Bounty Hunter Archive

Thread: Possible Solution(s) for New Boss Marks (please read and respond)

Tanks
Wed Oct 26, 2005 5:01 pm
#79






SamousNemo wrote:


For clarification, there seems to be three different kinds of boss marks


  1. Normal regeneration rate and increased damage (800-1000 damage point range before Advance Duelist Stance Mitigation)

  2. Normal regeneration rate and negligible damage (less than 50 points of damage per hit)

  3. Increased regeneration rate and increased damage

Type1 I'm perfectly fine with. They do hit hard, but keep in mind we have Duelist Stance for a reason so don't be afraid to use it


Type2 needs to be removed. There's absolutely no reason for master level hunters to fight such a mediocre opponent


Type 3 is where the problem seems to be. Some hunters feel that the bosses regenerate health faster than damage can be dealt. Other hunters feel that the bosses represent a conquerable challange... but that the increased damage and life-span inflicts more decay to equipment than can be justified by a 32,000 credit bounty. Therefore, I've come up with two possible solutions to our current situation:


Solution A) Decrease health regeneration rates for Type 3 bounties to reflect that of Type 1 bounties


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


Well guys, lemme know what you think. I'm also open to alternative solutions so let me hear 'em


Good Hunting






One thing regarding theType Three bounties. Doesn't having the Type Two bounties kinda balance out the wear and tear from the Type Three bounties assuming all loot is the same. You get a long hard battle, and then an easy one that takes a few minutes.


Also, regarding the spy-ops removal, this was mentioned to the devs and their response was that the mission mechanics start once you talk to the informant.





Bounty Hunter Correspondant 2003 - 2005
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Dark Jedi (Pre-Pub 9)
Treesquid706
Wed Oct 26, 2005 5:56 pm
#80

Perhaps an item of some sort could be used with the same script as a Spynet op?

Edit: It could even be craftable by Artisans/DEs. Give it 20 charges a pop and they've got a new source of income.

Message Edited by Treesquid706 on 10-26-2005 05:59 PM



-Treesquid-
-Bounty Hunter-
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darksondarksy
Wed Oct 26, 2005 6:22 pm
#81

what if we kept the payout static on the terminal however collected a bonus upon completion like how the player bountys work? this would


A.)Stop people from non stop famring elites by useing payouts to judge lvl of npc mark


B)Add somewhat of a surprise to the npc hunting much like Pc hunting I know when i kill a player its more exciting to see how much the bonus was



and as far as the spynet op i think this is a great idea i have a macro that takes me off my bike gets sig and get back on bike but really as a master i have done this enough times it really is just monotany





N DARKSON DARKSKY N
ORebel Colonel O
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Albaa
Wed Oct 26, 2005 6:28 pm
#82

honestly i wouldn't mind if they are this hard if the loot was better.




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I hope this post is ok with raptor

SamousNemo
Wed Oct 26, 2005 8:05 pm
#83






Tanks wrote:

One thing regarding theType Three bounties. Doesn't having the Type Two bounties kinda balance out the wear and tear from the Type Three bounties assuming all loot is the same. You get a long hard battle, and then an easy one that takes a few minutes.







Very true, but what does this say as far as enjoyability of the game?


Type 2 you turn on auto attack and walk the dog


Type 3 most players abort on recognition


Yeah, they'll balance each other out, but niether involves play/fun





Tanks wrote:

Also, regarding the spy-ops removal, this was mentioned to the devs and their response was that the mission mechanics start once you talk to the informant.







Thank you for the insight, Tanks. Looks like I'll be asking for politician placed Spies in player cities


More player based interaction and Bounty Hunters also get what they want




-Samous Nemo; Dirty, Lowlife, Bounty Hunter Scum
Former Bounty Hunter Correspondent
Call me "Sam"
DanielDirem
Wed Oct 26, 2005 8:08 pm
#84

Samous,



If that player based spies doesnt go over well, can we atleast get more Master Level Spies in NPC cities?



On Naritus Kaadara is the main hub for Bounty Hunters, pretty much everyone runs out of there.





____Danyel Dadew_____________
Force Eater
Destroyer of Dreams___________

SamousNemo
Wed Oct 26, 2005 8:20 pm
#85






DanielDirem wrote:

If that player based spies doesnt go over well, can we atleast get more Master Level Spies in NPC cities?







Yep,that's the back-up for the back-up plan



-Samous Nemo; Dirty, Lowlife, Bounty Hunter Scum
Former Bounty Hunter Correspondent
Call me "Sam"
DanielDirem
Wed Oct 26, 2005 8:37 pm
#86

Thanks Samous.



p.s. Want someone to make you a kick ass sig?





____Danyel Dadew_____________
Force Eater
Destroyer of Dreams___________

Euwou
Wed Oct 26, 2005 11:41 pm
#87

I would vote for solution A for double cold chevron. 400k suit of armor + 5 mill in the slicing components= not worth the decay.





