Commando Archive
Thread: When will the new user testing end?!
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CyberData4
Fri Apr 01, 2005 5:59 pm
#1
::::rips off shirt and throws it to the ground:::::::::::
I....I can't take this anymore......
:::::Looks at chest:::::::
::::
uts shirt back on::::::
I've been playing the CU on the test center for about 8 hours total between last night and this evening. So far, I have my complaints but I'm loving the vast, vast, vast majority of changes so far. I know this is going to be much better than the profession we have now on live servers. It'll be interesting to see how we do when we have more than one weapon to utilize in combat.
However, I must ask: When will the "new user" testing end? I'm hoping for sooner rather than later. Considering 99.9% of the playerbase has finished their template (unless grinding for Jedi) It'd be nice if we could actually test what the game is going to be like for us once we are at master level. It's very fustrating to give real feedback when we can't even access the professions that we need to.
Oback
Fri Apr 01, 2005 6:12 pm
#2
good question, id also like to know this.itd be good to have the xp reqs and the mobs fixed first though.
garvin
Fri Apr 01, 2005 6:24 pm
#3
I'm also in the same boat wondering myself...Not sure how long the "new user experience" is suppose to last, but my guess is only a few days...I wouldn't be surprised if the devs don't start unlocking more of the Frog's abilities this weekend or very early next week...I'd also guess that they will unlock a little at a time (not give us access to every frog aspect right away)...
Oback wrote:
good question, id also like to know this.itd be good to have the xp reqs and the mobs fixed first though.
CyberData4
Fri Apr 01, 2005 6:43 pm
#5
Well, the XP pre-reqs seem fine to me. I was able to get them fairly easily when I *first* played the game back in june 03 under the old broken combat system. With this new system, it seems even faster because I'm not killing myself whenever I try to use a special. The pace seems pretty solid. Perhaps they could give a little better xp to the solo player but outside of that there is plenty of mobs across the big three noob planets (Tat, Nab, Cor) so player should have plenty to fight. It's been one night and I'm halfway to marksman pistols 4.
With that said, it'd help the community a great deal if not too much time is devoted to the noob experience since as I've said, the overwhelming majority of players across the live servers are already masters in their professions.
Raptor2k1
Fri Apr 01, 2005 10:44 pm
#6
The newbie exp seems a bit slow IMO. The first box should take maybe 10 minues at most, 30min -1hr next, then so on and so forth.
There simply aren't enough level 1 mobs to support leveling up the first boxes at a decent rate, hehe.
I also dislike how low level stuff is higher level then us starting. There are certain things that should ALWAYS be level 1 (such as any creature small enough to kick/step on).
NeoDaywalker
Sat Apr 02, 2005 7:31 am
#7
There is, you must remember that on live those noob areas will be fairly empty, not like they are now on TC5.
Raptor2k1 wrote:
The newbie exp seems a bit slow IMO. The first box should take maybe 10 minues at most, 30min -1hr next, then so on and so forth.
There simply aren't enough level 1 mobs to support leveling up the first boxes at a decent rate, hehe.
I also dislike how low level stuff is higher level then us starting. There are certain things that should ALWAYS be level 1 (such as any creature small enough to kick/step on).
JoKen_Jash
Sat Apr 02, 2005 9:42 am
#8
How much you want to bet that we'll have to GRIND all the way up to commando now? Ugh...
StarNick
Sat Apr 02, 2005 2:47 pm
#9
Not happening. That was the problem with the original beta, where there were no frogs...things were left untested. 
Theres a whole hell lot more to the CU than the simple basic newbie part....if they had us grind it all out, we would never hit a 5 week testing deadline...
I for one can't wait till the newbie phase ends =/ - I so want to blow something up with my Rocket Launcher of Doom!
TatooinainWarrior
Sat Apr 02, 2005 5:38 pm
#10
it's already been said that the current xp lvls are not the finial ones... devs know the xp gain is not enough... but i think they know it's not far off from being right too. ALSO i don't know how many of you tested... but there are some mobs with the same lvl but one might be soloable.. while the other isn't. I did a solo hunt for like 4 hours when things got reletivily quiet and found many many soloable things... altho they were more rare than the kind of things that have the same lvl as said mob but harder to kill (need a group)
One thing tho... can anyone tell me if there is a ideal range anymore? i mean no such stat on weapons... and no indicator next to enemy name... so could this mean... it don't MATTER if your 1m from target or 30m target? (or any other range from target within the maxuim range of the weapon) Just a guess here.. but if ideal range has been removed, i'm guessing because of line of sight.
Raptor2k1
Sat Apr 02, 2005 7:37 pm
#11
I think ideal range got removed since weapons actually have different ranges now.
Edit: I also might add that the newbie exp and general play-quality was much nicer tonight.
The only thing that's ticking me off is that everything above the newbie yard trash keeps despawning when I get close to it. Hard to level up Rifles IV as a result.
Message Edited by Raptor2k1 on 04-02-2005 10:55 PM
jm_preiss
Sun Apr 03, 2005 5:58 pm
#12
I'm very pleased with what I have seen, but I do not care for kill stealing now. You don't seem to get partial XP if someone else kills something you are working on. I have not tried this out in a group, but it is annoying as all get out.
I cannot wait for the "new user" testing to get finished. I want to play with our new weapons and blind people.
I cannot wait for the "new user" testing to get finished. I want to play with our new weapons and blind people.
Raptor2k1
Sun Apr 03, 2005 7:09 pm
#13
I'm very pleased with what I have seen, but I do not care for kill stealing now. You don't seem to get partial XP if someone else kills something you are working on. I have not tried this out in a group, but it is annoying as all get out.
It actually works out really nice in a group, everyone who attacks it get full exp. ![]()
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