Bounty Hunter Archive
Thread: Balance
Since all of these changes seem to be coming to us all at once I have to ask ..
Each fighting class gets some types of special moves, and so do our pets. Players can choose when they want to perfom their special moves.... but our pets do it randomly if at all during any given fight. We *need* the ability to control pets special moves.
Make pets immune to threaten shot or take it out of the game totally. This is already completely unbalancing in PvP AND in PvE. No matter what pet you use or how powerful it is, you simply stand no chance when it is feared the whole fight and just runs around doing nothing.
When we encounter 2 or more enemies and target one for our pets to attack it seems like the pet rarely goes after the one we told it to attack. Instead it goes after the first enemy that counter-attacks it?
On the hotly debated subject of reducing the stats/power of pets - first make sure that wild versions of any said pet cannot easily be solo'd by other classes. As of now most beasts which can be tamed are quite easily solo-able by skilled players. If this continues to be true, and the pets are reduced in power, we will never stand a chance of any sort in PvP. Admittedly we have little info on the specifics of this power reduction at the moment but so far it reads like "my friend the smuggler could solo 1 graul pre-nerf, now he can easily solo 2 of them".We do not want to be overpowered we simply want a fighting chance which sounds doubtful at the moment. Face it folks they have amazing stats on paper but when it comes to actual power..pets just aren't all that when it comes to fighting when you consider that some people can single shot kill the CH himself, or have a bad fight and it takes them 2 or 3 shots..
For pet death PLEASE be sure that it cannot be exploited by griefers. Also I would like some assurances that I won't loose my treasured pet in the event that I go linkdead (which happens entirely too often). Make it so that bio-engineers can create a certain number of back-up's of a pet (adding a much needed skill to the BE class) or let us insure them.
Discuss this until we have some *workable* solutions to the issues Holo pointed out. Do not assume that the powers that be will come up with the best solutions because after the maskscent "fix" I am sure we all have our doubts that we will ever be looked at again in the event that we end up getting over nerfed.
Ajuar
Novice Creature Handler - Novice Bio-Engineer
Radiant
I forgot to mentin that balance will never be achieved so long as certain classes are allowed to hit for 3,000 damage pet hit. But nah that isn't overpowering in the slightest!
haah good point! I heard that Spock himself was gonna swing by to offer some logic behind the pet reductions, but on hsi way here he decided he couldn't find any logic so he aborted mission.
Ajuar
Give us control over pet abilities
Give us pets that last more than 5 seconds against TKA/smuggler/pistoleer/rifleman
Give us a friggin break..pet reductions == bad idea
I send out emails daily to keep everyone informed of what is going on.
I have the TKA tournament on Sunday in our city, we have a home show going on now, which (and allcitizens who participate will all receive something) as they show off their homes. I just hired a Cantina Manager to get activity going in there. My whole PA moved into the city and is trying to get the Militia side of things moving.
The previous Mayor is still there and acts a financial advisor, but he still has ideas about city layout which I do not agree with. I put the garage away from the main city square because I feel merchant tents would be better near the shuttleport than a garage, plus the darn footprint of the garage would hog the whole area anyways.
I am doing things for the city, I keep the citizens informed as much as possible. One person left to join a more PvP oriented city (although I am trying to get this going too) and one left because he could not place a large house in the city. Nothing I can do, there is plenty of room for smalls and medium houses, I have seen very nicely decorated small and medium homes, so one person left because he couldn't place a large home. He was in the city for a long time, why didn't he place one before?
I don't know, I want my city to be active, so perhaps the players who do not share my sentiment are leaving. Plus some houses did get destroyed to place news ones, so this released some ghost citizens which is good in my opinion. I am not sure what else I can do.
I want my own merchant tent, the previous mayor has a mall but it's jam packed and he wants a certain style vendor, so I guess I put my merchant in the spot where the garage was supposed to go.. well the garage is staying out of city square so I can add another merchant tent for the new players coming into the city (since the mall is full)
It seems hard to balance things, but hopefully it will get better with time.
Aenid wrote:
to tell the truth, and I may be looking at this wrong, but I don't think that recruiting for the city is the mayors job at all, I think it's the job of the city council or the other memebrs of the city. I have enough to do teaching noobs, sending emails, smoothing ruffled feathers and running the hospital (also city's only master doc). I have the populace go out and bring people to the city to set up houses.
Hrmmmm... that's a good point, Aenid....
Perhaps a "Citizenship Referral Incentive Program" would be nice.... 10k for every new citizen you bring in... or would I have to bump that up a bit to get the citizens to actively recruit new people, heh. ![]()