Commando Archive
Thread: SOETyrant Speaks...
I saw that...but I'm trying to keep focus on the CU...since Tyrant said these people will not focus specifically on the CU, but instead on the upcoming revamps post CU, they aren't much help to us specifically at this point...I do plan on trying to take advantage of the rise in staff to strengthen my push for our Grenade and Consumable Launcher revamps as well as other small issues that aren't covered via the CU....
SLK wrote:
I think someone missed this:
Over 20 new people are being added to our team this month in fact.
These new folks won't have any affect on the in-progress Combat Upgrade, which has been fully staffed since Publish 10.
Where these new people will help most is in allowing us to add more content, work on the non-combat professions and get to the galactic civil war enhancements sooner.
These new people on our team will allow us to accelerate our changes to the game in pursuit of that goal. Expect to see us delivering a more immersive Star Wars experience that is more fun and accessible with each major publish.
RankorCity wrote:
Great. So grenades will still be worthless (other than grinding fs xp - even if they were fixed, they would be impossible to find)...RLs, HPBCs, HABCs, and LBCs will still be consumable, still take loads of resources, and will be even more rare. Sad that I might have to grind weaponsmith just to make weapons for my toons.
garvin wrote:
I saw that...but I'm trying to keep focus on the CU...since Tyrant said these people will not focus specifically on the CU, but instead on the upcoming revamps post CU, they aren't much help to us specifically at this point...I do plan on trying to take advantage of the rise in staff to strengthen my push for our Grenade and Consumable Launcher revamps as well as other small issues that aren't covered via the CU....
SLK wrote:
I think someone missed this:
Over 20 new people are being added to our team this month in fact.
These new folks won't have any affect on the in-progress Combat Upgrade, which has been fully staffed since Publish 10.
Where these new people will help most is in allowing us to add more content, work on the non-combat professions and get to the galactic civil war enhancements sooner.
These new people on our team will allow us to accelerate our changes to the game in pursuit of that goal. Expect to see us delivering a more immersive Star Wars experience that is more fun and accessible with each major publish.
That's NOT necissarily true. Granted, our consumables deserve a revamp, but who's to say thay won't somehow be effected for the better? Our Consumables are pretty damn cool in many ways except for effectiveness. I dunno. I kinda think weaponsmiths will actually stock these in general. I'm hoping as well.
We'll see Rancor. I have hope...that's all we've had for a long time anyway.
Slainte and don't be so down.
BravenIrish wrote:
RankorCity wrote:
Great. So grenades will still be worthless (other than grinding fs xp - even if they were fixed, they would be impossible to find)...RLs, HPBCs, HABCs, and LBCs will still be consumable, still take loads of resources, and will be even more rare. Sad that I might have to grind weaponsmith just to make weapons for my toons.
garvin wrote:
I saw that...but I'm trying to keep focus on the CU...since Tyrant said these people will not focus specifically on the CU, but instead on the upcoming revamps post CU, they aren't much help to us specifically at this point...I do plan on trying to take advantage of the rise in staff to strengthen my push for our Grenade and Consumable Launcher revamps as well as other small issues that aren't covered via the CU....
SLK wrote:
I think someone missed this:
Over 20 new people are being added to our team this month in fact.
These new folks won't have any affect on the in-progress Combat Upgrade, which has been fully staffed since Publish 10.
Where these new people will help most is in allowing us to add more content, work on the non-combat professions and get to the galactic civil war enhancements sooner.
These new people on our team will allow us to accelerate our changes to the game in pursuit of that goal. Expect to see us delivering a more immersive Star Wars experience that is more fun and accessible with each major publish.
That's NOT necissarily true. Granted, our consumables deserve a revamp, but who's to say thay won't somehow be effected for the better? Our Consumables are pretty damn cool in many ways except for effectiveness. I dunno. I kinda think weaponsmiths will actually stock these in general. I'm hoping as well.
We'll see Rancor. I have hope...that's all we've had for a long time anyway.
Slainte and don't be so down.
Grenades just need 2 things to not be considered "worthless"...
1) To not do damage to the user
2) Increase in stack size
Our grenades don't need a revamp to accomplish those 2 goals...when I say revamp I mean HOW THEY WORK and HOW THEY EFFECT...
RankorCity wrote:
"I have to caution that as with any large team change, it will take us a several weeks to get these new folks integrated and fully productive"
In other words...Six months? A year? I realize I am discriminating against Tyrant for being a red letter name, but the fact remains that the red letter names have built a reputation as being vague and ambiguous with the player base since day one.
