Bounty Hunter Archive
Thread: Possible Solution(s) for New Boss Marks (please read and respond)
The action and mind regen should be slowed down, so it actually moves.
SamousNemo wrote:
Included in Publish 24 was a revamp for "boss" mobs, i.e. Night Sisters, Krayts, Kimogilas, DJM, Gorax, etc. As a result, our Boss NPC bounties were revamped as well. These can be identified by the Double-Gold-Chevrons ( <<>>)surrounding the name above the NPC's head
For clarification, there seems to be three different kinds of boss marks
- Normal regeneration rate and increased damage (800-1000 damage point range before Advance Duelist Stance Mitigation)
- Normal regeneration rate and negligible damage (less than 50 points of damage per hit)
- Increased regeneration rate and increased damage
Solution B) Leave Type 3 bounties as is. However, increase all boss bounty payouts to help mitigate the additional wear-and-tear of equipment. The payout would be greater than elite bounties but less than PC bounties to allow players to differentiate between the three. The exact increase is debateable
If Solution B is implemented, the BH TEF would have to ensure that only thehunter with the active bounty could interact (attack, heal, etc) with either side. This would prevent loot exploitation. On a side note, the loot tables would stay unchanged; as the increased bounties for Bosses would equal the increased difficulty
While I have everyone's attention, I'd also like to add that Spy-Net Operatives should be removed from master-level bounties. This doesn't doesn't really have anything to do with the problem at hand, but I thought it would make a nice pork-barrel amendment
On your porposed solutions, I like B the best.
On your pork-barel amendment, I don't like it. I would prefer Master Level bounties to be more engaging, especially for the very Boss Marks in the type 3 classsification.
What I would like to see is some form of mini-quest, where the spynet op doesnt give us a bio-sig, we are given the last known location (in a city somewhere) we then have to use some form of device/sniffer/sensor to find a bio-sig, and then lift the bio-sig ourselves...actually INVESTIGATE.
It might also be kewl for Marks to move faster bewtween cities, so they can potentially jump planets more often. Give/enhance theSmugglesability to slice terminals to allow them to determine what starport the Mark jumped to, so we would have to use Smugglers for something other than slicing. Once we know what starport our mark jumped to, our Droid would give a waypoint that we could guess/determine what location the Mark is heading to (since they always move in a straight line). We then attempt to intercept the mark, instead of chasing them - they come to us.
bmill wrote:
You are making the assumption that there are 3 distinct types of bounties. While your solutions on the matter are sound, I would be more interested to know if the the developers intended this causality, or if it is an unintended bug produced from the coding changes in the npc combat system. Has there been any developer comment one way or the other on this issue?
Agreed.
I think we're dealing with bugs here, especially on type 2 bounties. I dealt with a <77> yesterday on Endor who was hitting me for a STUNNING 7 points of damage per hit. I never even bothered to heal myself while fightingthis guy.
If there are fights that last more than five minutes now, it's a tribute of the acurssed Combat Upchuck's utter failure to make combat more exciting and fun. The tedium of SWG combat has never been higher, and 45 minute fights with boss marksprovide a prime example of this.
Also, don't make me laugh about duelist stance. If a mark is melee inclined, duelist stance is no longer in play, it's good for ranged combat. Why a BH is considered an advanced tank when dealing with melee NPCs (not to mention critters) is beyond me when our "tank skill" is for ranged attacks. That goes for Jedi, too, unless they obligingly stand 30m away and saber throw at you all day, which is indicative of a Jedi who doesn't know what that purple bar on his HAM display is all about.
No, this looks to me to be, yet again, another example of developer incompetence.
I prefer B.
I enjoy the challenge of the more difficult bosses.
Also removing the spynet would be nice also.
Sam, thanks for taking the time to figure this out.
My vote is solution A and here's why:
1) Just one shock absorbent padding on my server costs me 250k (rarely - bought three total at this price) if I can find a bargain - usual price is 500k
2) I have defeated a type 3 mark, and it trashed my 3 mainarmor pieces (original suit cost 1.2 mil). Replacement costs for the three pieces was 900k (My chest piece broke when fixing it, and the legs and head were reduced to under 20k - pretty much useless in my next fight)
3) Total loss was over 2.4 million (3 pads, 3 platings, three armor replacement pieces, tip to slicer)
I really don't want to go through that again, nor do I want to have to spend 20 mil for each ADK necessary to deal with these guys on a regular basis. I dealt with two of these guys in 1 day (one 35k, the other 36k), and gave up on the second one, simply because I was losing serious money on these guys.
Unless the payout is at least a million credits, I won't be interested in playing against these guys, even though it is a rush and very tough (in a good way). Implement solution A, please.
- Traal
Kettemoor
Message Edited by Traal_ on 10-25-2005 08:59 AM
Wow, my first post.
Considering this is my first post, I am obviously a noob, newbie, whatever you want to call me.
I have been noticing the regen effects are a bit quicker on the lower level marks as well. It could just be me, however they did get tougher with 24.
The issue with the Spynet, I agree with, but receiving the bio-sig maybe the trigger to actually create the mark. They would probably need to set up another trigger if they got rid of those bio-sigs for master level. They probably left it for continuity and ease of programming. Just an observation.
I am still working my way up the food chain, so I have been watching the forums pretty closely to figure out what I will be encountering soon.
Thanks for having a great forum, and awesome feedback from this new person. I've learned alot, and it has helped me a great deal.
Puck aka Wilem Vike
If anything, the investigation process at the MBH level should be more immersive than it is now. You should have to hunt down a specific informant on a planet other than the one you got the bounty on. The first informant tells you "Idon't have the biosignature of the guy you're looking for, but my associateYadaYada in Restuss is familiar with this case, he just might. Meet him attheartisan guild hall, he likes to tinker."You might have to contact two informants to get the full bio sig of your quarry. There is no reason why the hunt can't be made more intriguing by prolonging it, unless taking down the mark is all you're in it for. And you can do that with Chunkers in Dearic.
There is so much possiblity here for seriously immersive play, yet the afterthought proposal is to make the investigation process easier for those in a big hurry to slay a Jedi?
This profession should be about more than the kill of the mark. I know that the l337 kiddies on both sides of the BH/Jedi war LOATHE RP, but hey, if you want to be Boba Fett, you should have to do the less fun for the bloodthirsty stuff of putting the pieces together to find your quarry.
Traal_ wrote:
My vote is solution A and here's why:
1) Just one shock absorbent padding on my server costs me 250k (rarely - bought three total at this price) if I can find a bargain - usual price is 500k
2) I have defeated a type 3 mark, and it trashed my 3 mainarmor pieces (original suit cost 1.2 mil). Replacement costs for the three pieces was 900k (My chest piece broke when fixing it, and the legs and head were reduced to under 20k - pretty much useless in my next fight)
3) Total loss was over 2.4 million (3 pads, 3 platings, three armor replacement pieces, tip to slicer)
I really don't want to go through that again, nor do I want to have to spend 20 mil for each ADK necessary to deal with these guys on a regular basis. I dealt with two of these guys in 1 day (one 35k, the other 36k), and gave up on the second one, simply because I was losing serious money on these guys.
Unless the payout is at least a million credits, I won't be interested in playing against these guys, even though it is a rush and very tough (in a good way). Implement solution A, please.
- Traal
Kettemoor
Message Edited by Traal_ on 10-25-2005 08:59 AM
I hate to do it, but I have to change my vote to agree with him/her, I really like his/her explanation, that is a very good point. My armor was shredded at the end of my fight and for what, a smuggler tool and a poster I already have 5 of.
I will have to change my vote to A