Commando Archive

Thread: What's up Commandos...

Odidious
Sat Oct 01, 2005 3:08 am
#118






Blixtev wrote:






Ajo79 wrote:

2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.


3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.


Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.





So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.


We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.


Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.


When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.



Message Edited by Blixtev on 10-01-2005 02:58 AM




I'm just glad to see you guys working on getting things hopefully right. You have to understand, we really didn't have alot of content and real energy from the Dev Team until the staff was increased by roughly 20 or so people. It took nearly 18 months for the CU to come and before then was seriously lacking in content and profession revamping.


Good luck with it and hope it works in the right direction!!






Octavious Stormchaser
|Master Smuggler|Master Carbineer|Rebel Soldier|
-=Vice Uber Leader of New Aldera, Dantooine ~ Metropolitan Status! =-
-= RGU Guild Council =--= Stormchaser Vendors in New Aldera=-

evfields
Sat Oct 01, 2005 3:45 am
#119

Hello. Here are my top 3 issues with commando:

1) Damage - our profession does very little damage, certainly not a "5" in damage dealing. Give us somespecial attacks that are non-AoE. That way we can use generic weapons if we don't want AoE and commando weapons if we do.
2) AoE - the damage from the AoE is very low, as previously stated, Elemental + 1. Give us a solid AoE damage, and furthermore, make sure the agro on that is correct.
3) Grenades - the coolest single function of a commando is to throw powerful handheld grenades. Right now it takes a commando far to long to throw a grenade. And the grenades do very little damage.

Thank you,
Tok



Tokalar
Furball first class
Starsider
ravisher
Sat Oct 01, 2005 4:07 am
#120

whooops

Message Edited by ravisher on 10-01-2005 06:10 AM







Meat, the Rorwook

Oft-disputed lord of the crappiest planet in SWG.

Reydon
Sat Oct 01, 2005 4:16 am
#121






Blixtev wrote:






Ajo79 wrote:

2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.


3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.


Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.





So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.


We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.


Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.


When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.



Message Edited by Blixtev on 10-01-2005 02:58 AM



True Commandos here are not flaming, just the ones who want to keep the prof shattered. Forgive them, and ignore them please.




Cyrus' Ludarin
Proud Mercenary Commando of 731 Days of 12/21/05
"SoE has murdered my hopes for a good game and a fun time by destroying what defines a commando. How about you?."
hey-hey
Sat Oct 01, 2005 4:31 am
#122


i have 2 commando alts on ahzari, commado doc, commando cm,


1 aoe that do damage


2 rebulic commando armour that is assault? battle armour what the f was that about


3 some specials shots, or nade xp and make those work


at least area kd nades and missle laucher works so stick on commando on arae heal in side the base door way while arae kd the enermy foe evey one else to kill is about my only role these days


fi'boo, delta-oh-severn "never refuse bacta"


ahzari





Delta-four-o , Fifi , Coqq


-V-


Pirate, Space Miner!

ArthurFiggis
Sat Oct 01, 2005 4:43 am
#123






Blixtev wrote:





We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
.



Message Edited by Blixtev on 10-01-2005 02:58 AM



29.95 for a balance change ... ty soe



Baham Scimitar - Chingachgook - Pferdle Siwhack

People shouldn't be afraid of their governments, governments should be afraid of their people.
Hail Black Mage
TwoGuns
Sat Oct 01, 2005 5:05 am
#124







Blixtev wrote:




We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.







This is the first time that I've heard commandos are getting new weaponry. This is good news!


But I must say that I hope these are player crafted weapons and notRARE loot drops. We need more crafted master weapons!


The plasma flame thrower is player crafted, relatively cheap, and available to every master commando. The proton rifle, our only other master weapon, and only high level single target gun, is a rare loot drop and expensive, 1 million credits or more.


If these new weapons are rare, or only very limited use schematics,you will only see the DPS of a few commandos go up, not the damage of commandos in general.



Could we have some more info on these weapons? Thank You.


Malicious1
Sat Oct 01, 2005 5:13 am
#125

blixtex


sorry but QA isnt about excuses about how something worked in the lab.


or that it partially works now,as i have never had the damage from aoe hit all the mobs,never its the +1 on anything not target in the area effected.


that the devs dont follow a fix onto live to make sure its working is catastrophic in my mind,even my game develop standards thats a severe lack of QA.


with the amount and level of bugs left ingame,some for years,it doesnt suprise me that it gets harder and harder to keep the code clean.


TRY CLEANING UP THE EXISTING FIRST,then worry about additions,new content,etc.WEve only said that for nearly 2 years now.


but this is all acedemic,this is a song and dance,same old story same old treatment,same old results,,,,,nada zip zero.


please dont insult our intelligence,either do or do not,but dont make excuses,you are the dev team the buck stops with you.or we simply stop sending the BUCKS





-X .
this unsolicited pirate commercial brought to you by the letters,...T.....D....P




-TANTUM IN NEX ES VOS TUTUS-

BukuJohnson
Sat Oct 01, 2005 5:14 am
#126

Blixtev wrote - When the Production team gives Design time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
____________________________________________________________________________________________________________


3AM and this Dev is posting on the Commando Forum!

To me it looks like they are working over time to get things done for us.



Buku
Naritus
GuXinglong
Sat Oct 01, 2005 6:10 am
#127






Blixtev wrote:






Ajo79 wrote:

<snip>



Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.






So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.