I have to disagree with you on this one. I think that lose tounges have brought about the recent vagueness by these guys. They promised so much and wereopen about plans that weren't set in stone yetand we took it as truth. The plans changed, we all had a fit, and they decided it was best for them to tell us nothing, rather than appear to be deceitful. Now they only speak about what is being done, what they are currently working on.
garvin wrote:
BravenIrish wrote:
RankorCity wrote:
Great. So grenades will still be worthless (other than grinding fs xp - even if they were fixed, they would be impossible to find)...RLs, HPBCs, HABCs, and LBCs will still be consumable, still take loads of resources, and will be even more rare. Sad that I might have to grind weaponsmith just to make weapons for my toons.
garvin wrote:
I saw that...but I'm trying to keep focus on the CU...since Tyrant said these people will not focus specifically on the CU, but instead on the upcoming revamps post CU, they aren't much help to us specifically at this point...I do plan on trying to take advantage of the rise in staff to strengthen my push for our Grenade and Consumable Launcher revamps as well as other small issues that aren't covered via the CU....
SLK wrote:
I think someone missed this:
Over 20 new people are being added to our team this month in fact.
These new folks won't have any affect on the in-progress Combat Upgrade, which has been fully staffed since Publish 10.
Where these new people will help most is in allowing us to add more content, work on the non-combat professions and get to the galactic civil war enhancements sooner.
These new people on our team will allow us to accelerate our changes to the game in pursuit of that goal. Expect to see us delivering a more immersive Star Wars experience that is more fun and accessible with each major publish.
That's NOT necissarily true. Granted, our consumables deserve a revamp, but who's to say thay won't somehow be effected for the better? Our Consumables are pretty damn cool in many ways except for effectiveness. I dunno. I kinda think weaponsmiths will actually stock these in general. I'm hoping as well.
We'll see Rancor. I have hope...that's all we've had for a long time anyway.
Slainte and don't be so down.
Grenades just need 2 things to not be considered "worthless"...
1) To not do damage to the user
2) Increase in stack size
Our grenades don't need a revamp to accomplish those 2 goals...when I say revamp I mean HOW THEY WORK and HOW THEY EFFECT...
can i ask for one more thing? for the thrown weapon's mods to work? even if they don't hurt me, and i get a gazillion per stack, don't do anything unless they actualy hit my target.
garvin wrote:Grenades just need 2 things to not be considered "worthless"...
1) To not do damage to the user
2) Increase in stack size
Our grenades don't need a revamp to accomplish those 2 goals...when I say revamp I mean HOW THEY WORK and HOW THEY EFFECT...
Uhh, are you not missing the two most important issues with grenades? 1) Weapon speed / thrown speed skill is not affecting speed, b) problem with accuracy (skilsl probably not working as well)
Bermag wrote:
garvin wrote:
Grenades just need 2 things to not be considered "worthless"...
1) To not do damage to the user
2) Increase in stack size
Our grenades don't need a revamp to accomplish those 2 goals...when I say revamp I mean HOW THEY WORK and HOW THEY EFFECT...
Uhh, are you not missing the two most important issues with grenades? 1) Weapon speed / thrown speed skill is not affecting speed, b) problem with accuracy (skilsl probably not working as well)
not missing anything...but even with low speed and accuracy they are still useful...it's the fact that they kill us that makes them the most broken...beyond that, if did focus on using them, we burn through a 5 pack to quickly which leaves us with filling up our inventory with 5 pack grenades out of factory crates (so we can keep using them during combat)...remember, you can't pull from a crate DURING combat...
All of our weapons suffer speed and accuracy, even our FT, but I'd say that our FT is far from broken...Speed and Accuracy are more of an annoyance factor, not a "broken" factor...so I still think "harming us" and "stack size" are the 2 BIGGEST hinderences of our grenades in their current condition...
Think about it...if you had to choose between "Grenades not damaging the user" or "adding speed" which would you choose? Choose the latter and it leads to you killing yourself faster...
Once the 2 big issues are fixed, then we'll have more reasons to use our grenades...it's at that point, when they become more useful, that we can focus on removing the "annoyance" factors by up'ing speed and accuracy, adding status effects, etc...The key is to make the "useful" to us first and foremost...
Cpl_Fisher wrote:
The thing is Garvin, I can get grenades made so that there ideal range is 2x the blast radius, but they are all but worthless if I can't throw them decently. even as a "finishing move" right now a HAR has a better chance.
Icome from the mindset of, all the damage in the world don't matter, if you can't put your ordinance on Target.
yes...I understand that...but the thing that you might be missing is that Speed and Accuracy are changing with the CU...ALL SPEED AND ACCURACY...so thrown weapon speed and accuracy are a mute point because we'll be able to adjust that on the Sandbox...the thing we can't adjust is the internal workings of them (including not killing us and stack size...those 2 things need to be taken care of outside of the Sandbox and then put in)...
