Chef Archive

Thread: CU docs posted over in In Concept

Scoser
Wed Mar 30, 2005 11:26 am
#14

Yeah, as Master Rifleman/Master Artisan/Master Chef/some Merchant, I'm annoyed that I'll have to dump some artisan or merchant to still be able to be a Rifleman. The CU is going to be annoying to Crafter/Killer combos that have to get more prereqs, and I'm not paying so I can have a crafter alt and a combat alt.



-------------------
Sli'co "Chefzilla" Scoser: Chilly's Resident Space God
Gul'jaq Scoser: Chilly's Resident GCW Whiner and Forum Retard
Oc'lis Scoser: Chilly's Resident Crappy Unused Loot Farmer
Vendor = EHDC: Aerospace Industries tent in Sanctum Malleus, Talus, Chilastra (2403, -3581)

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Rimy
Wed Mar 30, 2005 2:57 pm
#15



Meplorium wrote:
This new system, since buffs and armor were a great equalizer in combat, is basically forcing everyon to choose to be a craft or fighter. If you decide to be both, you will suck at fighting. The old system you could do a lot with one combat profession, now you need two.
Basically you have to choose between the two or unlock and get a second char. Or more to the point I believe, get a second account like nearly half the people in the game already do.





What, SOE looking for more revenue?

I didn't think about the unlocking bit... can it be possible that we'll see EVEN MORE jedi now?



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
I_Zombi
Wed Mar 30, 2005 3:10 pm
#16

A was thinkin today... with the new windup/cooldown and new HAM systemcoming in the CU,it seems like the devs are making a concerted effort to limit the number of specials we do in combat post-CU. With the recent results from Vomit's pikatta testing, it looks like there's a substantial bonus given to accuracy when using a special attack, so maybe vegeparsine will be even more effective in PvP come CU. Plus I think the general consensus was that pikatta's "dodge" mod is more like a -accuracy mod for anything that attacks you (much like melee/ranged defense) so by that logic it should work better too. Sound possible or do I have some facts wrong?



Little Horn, 100 badges, 32 masteries, Jedi Padawan
Aye Zombi, Master Chef/Bio-Engineer
who will survive and what will be left of them?
apocalyptic dreams bring the ordinary madness

sciguyCO
Wed Mar 30, 2005 3:22 pm
#17

Crafter/combat hybrids are going to be less combat effective than someone who spends 250 skill points on combat. This is pretty obvious, and to my mind is fair.


The question is whether the combat effectiveness of a crafter/combat hybrid is sufficient for the player who chooses that template. That player isn't going to be soloing Nightsisters (assuming NSs are going to be soloable even by a dedicated combat character).


But I don't think that combat skills are going to be an "all or nothing" situation. Spending points on additional combat skills gets you two things: increased power of existing skills (for things like accuracy and defense that stack between profs) and/or increased versatility (more special moves, weapon choice flexibility, etc).


I played around a bit with a character builder that had the new pre-reqs and it looks like I can take Master Chef, Merchant 3000 (sufficient for my vendor/stocking needs), a Master elite combat prof (as long as it's not a hybrid like smuggler or commando) and still have around 20 skill points to shuffle around for things like Scout hunting, medic (if I want the enhanced healing capability) or artisan (if I want the extra experimentation points for dom arts foods).


Another thing to keep in mind is that creature difficulty is also being adjusted with the CU. I think that a character with only a single master combat prof should be able to easily hold their own on mid-level planets like Dant, handle the theme parks solo, etc. I'm not expecting to be able to take out a lair of Rancors by myself, but should be able to contribute to a group attempting to do so.


The health growth is a touchy subject. Brand new players start with 1000 health. Players who have mastered two combat profs get 3000 health. How things scale in between is the key. Will a single master have 2000 health? 2500 Health? Howdetrimental will the single-master's lack of health be for mid-level PvE? Can equipment and tactics allow a single-master player todefeat a double-master in PvP?


If the CU works the way the devs want it to, players at all levels of combat skill from solonewbie to groups of ten 250 point double masters should have access tocontent, challenge, achievementpertinent to their abilities that remains fun for the player. Whether they can pull itoff is up for debate.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Osrid
Wed Mar 30, 2005 3:29 pm
#18



sciguyCO wrote:
I played around a bit with a character builder that had the new pre-reqs and it looks like I can take Master Chef, Merchant 3000 (sufficient for my vendor/stocking needs), a Master elite combat prof (as long as it's not a hybrid like smuggler or commando) and still have around 20 skill points to shuffle around for things like Scout hunting, medic (if I want the enhanced healing capability) or artisan (if I want the extra experimentation points for dom arts foods).





Is this something we all have access to or is this on the sandbox forum and strictly a secret?



