Commando Archive

Thread: What's up Commandos...

dracosmith
Sat Oct 01, 2005 9:15 am
#144






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



They're commandos, it's thier job to flame


Unika
Sat Oct 01, 2005 9:31 am
#145



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





Not buying an expansion to get what i should have had all the time.

As for my top 3..

1. AOE fixed.
2. Our own specials.
3. Get rid of UA requirement.



Unika Starrunner

Master Smuggler / Master Commando

"ALL BADGERS MUST BURRRNNNNNN!!"

Smugglers in SWG History - As written by the Devs
Odinwaa
Sat Oct 01, 2005 9:34 am
#146



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





This one message is more important to us than anything else we have seen or heard in months. Thank you for explaining the situation. Sometimes it helps to have an update or explanation even if it is not moving forward!

/salute blix



BLUE-CLOUD ~ Master Commando~~Dharma: the Jedi Knight of good Kharma(AoF)
R / Hero of the Alliance
Felisa O'di nwaa-Master Engineer Merchant, Droid crafting, mistress of the wholesale, ex Elder Smuggler and Spice Merchant
Nytewalkyyrr-~ -"Intrepids Best" BASE KILLER -314 destroyed ~~~Sweaty, life debted employee of Blue-Cloud
O'dinwaa's Quickstop Vendor----Fayth, Corellia, 3395 -5822
Galactic Rebel HQ and Rifle Museum, Riverfayth - Corellia 4514 -6596
jmonty
Sat Oct 01, 2005 9:55 am
#147

thanks for your concern about commando,helios. i wish i was able to log in the game and test stuff out.




Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






Ajo79
Sat Oct 01, 2005 10:21 am
#148

Thanks for stopping by, Blixtev. Appriciate the time taken to explain things.


Just hopewe get some upgrades. Empty words mean nothing, actions does.


To be honest, the SOE Dev team would get incredible value to their team if they hired the Correspondents and let them work with programmers. Clearly many SOE people doesn't know how the game works. The dedicated Correspondents do.


Heck, just read every professions top-5 issues and fix them. Would make the game so much better.


In the end we all want the game to be better (a lot put into one word but you get the idea). Lets make it happen.






Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

Latenighter
Sat Oct 01, 2005 11:14 am
#149



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



Good morning Blixtev.

Trying to be constructive, it's news to us that the AOE "works" on the dev server. Could you provide a description of "working" so the community can have a baseline to measure whether the in-game AOE works?

If it works on the Dev server, but not on other servers, what is different about the dev server compared to other servers?
Is the dev server persistent (ie on all the time)?
Does it only get turned on when a Dev elects to test something, in which case you might be infering that the AOE is "always working" based on the AOE working only after a server reset issue?
Does the dev server have the same zone boundaries, shuttles, planets as the live servers?
If the dev server is a one zone area, then it would seem to suggest that the AOE bug in live is associated with the zones. This might help to focus on the cause of the problem and lead to a solution.

Mustafarian weapons lead to many questions, but I'll suffice it to ask whether these weapons will be craftable (ie content, business opportunity, profit) for the weaponsmith community?

Grenades being dialed "way down" sounds like something that could be remedied by dialing them "way up."

Please communicate with the commando community the answers to these questions. Many would like to help get to the bottom of the issues here.

Thank you for your commentary on our status. Please continue the dialog to help us understand what is being attempted.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Seph_Iroth
Sat Oct 01, 2005 11:46 am
#150






RankorCity wrote:






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...






/RAISE HELIOS_SOE!!!!!


Sir, thank you for stopping by!


I would like to direct you to the stickies up above, as they are LOADED with great information about the sheer mess our profession is in.


In the meantime, I offer the following:


1) Lack of Commando specific specials - Whether it be a short term fix of giving us our "old" specials back until new specials could be coded for us, or going ahead and developing new attacks for us, I think we would ALL cheer to have our individualism returned to us. As such, I could completely live with our innate AoE / states being REMOVED from our weapons as the coding for the working AoE seems to be the kicker in EVER getting it worked. Innate AoE is a bad idea, in that AoE is not ALWAYS the most desired function. It makes the Commando (or more specifically our weapons) EXTREMELY unwanted in high level dungeon encounters. Whats the point of being a Commando if we cant use our weapons? Specials built into our weapons makes combat extremely difficult to: switch to a RL to KD, switch to another weapon to blind/stun, etc. when Carbineer/Pistoleer/Rifleman can routinely fire off the same specials without changing weapons AND using weapons that are VASTLY superior to ours in terms of damage, speed, and SAC.


2) Adjustment / balance pass of our weapons - In relation to their SAC cost, speed, and resource requirements. ATM, our weapons are severely restricted by high SAC cost. To wit, a rifle can have a min SAC of 84, however its max damage cap is 1184. Commando weapons are restricted to 100 SAC, and 1148 Max damage. Its just not balanced, at all. Its further maginified even when compared to pistols. My 65 SAC / 950ish max damage (UNPOWERED) Featherweight FWG completely kicks the tail of my 2.5ish 900ish 126 SAC(!!) Proton Rifle in every sense of the word.


