Commando Archive
Thread: Recommendations from what little beta testing I managed to squeeze in
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DesolateFate
Thu Apr 07, 2005 4:16 am
#1
Originallly posted in the TC forum.. but no response... so figured I'd post here too
Skill/Professional Progression:
Skill point costs.
I recommend a decrease in the skill point costs in the starter professions. Change the novice box to 10pts and the master box to 1pt. As it was stated stacking (in a good way) is recommended and encouraged under the new system, plus there are a few professions that are adversely affected by the requirement changes for advanced professions (Ranger comes to mind, they are rather short of being able to master ranger and any one elite combat profession) {This would be used for all professions, may require a slight rebalance of the image designer skill costs due to the reasoning behind them}
Pros: More varied templates and better customization of the character’s style and professional growth.
Cons: May lead to some abuse in attempting to create unbalanced templates.
Experience requirements
I noticed in live and in testing the experience requirements tend to be staggered rather odd, with a rather large jump in progression. This is an idea of what I would consider a good balance (slightly faster progression than normal though). Some skill trees would be different numbers due to their specialized areas (examples: combat experience based trees and the bounty hunter investigation tree)
Starter Profession:
Novice – N/A
Box 1 – 500 (cap 1000)
Box 2 – 2500 (cap 5000)
Box 3 – 5000 (cap 10000)
Box 4 – 25000 (cap 50000)
Master – 50000 (cap 100000)
Advanced Profession:
Novice – 100000 (cap 200000, with mastery of the starter profession)
Box 1 – 150000 (cap 300000)
Box 2 – 250000 (cap 500000)
Box 3 – 350000 (cap 700000)
Box 4 – 450000 (cap 900000)
Master – 1000000 (cap 1000000)
Pros: less of a jump in the experience needed makes the progression smoother, and cuts back on the feeling of grinding out the profession.
Cons: Progression may become a little too fast in some cases
User Interface:
Option to use old icons
This is both to allow the established players to use the iconography they are familiar with, and allow new users to decide which they prefer.
Pros: less complaints, users may become more accustomed to the new system faster using icons they are familiar with.
Cons: some changes to the original icons would need to be made (the attack icon would need some way to specify ranged or melee, possibly an R or M added to the center)
Option to turn off ham bar display under names
Reasoning is graphical lag, and excessive clutter on the screen making it hard to see what is going on (the ham bars obstruct viewing)
Pros: reduce lag and customer complaints, enables customers to customize the game to better allow immersion and game play.
Cons: none
Option to turn off the particle effects on attacks and special abilities
Some if not a good majority of users dislike these effects, and it is graphical clutter that may cause system issues on some systems resulting in disrupted game play from graphical lag.
Pros: really less user complaints, and in some cases less trouble tickets from lag issues
Cons: option to turn off some more of the art department’s hard work
Miscellaneous (general, not just CU)
Increase the storage limits on the large house and Guild hall to reflect the fact they take 5 lots.
Since all other structure have their item limits set to 100 items per lot, these should follow suit as well. So instead of the 400 item limit, make them hold 500.
Pros: maybe fewer small and medium houses cluttering the landscape for storage purposes.
Cons: more load on the databases
Skill/Professional Progression:
Skill point costs.
I recommend a decrease in the skill point costs in the starter professions. Change the novice box to 10pts and the master box to 1pt. As it was stated stacking (in a good way) is recommended and encouraged under the new system, plus there are a few professions that are adversely affected by the requirement changes for advanced professions (Ranger comes to mind, they are rather short of being able to master ranger and any one elite combat profession) {This would be used for all professions, may require a slight rebalance of the image designer skill costs due to the reasoning behind them}
Pros: More varied templates and better customization of the character’s style and professional growth.
Cons: May lead to some abuse in attempting to create unbalanced templates.
Experience requirements
I noticed in live and in testing the experience requirements tend to be staggered rather odd, with a rather large jump in progression. This is an idea of what I would consider a good balance (slightly faster progression than normal though). Some skill trees would be different numbers due to their specialized areas (examples: combat experience based trees and the bounty hunter investigation tree)
Starter Profession:
Novice – N/A
Box 1 – 500 (cap 1000)
Box 2 – 2500 (cap 5000)
Box 3 – 5000 (cap 10000)
Box 4 – 25000 (cap 50000)
Master – 50000 (cap 100000)
Advanced Profession:
Novice – 100000 (cap 200000, with mastery of the starter profession)
Box 1 – 150000 (cap 300000)
Box 2 – 250000 (cap 500000)
Box 3 – 350000 (cap 700000)
Box 4 – 450000 (cap 900000)
Master – 1000000 (cap 1000000)
Pros: less of a jump in the experience needed makes the progression smoother, and cuts back on the feeling of grinding out the profession.
Cons: Progression may become a little too fast in some cases
User Interface:
Option to use old icons
This is both to allow the established players to use the iconography they are familiar with, and allow new users to decide which they prefer.
Pros: less complaints, users may become more accustomed to the new system faster using icons they are familiar with.
Cons: some changes to the original icons would need to be made (the attack icon would need some way to specify ranged or melee, possibly an R or M added to the center)
Option to turn off ham bar display under names
Reasoning is graphical lag, and excessive clutter on the screen making it hard to see what is going on (the ham bars obstruct viewing)
Pros: reduce lag and customer complaints, enables customers to customize the game to better allow immersion and game play.
Cons: none
Option to turn off the particle effects on attacks and special abilities
Some if not a good majority of users dislike these effects, and it is graphical clutter that may cause system issues on some systems resulting in disrupted game play from graphical lag.
Pros: really less user complaints, and in some cases less trouble tickets from lag issues
Cons: option to turn off some more of the art department’s hard work
Miscellaneous (general, not just CU)
Increase the storage limits on the large house and Guild hall to reflect the fact they take 5 lots.
Since all other structure have their item limits set to 100 items per lot, these should follow suit as well. So instead of the 400 item limit, make them hold 500.
Pros: maybe fewer small and medium houses cluttering the landscape for storage purposes.
Cons: more load on the databases
NeoDaywalker
Thu Apr 07, 2005 4:19 am
#2
They do exsist, people that know how to do more than whine about stuff. Thank you, I think you have some good ideas. You are a breath of fresh air on a forum (Sony in general not commandos) full of useless whining and complaining.
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