Carbineer Archive

Thread: Next question please...

novamarine
Fri Jun 11, 2004 12:30 am
#27






EisMan_Buckeye wrote:





Rorenikibi wrote:

Questions are confrontations. They are challenges to the Devs to either defend their decisions or change them to reflect something resembling common sense.


Personally, I'd like to know why even though I am spamming FullAutoSingle2 at a target that is 100% resistance to my damage, I can't get a state to stick? Is it a damage threshold that must be crossed before a state applies?


How about that one, Nova and Co.?







I am torn between this one and the accuracy vs. accuracy while moving question. Right now they are tied for #1 with me. Keep in mind, the devs are not going to want to reveal certain dynamics of the game to the public (for example, they would not tell us exactly how speed worked, we had to gigure it out for ourselves). Also, we don't know exactly what they plan on changing in the rebalance, so they way accuracy or applying states works now may not be the same when the rebalance is out. It's tough asking a question pertaining to combat right now knowing the whole system is getting an overhaul. Perhaps we should lead off with "Is _______ going to change with the rebalance, and if not, how does it work?"


Nova, how long do we have until we must submit the question?






We have until next week. I try to open discussion early so that I do not surprise anyone with the topic.


I am against the states question even though it is very relevant because the answer really gets us nothing. If the answer is, you must do damage to get the state to stick, where do we go from there since they are not going to change our damage types soon. If the answer is, you do not need to do damage to get the state to stick, well then we have identified a bug they wont fix until the revamp. Don't get me wrong. I think this is an important issue, but at the same time I think it is important to ask a question that gets us something... anything... even if it is only a small piece of knowledge.




Subedeimatt
Fri Jun 11, 2004 5:39 am
#28

All good and important points in this thread, but the more I think about it, the more I believe we'd be better off not submitting a question this time round. The combat rebalance is going to be a major change for all professions, including ours. Hopefully many of the points Nova's brought to the attention of the Devswill be resolved as part of this major publish. Others may not. Maybe even some of the things we have detailed knowledge on may change or work in a different way after the rebalance comes in. The point is we don't know and until SOE publish the details on the rebalance in full, and we get a chance to test it, we're in the dark along with everyone else.


I think we'd do better to just bide our time and wait for the rebalance to come in. Once we know what's been sorted and what hasn't, then we can go back to the devs and hopefully they will be more predisposed to answering carbineer questions if we cut them a bit of slack now. I know its frustrating (I'd like our issues sorted as much as the next carbineer) but I'm not convinced we'll get much decent feedback at the mo anyway. Don't forget they are also revamping Jedi and working on JTL so I doubt they currently have the time or the resources to give decent answers to questions anyway. No excuse mind you, but likely the reality. Just my 2 cents.


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Bennyboy4308
Fri Jun 11, 2004 7:24 am
#29

Combat balance is too far away. It'll be like when school starts for me unless they start pushing 2 publishes a month out.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
TAfirehawk
Fri Jun 11, 2004 7:28 am
#30

Publish 11 is Combat Balance.....


From the looks of things, Publish 9's 6/22/04 date might be pushing things a bit, but they will still probably throw it to LIVE then....


Publish 10 shouldn't be hard to release within 4 weeks of that, and full of bugs of course....


Publish 11 will need to be tested in the "sandbox" for quite some time, but Character Copy will speed the process up a bit. So you might be right, around the end of August for the Combat Balance.






Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

EisMan_Buckeye
Fri Jun 11, 2004 9:08 am
#31






TAfirehawk wrote:

It is nice to hear reports on what the Devs THINK they MIGHT do in the future but as they have proven hundreds of times before, they don't know what the hell they aregoing to do......


The patch notes of a publish are often 25% wrong even.......so I don't put much stock in anything they promise right now until WELL AFTER it is here.....








I totally agree TA. I'm one of the biggest skeptics out there.



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TAfirehawk
Fri Jun 11, 2004 9:22 am
#32






EisMan_Buckeye wrote:






TAfirehawk wrote:

It is nice to hear reports on what the Devs THINK they MIGHT do in the future but as they have proven hundreds of times before, they don't know what the hell they aregoing to do......


The patch notes of a publish are often 25% wrong even.......so I don't put much stock in anything they promise right now until WELL AFTER it is here.....








I totally agree TA. I'm one of the biggest skeptics out there.






SKEPTIC??? I thought I was being extremely generous and nice.....hmmmmmm








Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

ScarletPhoenix
Fri Jun 11, 2004 9:34 am
#33

I know this is a bit of a departure, but I'd ask if there are any plans to improve the combat logs (i.e., accurate damage that you actually do, the problem with display hits that target multiple pools at once, and I'm sure there are other ones I'm not thinking of).

My second would be the question about applying states, and my third would be if the states in the game are actually working as intended as stated in the last 19 questions, and a little more in the way of specifics (what order are resists applied in? what exactly does it mean that an attack "lowers defenses" or "lowers offensive output"?).



- The Bothan
InfluenzaSWTA
Fri Jun 11, 2004 12:18 pm
#34






TAfirehawk wrote:





EisMan_Buckeye wrote:


I'd drop the whole leg shot 3 issue. After the revamp, no profession will have any pool specific attacks.







Can you also pick the lottery numbers for me too?