So first we have to get the programming in place to fix the broken issues...once that's done, we can focus on tweaking the numbers which include Speed and Accuracy ON the Sandbox...
garvin wrote:
Cpl_Fisher wrote:
The thing is Garvin, I can get grenades made so that there ideal range is 2x the blast radius, but they are all but worthless if I can't throw them decently. even as a "finishing move" right now a HAR has a better chance.
Icome from the mindset of, all the damage in the world don't matter, if you can't put your ordinance on Target.
yes...I understand that...but the thing that you might be missing is that Speed and Accuracy are changing with the CU...ALL SPEED AND ACCURACY...so thrown weapon speed and accuracy are a mute point because we'll be able to adjust that on the Sandbox...the thing we can't adjust is the internal workings of them (including not killing us and stack size...those 2 things need to be taken care of outside of the Sandbox and then put in)...
So first we have to get the programming in place to fix the broken issues...once that's done, we can focus on tweaking the numbers which include Speed and Accuracy ON the Sandbox...
Would it be fair to say that grenades are not necissarily OUR problem? In other words, areour problems with grenades are somewhat seperated from our ability to use them?
Message Edited by AvataroftheSith on 12-18-2004 06:47 PM
Message Edited by AvataroftheSith on 12-18-2004 06:48 PM
Message Edited by AvataroftheSith on 12-18-2004 06:49 PM
AvataroftheSith wrote:
garvin wrote:
Cpl_Fisher wrote:
The thing is Garvin, I can get grenades made so that there ideal range is 2x the blast radius, but they are all but worthless if I can't throw them decently. even as a "finishing move" right now a HAR has a better chance.
Icome from the mindset of, all the damage in the world don't matter, if you can't put your ordinance on Target.
yes...I understand that...but the thing that you might be missing is that Speed and Accuracy are changing with the CU...ALL SPEED AND ACCURACY...so thrown weapon speed and accuracy are a mute point because we'll be able to adjust that on the Sandbox...the thing we can't adjust is the internal workings of them (including not killing us and stack size...those 2 things need to be taken care of outside of the Sandbox and then put in)...
So first we have to get the programming in place to fix the broken issues...once that's done, we can focus on tweaking the numbers which include Speed and Accuracy ON the Sandbox...
Would it be fair to say that grenades are not OUR problem? In other words, the problems with grenades are somewhat seperated from our ability to use them?
If you are saying that our problem with grenades is the ability to use them vs how well we use them, then I'd agree...the thing with Speed and Accuracy is that they are JUST NUMBERS, and number can easily be adjusted up or down as needed (which is a main point of the Sandbox)...Fixing them to not hurt the user as well as increasing the stack number is more of a programming fix where the code itself must be adjusted...if that is not fixed prior to the Sandbox (as in, it's in the Sandbox code day 1) I fear it will be postponed until post-CU for fixing...
We will see our Thrown Weapon Accuracy and Speed tweaked on the Sandbox...but, if we come out of the CU with our Grenades still hurting us then I'll feel like we failed somewhere...The Stack size is more of a pet peeve as 5 per pack is just not useful for a weapon the devs feel we should be using more...
garvin wrote:
AvataroftheSith wrote:
garvin wrote:
Cpl_Fisher wrote:
The thing is Garvin, I can get grenades made so that there ideal range is 2x the blast radius, but they are all but worthless if I can't throw them decently. even as a "finishing move" right now a HAR has a better chance.
Icome from the mindset of, all the damage in the world don't matter, if you can't put your ordinance on Target.
yes...I understand that...but the thing that you might be missing is that Speed and Accuracy are changing with the CU...ALL SPEED AND ACCURACY...so thrown weapon speed and accuracy are a mute point because we'll be able to adjust that on the Sandbox...the thing we can't adjust is the internal workings of them (including not killing us and stack size...those 2 things need to be taken care of outside of the Sandbox and then put in)...
So first we have to get the programming in place to fix the broken issues...once that's done, we can focus on tweaking the numbers which include Speed and Accuracy ON the Sandbox...
Would it be fair to say that grenades are not OUR problem? In other words, the problems with grenades are somewhat seperated from our ability to use them?
If you are saying that our problem with grenades is the ability to use them vs how well we use them, then I'd agree...the thing with Speed and Accuracy is that they are JUST NUMBERS, and number can easily be adjusted up or down as needed (which is a main point of the Sandbox)...Fixing them to not hurt the user as well as increasing the stack number is more of a programming fix where the code itself must be adjusted...if that is not fixed prior to the Sandbox (as in, it's in the Sandbox code day 1) I fear it will be postponed until post-CU for fixing...
We will see our Thrown Weapon Accuracy and Speed tweaked on the Sandbox...but, if we come out of the CU with our Grenades still hurting us then I'll feel like we failed somewhere...The Stack size is more of a pet peeve as 5 per pack is just not useful for a weapon the devs feel we should be using more...