Episode 130 - "Six Months Later" of the Darth Hater Podcast is now live. Check the bottom of the post for the stream and download links. Podcast notes after the jump.
Intro:
Justin Lowe – Sado – @zirak
Pete Trerice – Misenus – @petetrerice
Cameron Wright – Infamous – @camwright
Segments:
Community Q&A 7.23.12
Patch Notes:
July 20th Maintenance
July 24th Maintenance
Patch Notes 1.3.4
July 26th Maintenance
Passing Mention:
Column: Community Events
Column: PvP
Feature:
Watercooler: A Six Month Retrospective, Part 1
END PLUGS
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Posted 7/27/2012 12:37:05 AMThanks DH crew!
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Posted 7/26/2012 6:53:38 PMSolo ranked always sounds better in theory than in practice. I think anyone who has played solo ranked in league of legends can attest to that fact. With 8 player teams a single player has far less impact on a team's victory whereas a single really bad player in say huttball can cause a loss. You can not truly judge individual skill in warzones there a solo ranking system makes no sense.
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Posted 7/26/2012 8:45:40 PMDon't expect solo ranked to be as accurate as group ranked. A bad player will tend to lose more games than a good one. That should begin to separate out the good from the bad players. A great ranked group might be able to go 16 wins and 0 losses. A great solo player might go 60% wins and 40% losses. If all you had was wins and losses you would get a distribution among the player base. And what is it competing against right now? A mix of recruit, battlemaster and war hero players that are just randomly thrown together. I'd say at least a third of the matches are decided before you begin the match. My half war hero and half battlemaster scoundrel healer can heal 400k while a recruit dps I'm playing against gets 50-70k damage. Virtually any type of ranking would be better than that balance.
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Posted 7/27/2012 4:59:15 PMI guess I would like to see them split it into two ranked modes - one for solo, one for team. Give them their own rating, rewards and problem solved. I may be oversimplifying that.
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Posted 7/28/2012 11:42:20 AMMight be wrong, but apart from separate rewards, this is how it worked in 1.2 beta right?
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Posted 7/30/2012 7:56:58 AMOh, but that is what a expect to see. If Gabe Amantangelo decides that a organized group against a PUG group is what solo players wants... he is crazy.
I assume that there will be 2 Queues for Ranked:
1- Groups only, where ops of 8 players will fight agains another organized group (with Mumble/TS/Vent, that play together for months, etc);
2- Solo ranked Warzones, where 8 PUGs will face another 8 PUGs. No group of 4 players here, solo ONLY.
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Posted 7/27/2012 1:37:23 AMagreed.
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Posted 7/26/2012 4:48:05 PMRanked wz: It seems to me that solo ranked wz would be better for casual and hardcore players. Casual players would lose rank until they found games that are at their skill/gear lvl while hardcore would compete with best gear based on skill. I really hope Bioware is concentrating on this because it's probably the easiest way to make pvp better.
Augment slots being added: Personally I think they had to do this because criticals added an aug slot. Once you had that in the game if you want people to be able to wear whatever they want then all the social gear/dropped gear had to have aug slots. Bioware couldn't strip aug slots out of previous armor so everything had to have augs if you allow armoring switch.
Also since gear is moving towards barrel, hilt, armoring, mod and enh it became necessary for synth and armor to be able to produce something. Also armstech was largely useless because the best crafted barrel was worse than one that cost 8 dailies. Going forward each of the crew skills will be able to contribute something. I wouldn't be surprised when the next tier of augs come they require non crew skill components. Wouldn't be that surprised if they had pvp and pve augs