"Also with the revamp comes the REMOVAL of pool-specific special attacks. Instead, things will work like this. Rifleman will still have a Head Shot, but the design of the skill will revolve around this scenario: when you use Head Shot, you are literally aiming for the target's head. This gives you a higher than normal chance of hitting their head and thus their mind pool, but also lowers your overall accuracy because it's a lot harder to specifically hit someone's head as opposed to hitting them at all. Also, you'll have a slightly higher chance of hitting their Body than their Legs, resulting in more Health damage than Action. So pool-specific shots will likely see a drop in accuracy and some amount of spread across pools. More good stuff."


http://forums.station.sony.com/swg/board/message?board.id=Tarquinas&message.id=185392


So yes, the Combat Revamp will remove guaranteed pool-specific attacks, but we will still be able to "target" pools.


BTW, your numbersare 8, 15, 23, 41, and 45 .



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

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InfluenzaSWTA
Sun Jun 13, 2004 1:31 am
#35






TAfirehawk wrote:

It is nice to hear reports on what the Devs THINK they MIGHT do in the future but as they have proven hundreds of times before, they don't know what the hell they aregoing to do......


The patch notes of a publish are often 25% wrong even.......so I don't put much stock in anything they promise right now until WELL AFTER it is here.....







First, patch notes are not written by the designers, which is why they are sometimes incorrect.


Second, when was the last time a design decision was announced and later revoked? I can only think of the so-called "crafting nerf", and that was recalled simply because of the enormous public outcry, not because the developers didn't know where they were going. Everyone gets pissy at the Devs and starts making conclusions about their abilities because they run into scheduling problems. But not being able to fit in a Smuggler revamp or whatever else boils your blood has nothing to do with a lack of design vision. Every time we've been given a design for a publish, the publish hits that design dead-on. Chef revamp, Imperial Crackdown, droids, the newest Jedi system... the contents of the publishes all match the designs we've been given. So I have n odoubt whatsoever that the Combat Revamp, when it finally comes, will include the special attack system described by Dave White.


Go ahead and get mad thatnew toysrarely arrive bug-free or on-time, but don't attribute this to a lack of design vision. Differentiate between design, code, and scheduling.




---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
SeanBlader
Sun Jun 13, 2004 9:29 am
#36

In my opinion the one thing I hate the most right now is committing carbicide. One of the devs at Fan Fest said it best: "We hate the idea that using special attacks actually kills you." I'll be glad when they don't, it will certainly make combat for carbineers a lot more interesting, and it will remove the requirement for buffs for carbineers to play too.


I'm not sure how many other Carbineers out there can play without buffs, myself being one of them, but it's very liberating, and also makes the combat system challenging. As a buffedBH dabbler I took out a scanning squad solo the other day, that was a group of 12 imperials. To me that was way fun, but is it realistic and immersive? I doubt it.


Realisitically how much to they have to change in actual code to create the combat rebalance? Other than adding new special bars, all they really have to change is some speed formulas, and some usability formulas. The part that will take the longest will be the armor and HAM numbers of existing creatures and armor for players.


I'd like to see a scene like Episode 1, where I can fire my laser carbine and take down a Battle Droid in one hit... well maybe 2. I can see the Super Battle Droids being a lot harder than that. And I don't understand why we can kill Droideka's at all, if the Jedi have to run from them why don't we? Maybe I'm missing something from the Expanded Universe which I don't follow very much, but I'd still like to see canon in the game. Where key characters don't die to a blaster shot, and Imperial Stormtroopers aren't all that accurate if they're moving. Hopefully the "balance" will correct things this this.


There will certainly be professions that aren't happy about the changes, I expect Armorers and Doctors to be the hardest hit. But I also expect the game to be a lot more interesting for the rest of us. Even now with our specials fixed, playing a carbineer isn't just about spamming crippleshot, it's about a dizzy and stun, then a knockdown, then try to get some damage in before he get's up or his friends start shooting. Against those troopers I just about used every special I had, started with a solo confusion then fireknockdown, then cripple shot. The problem was the other 11 guys figured out what was happening and the return fire started. So I had to stand, and switch to area fire.FullAutoAreaa number of times, Chargeshot2 with a number not falling. Then FullAutoArea a number of times again, and then Actionshot2 with a few more immobilized. And then I finished off the group while running around switching targets and firing off more FullAutoAreas. It was one of the most exciting solo encounters I've ever been through, and I was playing my keyboard like a one handed piano, it was a blast.


Things will get better, but in my opinion, change is good.




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Bennyboy4308
Sun Jun 13, 2004 9:52 am
#37

Well notice those droids aren't being used in episode IV-VI. I think we can assume that the power of weapons has improved greatly enoughfrom Episode I to IVto take down those shields.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
fireman3213
Sun Jun 13, 2004 12:20 pm
#38

I'm for asking about the accuracy stuff. any questions about damage, states, or a particular shot will most likely get the normal caned responce "Will be fixed in the combat revamp".



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Kaelle_DB
Mon Jun 14, 2004 12:37 am
#39

I think that the DEVs should be asking us questions instead of visa versa, there would probably be a net increase in knowledge gained from the current system.


There's nothing that we can really ask them that won't get the "standard combat revamp response" or the standard "very undetailed response that doesn't tell us any information we don't know"


I say we ask about weapon selection and damage types or sticking states, knowing full well that we will probably get the combat revamp response. At least it reminds them again that it is important to us.



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