many places. The hope here is that even though DA3 is developed primarily for consoles, they still give it a budget that will allow some PC specific features to make it in. A slim hope maybe, but it's what we've got.
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This is copied from the patch notes: "Crafted level 401+ Prototype (blue) quality Stims, Adrenals, and Medpacs now yield stacks of 3 or 4 rather than 1 or 2, depending on success type." Also, the exotech stims that produced 3 and 4, so it's always worked this way.
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The crafting bit is actually you reading the patch notes wrong. It's supposed to be 3 for crafting and one additional for a crit, not double the amount. Another note, customer service typically won't answer if you submit something under bug (other than standardized answers) instead it gets added to their bug handling system for investigating. So if you're missing out on a reward or something, don't file it asa bug or you won't get help. Or rather file it as a bug and something else.
