Armorsmith Archive

Thread: Please Read

Elsermana
Thu Nov 13, 2003 7:47 pm
#40

Unless you plan on mastering doc, or at the very least becoming master surgeon (sp?) I'd say drop it. The biggest advantage to be a doc is that you can buff yourself and res people in groups. Otherwise I wouldn't bother with it. I mastered brawler about a week ago and the extra abilities are great. Honestly don't know why I didn't get it sooner. Oh yeah, I ran out of skill points. No idea what the new COB is like since I haven't been on in a week and I'm trying to survive chem and calc. That's just my opinion. Although I'd say you might want to keep scout. If anything you can drop the crafting line of medic. Keeping pharm 4 is what you really need so you can use high level meds. Anyway, just my two cents.




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Drakonas I'klic/Tarquinas
Guild: ATC (Home of an excellent Master crafted weapon and armor shop just outside of Mos Espa) Waypoint: -3375 3284
Onabosteelhands
Sat Nov 15, 2003 7:07 am
#41

i think im gonna master Doctor see how it is then drop it for master brawler...my first thought when i started the game was Master Heavy Swordsman and Master Brawler so ill look into it



Onabo strikes back
aaronhullett
Tue Nov 25, 2003 7:18 am
#42

Ive just stared and bought a rifle as i prefere and kept me pistol as a sidearm .Ive tried 3 missions and died everytime and dunno why.The distances needed to walk to get to these places seems stupid and when I get there im dead in bout 30 secs.I always take the higher ground at a range of about 30m (my weapon limit i think) and have been taking the easiest missions avail (diff 6 i think) .what am I doing wrong please help because I think im gonna take it back if I dont start enjoy playing it soon
electricnomad
Tue Nov 25, 2003 11:02 am
#43

If you're having that much trouble, try killing the creatures near the cities until you get enough XP for one or two levels of Rifle skill. The creatures there are generally easy to kill, and with the new skills, you'll shoot faster and more accurately. You'll also get special moves with new levels. When you get the new moves, use them - they do more damage and are more accurate than regular attacks.


Also, when you start doing missions, try to find someone to group with. Teamwork helps, and it means you won't be the only one being attacked and doing damage.


Oh, and a rifle range should be 64 meters (like almost all weapons, even most pistols). Try moving FAR away and shooting. It will give you more time to kill your enemies before they can run up and start beating you down. I haven't used a CDEF in so long that maybe the range IS 30 meters, but try moving and find out if you still shoot.


Oh, also, if an enemy runs up to you, STAND UP QUICKLY. If you're laying on the ground, it's something like double damage against you. And if you're holding a rifle, it's another 2.5x damage. Rifle is a tricky weapon to learn if you don't have some friends helping you out.


Good luck!





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

real_noc
Sun Feb 29, 2004 6:39 pm
#44

I have never posted on the doc boards but however I do read them frequently, I am a MD myself. Now I know we have all faced issues with random buffs, however I dont know if the TC changes are necessarily a good thing. I agree that giving a 940 buff with an 845 pack is ridiculous but it appears with this new patch on TC that you also wont be seeing any 3200+ buffs either with those same packs. We are basically going to be limited to the resources that are available on the server at that given time, which means if your server does not spawn any decent resources for awhile your going to be forced to deal with crappy buffs until the next spawn. I for one would rather deal with some randomness rather than a set value to be associated with buffs.


The initial arguments and problems doctors had was that our buffs were coming out way to low, I agree that they were to an extent. So the correspondent speaks to the devs because the community is in an outcry over how random buffs are, SOE makes changes in Publish 7 that is on test right now. Publish 7 goes live and initially the community is extatic about how the randomness of the buffs is gone. Until a few weeks later when a resource shift comes into play and everyone has crappy resources, non MD players are upset with docs because their buffs suck and the only ones that make out are the ones who horded all of the resources. Prices on high OQ doc products get pushed through the roof by hunters and miners alike (like they already arent inflated, I just paid 100cpu for some old avian) and only the rich docs will be able to survive and afford the resources.