*edited by admin*
Higginsis
Wed Mar 30, 2005 3:31 pm
#19



Osrid wrote:


sciguyCO wrote:
I played around a bit with a character builder that had the new pre-reqs and it looks like I can take Master Chef, Merchant 3000 (sufficient for my vendor/stocking needs), a Master elite combat prof (as long as it's not a hybrid like smuggler or commando) and still have around 20 skill points to shuffle around for things like Scout hunting, medic (if I want the enhanced healing capability) or artisan (if I want the extra experimentation points for dom arts foods).





Is this something we all have access to or is this on the sandbox forum and strictly a secret?




Currently under NDA.

But i'm sure it will be fine when the CU hits TC, which is meant to be anytime soon.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

Osrid
Wed Mar 30, 2005 3:34 pm
#20



Higginsis wrote:


Osrid wrote:


sciguyCO wrote:
I played around a bit with a character builder that had the new pre-reqs and it looks like I can take Master Chef, Merchant 3000 (sufficient for my vendor/stocking needs), a Master elite combat prof (as long as it's not a hybrid like smuggler or commando) and still have around 20 skill points to shuffle around for things like Scout hunting, medic (if I want the enhanced healing capability) or artisan (if I want the extra experimentation points for dom arts foods).





Is this something we all have access to or is this on the sandbox forum and strictly a secret?




Currently under NDA.

But i'm sure it will be fine when the CU hits TC, which is meant to be anytime soon.




Aye thats what I figured just had to ask..



*edited by admin*
Rimy
Wed Mar 30, 2005 3:37 pm
#21

You mean this?



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
sciguyCO
Wed Mar 30, 2005 3:37 pm
#22






Osrid wrote:

Is this something we all have access to or is this on the sandbox forum and strictly a secret?




It was a public web site put together by a non-sandbox player (I'm assuming) using the newly released pre-reqs. There was a link to it in one of the discussion threads.


http://www.typeblue.com/cbuilder/swg-cb.php


There's at least one error: it still has the scout requirement for BE, and based on the Healing doc, I'm pretty sure that the pre-req is changing to only Medic xxx4.


Also, there is the possibility of the skill point costs changing per box, although if that was so I'd have expected some more explicit mention. I'll be glancing through stuff once I hop onto the TC-CU server, though.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Rimy
Wed Mar 30, 2005 3:38 pm
#23



sciguyCO wrote:


Osrid wrote:

Is this something we all have access to or is this on the sandbox forum and strictly a secret?

It was a public web site put together by a non-sandbox player (I'm assuming) using the newly released pre-reqs. There was a link to it in one of the discussion threads.

http://www.typeblue.com/cbuilder/swg-cb.php

There's at least one error: it still has the scout requirement for BE, and based on the Healing doc, I'm pretty sure that the pre-req is changing to only Medic xxx4.

Also, there is the possibility of the skill point costs changing per box, although if that was so I'd have expected some more explicit mention. I'll be glancing through stuff once I hop onto the TC-CU server, though.






It also has doc crafting in it still, but I'm sure that's only because the devs haven't said what they're replacing the crafting tree with.



Would the real Rimy please stand up please stand up!

-Rimy Impersonator (Mei)
sciguyCO
Wed Mar 30, 2005 3:39 pm
#24

Oh, and anything in the public docs is no longer covered by NDA. That includes the pre-reqs. The contents of the skill boxes are still unreleased, even to the sandbox testers, so the "report" on that page may not be accurate for combat profs. The corres saw them, but from some comments made by TH and Tiggs, I think those have changed recently and they're polishing them up for public release Soon™.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Gizmarke
Wed Mar 30, 2005 4:57 pm
#25

I agree with Sciguy about the rushing of the CURB is a bit disheartening


I know the Devs will do their best to get everything out in working order

But It'll probably be just like JtL

They're do their best shot and then tidy up things later


Personally I'm thrilled with the restructuring of the HAM system

No more random tells from people saying

"Are you a shef? Me needs the brandi canapes!! GAAAAAAAAAAAAAAAAAAH!"


As long as they don't forget to update the food/drink effects to be useful in the new scheme of things, I'll be happy

Of course...new foods would be a plus too. And they don't all have to be kashyyykian wookiee foods

Fried Endwa should come back, I liked that


The only thing I don't like is giving Smugglers the Mezzing role...

Thats a huge stretch




-Castin Donn
...has mastered the Pilot profession
Bix1
Thu Mar 31, 2005 7:08 am
#26

Sciguy,


First thanks for your work and best wishes! I'm a lurker, so I don't post much, but I have read each profession has a doc. With that in mind, does chef? And if so does it re-adjust food? Also, what's the chance of getting the fracking barrel fixed with the CURB?



Again thanks!



Bix


Kicking it up a notch in a galaxy far, far, away........
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