Bio Engineer Archive
Thread: Getting to know you and your profession!
MadLeprechaun wrote:
sorry......
It's ok, I think ![]()
But Bob is right..we should explain who we are and what we do, like and this kind of stuff. ![]()
Well, I for one have been an entertainer all my SWG life and what I always liked less of the whole ent profession was this ID. Dancing is a grind too if you prefer to do just music but it has to be done if you want to become master ent...which is ok.
But this image designing is horrible. specially after the revamp...glady it'll be improved so the grind wont be as hard anymore. But I always ask me...what's the point ?
You wont get anything in master ent that benefits your ID skills, yet you have to do it for master ent. The dancers and musicians get at least a dance/song/instrument. (I dont like ID, did you notice? lol)
Another ID thing, which could be part of the ID prof also is the xp requirements. You need 15k for ID4 in the ent tree but "only" 10k for novice ID. This calculation is a bit odd to me. Maybe the requirements for the ID have to be upped a bit (this will get the IDs on my toes..lol) or it has to be lowered for the ent tree. But more xp in the basic tree than in the main prof tree seem wrong, IMO.
NJ62 wrote:
[snip]
Musician: There are 2 horn sounds so you don't really get a unique instrument until master entertainer or the bandfill in music knowledge 2(?)
[snip]
Chidinkalu Horn - Fizzz (Fizz) - Kloo Horn
Traz - Fanfar - Slitherhorn
- Make the minimum payout at least double what it is now.
- Increase the payout based on skill (a master should not be getting the same pay as a novice).
- Increase the payout if the entertainer is in a group based on the size of the group.
- Set the distance needed to travel to no more than 1k to 2k away with a higher percentage being located in the nearest cantina/hotel.
- Have the musician missions say "musician" instead of "dancer" on the details panel.
- Add some documentation to the game on how to do the entertainer missions.
- How about having the entertainer missions pay out with some xp as well as credits (as the newb helper R2 missions do)?
- Make the missions more interesting than just performing in a set location for ten minutes.
PimpmasterRob wrote:
I think there should be a Mind hit in the Template just like in TK
TalusianRogue wrote:
PimpmasterRob wrote:I think there should be a Mind hit in the Template just like in TKI agree. I think all professions should have a way to attack any pool they wish, but that certain professions should be more proficient (higher damage modifiers) with certain pools than others.
Respectfully completely disagree.
TalusianRogue wrote:
master_finesse wrote:
When the combat revamp comes out I'm going to migrate every point to Sword or TKA sight unseen. Fencer is a joke and I'm more than certain nothing will get fixed in the revamp. I don't have the same access to game content. I can't kill a NPC faster than and AFK swordsman. PVP = MIND <> Fencer. Its is obvious the other professions have the most experienced developers with the most pull. They need a warning label on novice fencer that says are you sure you want to waste perfectly good skill points here?
Whoa whoa whoa whoa whoa..........A few things:
1.) If you were able to output damage as well as a swordsman or rifleman, what would make you different than a swordsman or rifleman? Fencer has some unique and invaluable and unique abilities that you completely overlooked.
2.) In terms of accessing game content: in both the Village or Aurilla and the Death Watch Bunker, my groups depend on me greatly to absorb damage while they take it. Sure, other professions can do this too, but Fencer is absolutely top notch in this way.
3.) In the Combat Upgrade + Rebalance, no one but the developers and alpha testers really understand what will happen in the game. Without a doubt, roles will switch, and professions as we know them will change entirely. You're not thinking about it in terms of what it is, a complete overhaul of the entire combat system within the game. You appear to be looking at it more so as some moderate changes, which I can assure you is not the case.
fencer's are apparantly good sarcasm dodgers too
MudvayneFan wrote:
TalusianRogue wrote:
master_finesse wrote:
When the combat revamp comes out I'm going to migrate every point to Sword or TKA sight unseen. Fencer is a joke and I'm more than certain nothing will get fixed in the revamp. I don't have the same access to game content. I can't kill a NPC faster than and AFK swordsman. PVP = MIND <> Fencer. Its is obvious the other professions have the most experienced developers with the most pull. They need a warning label on novice fencer that says are you sure you want to waste perfectly good skill points here?
Whoa whoa whoa whoa whoa..........A few things:
1.) If you were able to output damage as well as a swordsman or rifleman, what would make you different than a swordsman or rifleman? Fencer has some unique and invaluable and unique abilities that you completely overlooked.
2.) In terms of accessing game content: in both the Village or Aurilla and the Death Watch Bunker, my groups depend on me greatly to absorb damage while they take it. Sure, other professions can do this too, but Fencer is absolutely top notch in this way.
3.) In the Combat Upgrade + Rebalance, no one but the developers and alpha testers really understand what will happen in the game. Without a doubt, roles will switch, and professions as we know them will change entirely. You're not thinking about it in terms of what it is, a complete overhaul of the entire combat system within the game. You appear to be looking at it more so as some moderate changes, which I can assure you is not the case.
fencer's are apparantly good sarcasm dodgers too
3 consecutive posts with the same message...going great links if the intent is sacrasm.