<snip>



Message Edited by Blixtev on 10-01-2005 02:58 AM




Here's a solution to the problem then. Have the QA guys create focus characters onTC andTC-Live servers (i.e. TC-Corbantis, TC-Bria). Maybe even have them run tests on recent backups of Live servers to test for current bugs that everyone hints at but do not show up in current bug logs.


Also, revamping the bug report submission function could help. Give more choices to further narrow down what an actual bug is. I find some bugs don't really fit into any of the categories on the bug reporting screen of the holocron other than a general chat/spatial/environment. Maybe a brief explanation of what these categories mean triggered by a mouse over eventmight be in order.






Xau-Wrarrl:Intrepid


tacwraith
Sat Oct 01, 2005 6:12 am
#128

Blixtev Wrote:


"So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.


We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.


Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.


When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession."


Splitting that up into 4 sections:


1) Ok so commando does work in dev clusters but not in live servers. You tried to go and fix it. You didnt. Then you gave up and moved on to something else leaving aoe in a non-working state. Did that pretty much sum it up? If so, would you be happy if you were a commando and saw this happen (time and time again)?


2) Increase in commando dps with expansion weaponry... ermm... you do realize commando NOW has the most number of weapons, all of which are pretty much useless? Its great we getting MORE guns but hey, itd be even GREATER if we got our CURRENT guns fixed and get pampered with a new toy or two in the expansion. Seriously man, you think we would like to have 6 broken weapons and 1 or 2 working ones? Whats the point???


3) Grenade damage always an issue? Since when? Pre-cu grenades could do good damage, the problem was they hit the player throwing them too. So how about we get grenade damage back up to what it was pre-cu (relative of course, as players now have 3k ham instead of just 1k) now that the 'the grenade will hit me too' bug was fixed hmmm?


4) I know I flame but it is RIGHTEOUS flaming. This proffession doesnt have a 'few' issues. the whole proffession IS an issue. For 2 years running. And to see a dev (not any specific one) come here andbecome enlightened that AOE actually does NOT work in live is really depressing. The whole POINT of the correspondent program was to give you devs better information aboutthe game issues and community feedback..... and I know starnick and all other correspondents before him have stated, TIME AND TIME AGAIN what our issues are.No beef against helios meself but honestly man,his actionsjust proved to us that you guyshave not heard a WORD these correspondents havesaid to you.


All in all RednameDevs , Commando is a proffession that needs SERIOUS work on. We are not rangers or smugglers or Squad leaders who have only skillbox issues. We have it all. Skillbox issues, skillpoint allocation issues, weapons are borked, our role is borked, our correspondents have been ignored so much to the point that if you check all their 'i quit' posts they will all state that SOE did not listen to them... and to make things even worse we see now that what we thought was 'our' place in the game; the special forces combatant, gets given to the rangers. Seriously, its like snatching the only pride we had left from our hands, kicking us in the nuts and smiling as you walk away.



To close this post : Please give us back our consumable rocket launcher. The kneel/fire/smoke trail of rocket whirling to target and BANG! we miss sooo much. /cry




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Bionic
Sat Oct 01, 2005 6:13 am
#129



Blixtev wrote:


Ajo79 wrote:

2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.

3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.

Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.


So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.

We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.

Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.

When the Production team gives Design time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.

Message Edited by Blixtev on 10-01-2005 02:58 AM



While I appreciate that the expansion will have Commando content, it should not be the case that, as SOE seems to be consistently telling us, the best weaponry in the galaxy was available 30-4000 years ago. I guarantee that advances in weapon technology have been made since then. It is frustrating both from an RP and a gameplay perspective that to be the most effective Commando possible, I am using weapons older than I am.

State of the art is state of the art for a reason. Because technology goes FORWARD, not backwards. Please focus on making all Commando weaponry useful instead of adding in more weapons that may or may not work as advertised within three months (Proton Rifle, anyone? ).



'
Who decided every addition to SWG should be a rutabaga?

RankorCity
Sat Oct 01, 2005 6:17 am
#130






Blixtev wrote:






Ajo79 wrote:

2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.


3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.


Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.





1) So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.


2) We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.


3) Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.


4) When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.



Message Edited by Blixtev on 10-01-2005 02:58 AM




Respectfully, Blixtev, please see the following:

1) If its such a difficult thing, why not dump it and give us our specials/new specialsback in the interim? It seems like too complex of thing (moreso than need be) for this game engine on top of game engine design...


2) So, we are getting new weapons from TOOW? NDA?


3) You're kidding right? A smugglers concussion shot lasts how long? 45 seconds? And our grenades are over powered? They werent ratcheted down, they are flat out BUGGED.


4) Keldarin (sp?)thought we were "fixed" as well. I am not flaming anyone for coming to get info. But I know without a shadow of a doubt all this has been posted in the correspondent forums over and over and over and over and over again, not to mention here. One could spend 30 minutes here reading our stickies or 30 minutes in the Corr forums. Trust me, its not for trying to let you guys know we are hopelessly busted. We've sent outSOS. We've sent out smoke signals. We've sent out flare guns. We've broadcasted on a 10 million watt stereo system "PLEASE FIX US!!". Can you at least understand how flabbergasted and disheartened it is for us to know that you guys dont know we are busted, when we have been clammering for fixes since the CU came out? We now feel like we have been talking to a brick wall. Its especially heartbreaking to know that the two best devs (you and Helios) are or have been completely blind to it when we have spent hours trying to relay the information to you.



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
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