3) FIX GRENADES! Right now, we have an entire group of weapons that either do not work properly, or are bugged beyond belief. The agro radius from the grenades is from the users feet, and not the area the grenade lands. Their damage is beyond bork'd. The speed/damage is tied to the weapon the Commando is using and NOT the grenade itself. Their speed modifiers are broken. I've actually thrown a grenade at a Nightsister that was 32 meters to my north, and subsequently aggro'd a group of them 90 meters to my south. Needless to say, I died.


Thanks again for stopping by, Helios!! I'm sure you are going to get more than you bargained for!






/raise






Y || Seph || Y
Yippy! Just the thought makes me giggle like a little school girl.
I hear the horses' thunder down in the valley below,
Im waiting for the angles of Avalon, Im waiting for the eastern glow.
GiacomoCagiva
Sat Oct 01, 2005 2:52 pm
#151

I havent read everyones post but my top 3



1) Fix AoE - 100% AoE damage with all AoE weapons


2) If we need brawler make COB work with heavy heapons equiped since we need it to get commando we should be able to use it


3) Fix grenades the time on states is so short they arent useful if they even stick


Starcloud
Sat Oct 01, 2005 3:01 pm
#152

Will this Mustafar Commando Weaponry be *craftable* by WEAPONSMITHS using multiple-use or permanent schematics?
balthazar999
Sat Oct 01, 2005 3:24 pm
#153

So Basicly if i uderstand blixtev is saying that there will be new commando weapons in the new expansion pack .... but since it is only avalible through digital download i will not be able to get it so i am getting the short end of the stick ..... how many others are going to miss out becuase they don't have access to a credit card
Starcloud
Sat Oct 01, 2005 3:39 pm
#154

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.



So, the solution here if you want your QA people to be able to reproduce the bugs In Live 100% of the time, is to force the QA department to come to the Live servers to verify the In Live bugs we report. I wouldn't be surprised if the problem with a lot of the bugs we report come from the QA department seeing that it works perfectly on the dev or testservers and dismissing the report as a non-issue or an 'irreproducible' bug.


If it works on the internal Development server, with its population of *maybe* 2000 characters, and a tiny tiny database size, and on the Test Center servers with a somewhat larger database size it works 60% of the time, and on Live it doesn't work at all... well, maybe you have a memory leak/server calculation lag issue.


Look at the default case: what's the absolute minimum for weapon damage? It's 1, right? I'm guessing that the Live server, being overloaded with communications, chooses the default case because it can't retrieve the information from the character's file fast enough.


If minimum damage is tied to the special used, then the minimum damage for Commando weapons is a major problem, since the inherent AOE for the commando weapon is likely using the minimum damage calculation from the basic "ranged shot" special.


If the problem is that all those special attacks don't have a minimum damage multiplier defined for AOE attack weapons, then the default case applies and the minimum damage is 1 + elemental damage.


Incidentally, the same problem may be affecting other weapons using other calculations. There's weapon speed bugs, where weapons attack at the base speed, not the character's modified speed. There's the occasional weapon damage bug, where the weapon's damage isat its minimumsfor no apparent reason.


You might also want to look at your randomizer function; it doesn't seem to be working well.


Basically, ask the question "What is the default case if information isn't available? What are the default inputs?" and that's probably where you'll find the problem.


Ultimately, if this is a problem that can't be fixed with a programming solution, the answer might end up being to purge inactive entries from the In Live database, i.e. an "Inactive Character/structure/object" purge, to make the servers more responsive and less likely to forgetimportant data.This will end up being absolutely necessary sooner, rather thanlater, since the structural maintenance change no longer permits the destruction of condemned buildings and harvesters.


You might also want to tune down the number of wild spawns on planets. There's no point to having these huge number of spawns because the CL system introduced with the Combat Upgrade makes it pointless for players to clear them out. Tuning down wild spawns will also increase the server time available for characters.

sothh
Sat Oct 01, 2005 5:28 pm
#155

ok /snap finger part 2


1) specials are a must, leave the damage on the weapons as is, with commando specials like we use to have , that increase the damage like it use to would place us back into the level 5 damage dealers.



2) grenades need a massive increase in damage and in it effect like knock down, root, slow, and such



3) AOE needs to be 100/100%






"Combat is diplomcy without lies."

Corbantis
ICTU : Imperial Counter Terrorist Unit
Tylor : Elder Commando -
Sothh: Elder Merchant
RyFord
Sat Oct 01, 2005 5:35 pm
#156






dracosmith wrote:





Helios_SOE wrote:




cooperly wrote:



[Combat] [Combat]



21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 344 points (303 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 306 points out of 650 possible points of damage.


21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.


21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.


21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.


21:52:21 Cooperly attacks a capper spineflap nest with Ranged Shot using Krayt Flame Thrower and hits for 77 points (1 points of energy damage and 41 points of heat damage).



Serial number 6lc0f0h4 Slice speed lvl 1 Damage lvl 3 Critical Hit lvl 1 Attack speed 2.86 Damage 312-753 Elemental Damage 76 Accuracy Bonus : 1 WOund : 27.99% SAC 104 EBDPS : 212.75





What's the character/galaxy for this weapon? Is the weapon currently in your inventory?

Message Edited by Helios_SOE on 09-30-2005 01:05 PM



Honestly a commando should just give Helios their login info and let him see for himself.






MY password would get me banned by SOE because it contains a vague reference to wind, a body part, and SOE



Nekroz Darksoul - J-Timberlake


Slaves of Wykyd


Page 12 of 15