((( Euwou Camphuis )))
Pre Vehicles Publish Master Bounty Hunter[FH]
Mr. Naritus 2005
www.swghuntersguild.com
Falcon187420
Thu Oct 27, 2005 12:14 am
#88



Fix the problem, do not add to it.




Message Edited by Falcon187420 on 10-26-2005 12:14 PM

Message Edited by Falcon187420 on 10-26-2005 03:59 PM

instapeace
Thu Oct 27, 2005 2:48 am
#89


The solution is already here. The NPC bounties are as they were before the regeneration on them got out of hand. Minutes ago I finished taking out a 35k health composite wearing gold chevron boss npc.

It took about 10 minutes of me shooting off torso shots, warning shots, adv. critical shots, and improved body shots with my MBH / Mpistoleer / 4000 CM template. I got a full set of doctor buffs, used spiced tea, blob candy, bofa treats, ruby bliel, stim d's, booster blue, and CM enhancers for bacta toss. My pve weapon is adamage / sac capped DE-10 with a -30% -17 accuracy powerup.

I for one am glad they fixed the NPCs to how they had them before, as changing them when they were bugged would only cause more bugs with the missions. You all should know this already from previous encounters in all aspects of the game. Changing something when it's broken doesn't fix it.




Message Edited by instapeace on 10-27-2005 04:51 AM



Inquisitor Instapeace
Imperial Master Bounty Hunter & Ace Pilot
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Cerosis
Thu Oct 27, 2005 5:53 am
#90

I think that we need a solution that is a cross between your solution A and solution B.

First off, I think NPC's accross the board have WAY too high regen. While I do think that higher lvl NPC's should be un-soloable, they shouldn't be so bad that their health recovers faster they can be damaged. I do believe on the other hand, that while in combat, NPC's health/action/Mind Regen should be lowered to a more player like ammount(other wise what's the point of NPC's having action/mind anyway as it regen's faster then they can use it?) As soon as they leave combat however, their regen should go up astronomically(but not when retreating, as that would really suck)

Basically, i think that the health regen should be lowered, in my opinion, i'd rather see a mark with 60k-90k health then see one that has 30k and regen's so fast that i have to do 60k-90k dmg to kill it. This is especially necessary for BH's as we must attack our target solo, while regular people going after high end NPC's can attack in groups(and need to to overcome that insane Health Regeneration) On top of that, NPC marks should have an increased payout if it is a boss/elite mark, just as we get increased payout for killing higher template jedi, Boss marks should give say 50k and elite marks 40k to cover the extra costs of doing business.

After all, we should be able to kill missions, and when we buy our new armor/weapons/food, we should still have money left over to buy other things otherwise there is no point to running the missions in the first place(other then fun, which it is ) It's kinda like driving your car to work and back every day, if it costs you more to drive to work and back then you make in a shift, why bother going into work? Work needs to cover all the bills, plus give a little extra on the side(more then a little extra for BHs as it's a risky line of work)



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GraySeven
Thu Oct 27, 2005 8:31 am
#91


I've been away for a while, so some of my info isn't up to date, but I've perused the boards to gleen what I could before saying this. Please correct any wrong info so I know better....


With NPC's increased use of specials, it still sticks in my craw that mind and action regen rates are still through the roof, not to mention health regen rates added onto 10 times the health of the average PC....


Lets not forget the timers WE have to deal with, while the NPC lands stun after stun after stun, often times right after you've cleared it so thatevery other action is to clear an effect.


I had gotten to the point that I would just drop Boss mark bounties as soon as I saw the double gold and 32k Health because I don't want to decay done to my equipment, nor do I want to waste disposables such as stims and chef buffs in a 40 minute fight for 30 odd k credits and an ICB.....


At least with Jedi bounties, you get increased credits for the victory and the opponent you are fighting has to follow the same rules you do. True, there's no loot, but still.....


My suggestions:



  • Bring the rules NPC's follow in line with what the PC's have to follow. Instead of a high regen, give them Stim heals that follow the timer non medical PC's have to follow.

  • Specials should reduce action, and action should not have a one tick to full regen rate. Again, they should follow the same timers we do.

  • Give BH's a skill equal to the Scout ability creature knowledge, so that we can get an idea of a marks weapons and skills. I still can't understand why I can't look at a mark and tell that he has a pistol on his belt and a pike on his back.....and a relative idea of his skill with either based on subtle tells and body language.....

  • And some allowance for placing Spynet Operatives in PC cities should be made. Heck, a quest that allows BH's of various levels to get an Operative that could then be given to the mayor of a city would be nice.

  • An extra payout for Chevron'ed Marks, similar to the added payout of Jedi bounties. Make it worth the expenditure of goods and item decay,




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
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