Commando Archive
Thread: Anyone else starting to get that sinking feeling about the CU?
Its not so much removing the system (as you cant really remove the system), but more of a detrimental game component of the system. The only purpose the damage multipliers really serve is to prevent low level folks from taking out stuff they shouldn't be trying to take out and maybe to provide some challenge.
If they just went with defenses being adjustable, as well as the multitide of enemies...that provides more than enough challenge, having damage modifiers ruins gameplay for some and just creates a more restrictive combat atmosphere where you're waiting to get to lvl 25 to fight this tusken raider, as despite good armour, some buffs, and a kickass Launcher Pistol...your level 20 will get his arse kicked because the Tusken will by far be outdamaging YOU.
We have lower resists and lower ham bars...fighting something that has a straight dps like on live now, combined with our disadvantage in defenses and their advantage already makes it challenging and adds the tactical part in already. Adding more is overkill...and detracts.
StarNick wrote:
If they just went with defenses being adjustable, as well as the multitide of enemies...that provides more than enough challenge, having damage modifiers ruins gameplay for some and just creates a more restrictive combat atmosphere where you're waiting to get to lvl 25 to fight this tusken raider, as despite good armour, some buffs, and a kickass Launcher Pistol...your level 20 will get his arse kicked because the Tusken will by far be outdamaging YOU.
We have lower resists and lower ham bars...fighting something that has a straight dps like on live now, combined with our disadvantage in defenses and their advantage already makes it challenging and adds the tactical part in already. Adding more is overkill...and detracts.
Message Edited by Rathask on 04-15-2005 06:10 PM
StarNick wrote:
For whats it worth, very few folks (including correspondents) like the damage modifiers for a higher level mob verses a lower level player. I hope this can be totally taken out, as not only does it hurt non-combatants (especially crafters), but also creates (in my opinion) a more restrictive and really a WoW/EQ type level game, where level is all that matters and nothing else. If we saw damage modifiers taken out, combat itself would loosen a bit...and we could see some more ease with soloing same/higher level (or multiple mobs of near level), as well as some combat similar to the current system where not EVERYTHING is black and white.
CU is about flexibility and balance...damage modifiers detract from this. Its something quite a few of the correspondents are really pushing for the removal of...
Finally I can post!Been having problems loggin in all day!
I haven't been able to find a post from a dev anywhere about exactly WHY they are adding the leveling system. They have talked alot about making the game more easier for new players, I can only assume that they think all players are able to understand is a leveling system. (hopes thats not the case)
There are so many problems associated with confining players to the leveling system that it's hard to know where to start. And none of them have ANYTHING to do with balancing combat. Its superfluous to what the CURB is supposedly trying to accomplish.
SWG was not designed for players to be restrained to a narrow minded leveling system. The fact that if you are a smart enough player you can figure out how to take on creatures higher up the ladder than you are is part of what makes the game fun. With a leveling system, you're taking that away from people.
It's kind of like communism. It doesn't matter if your skills allow you to excel beyond others. The system is designed toartificially hold you back soyou arejust like everyone else so the people that are below average can keep up.
Beyond this and the crazy things the devs are doing to fix the loopholes of the level up bandaid, I love the CU so far.
"Levels still suck. I don't know what the complete replacement is, but I am troubled by how addictive the experiences we're making are (like, seriously addictive, ruin-your-life addictive) and I think levels are a large part of that. Plus I still find them divisive of players and a forced limit on interaction, however convenient they may be for advancement ladders. They are a bad model in terms of adding ongoing content to your game, in that you always have to add at the top end, and you have database deflation problems. Lastly, I have trouble fitting in many of the mechanics we were successful in putting into UO, such as crafting, onto standard level systems."
Message Edited by Enix_Dayspring on 04-15-2005 07:09 PM
Exactly my point
A Tusken Raider is naturally stronger (hence many levels higher) than a newbie player...that defense changed because of the level
Who knows? We may get a chance...some things concerning levels are changing to accomdate weapon certs soon...
As for group levels and damage modifiers...
We've been talking about this for the past few hours on the correspondent forums, ironically enough. I wouldn't count on damage modifiers from changing...but you never know.
However, I caught wind of some new stuff happening with groups. So, even if a level 80 group is fighting against a lvl 140 MOB, the 8 man group won't be slaughtered because the MOB is purple to an individual player.
More specifics...I can't really say, nor really know...but stay tuned for more.
Message Edited by StarNick on 04-16-2005 01:40 AM
StarNick wrote:
Since we'll be able to get full combat templates in less than 30 minutes...first thing we're doing tomarrow is some dungeon raid tests to see if AoE is stopped by physical barriers. If its not, it'll be a MAJOR issue for us...Im personally hoping it'll be fixed before we even have to test it
As for group levels and damage modifiers...
We've been talking about this for the past few hours on the correspondent forums, ironically enough. I wouldn't count on damage modifiers from changing...but you never know.
However, I caught wind of some new stuff happening with groups. So, even if a level 80 group is fighting against a lvl 140 MOB, the 8 man group won't be slaughtered because the MOB is purple to an individual player.
More specifics...I can't really say, nor really know...but stay tuned for more.
Message Edited by StarNick on 04-16-2005 01:40 AM
"SOE recognizes your brilliance, and they are not only putting you in charge but are going to pay you the sum of 1 billion dollars."
SonVegeta wrote:
The level system is killing it. Had lvl 80s out to fight a krayt. 1 shot incaps. Dont know how anyones going to survive a krayt. Also, ATST lvl 150. Can we say insta death in PVP?
I thought levels didnt have any effect onPvP?