I applaud SOE for doing something about buffs and how random they are, I would just rather have seen them lower the % of randomness not put a cap on it. Before this publish goes to live I hope they reconsider a capped system.


Ewaene Yta


Flurry

Traigus
Sun Feb 29, 2004 7:39 pm
#45

Your process is incorrect.

The randomness was questioned and submitted several months ago.

The change took months to show up, it was not a reaction to he "too low buffs" after the vehicle patch. They are actually completely separate issues.

SWG's (and othe MMOG's) development time is often 3-4 months for stuff that they want to go in a lot... even easy to code stuff.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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real_noc
Sun Feb 29, 2004 9:15 pm
#46

still the fact remains a "capped" buff system IMO sucks. That is exactly what is happening on TC, I understand your the doc correspondent but your avoiding the real issue in my opinion, a "capped" system will inhibit doctors to no end. The result will be that the rich get richer the poor get poorer because docs will not be able to afford the cost of high quality resources. Well some =D but other wont.



Ewaene Yta



Flurry



Ytsniea-culsin
Sun Feb 29, 2004 9:34 pm
#47

I'm tired of using 850+ packs and buffing for under 1000 more often than I hit over 2000. I don't mind the cap, it means less hassle from the guys who get low rolls on their buffs.



I gotta have more cowbell.
real_noc
Sun Feb 29, 2004 10:53 pm
#48

I personally dont have that problem with buffs under 1k, the whole point im trying to make is that if this patch pushes through any doc that doesnt have over a million credits to burn is going to suffer.
Kamlan
Mon Mar 01, 2004 12:26 am
#49

Let's look at a few examples of what buff outcomes will be based ona formulathat I've seen mentioned as the forumla for the buff outcome:


base * (1 + (wound treatment / 100)) * ( med rating / 100)



So, given 3 different buffs (assuming BE clothing of +25, and a med droid with rating 110):

1) base value 800, end result = 1980

2) base value 700, end result = 1730

3) base value 600, end result = 1485


So the fluctuation is not that large. I don't buy your argument that the rich will get richer. In my opinion, the system is much better without the randomness -- this has all been hashed out months ago. Even with the old system, there is a max cap. The random multiplier is between 1 and 3. True that with this multiplier you have a chance of hitting higher with the old system, but you also have an equal chance of hitting lower.

Traigus
Mon Mar 01, 2004 5:10 am
#50

I'm not avoiding any question. Your reasons for it happening were all wrong.

Another part of this is the combat balance pass currently happening. The devs apparently don't want 3k buffs out there. They were on the fence after a close vote on this issue several months ago (vote by Docs btw)... The combat balance threw it over the fence.

I'm trying to get an official Dev statment on the issue.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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kirstar
Mon Mar 01, 2004 7:46 am
#51

i like that idea. less randomness will be good.


maybe they should add a +/- 10% to that as well



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INTREPID - HABRAX STARSTEEL - RIFLEMAN / DOCTOR
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Lucreel
Mon Mar 01, 2004 8:21 am
#52

I have to say I rather disagree with the original poster. If I were someone paying for buffs, I'd much rather be guaranteed buffs of 1500+, then do a dice roll for a buff of 2500+. That's just me though. Why do I say that? A buff greater than 1500+ gives you only a nominal advantage (diminishing returns), because, at that point, even with a full composite suit on, you still have really good secondary stats, and you are mostly likely going to get incapped from mind, not health or action (especially if you are hunting with a medic, or are a medic). However, with buffs < 1000, the full suit of armor really hurts your secondaries (especially if, like me, you have migrated all your available stats into getting mind/focus/willpower to all be 1000 or greater). So if I can guarantee my customers that all their stats will get buffed by, say, 1600 points, I think I'll have no problem selling buffs. I mean, really, who wants to hunt around the galaxy trying to find the one or two docs who happen to be on who have medpaks made with Uber resources, to get a *dice roll* to *maybe* get a buff of 2500? And lest we forget, their are foods and drugs which can buff them even more if they just *have* to have 2500 on a stat.

I for one, don't think I'll have any problems selling buffs after the patch. We've just been through a bad 3 weeks of resources, the winds of fate have gotta change soon. . .
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