Creature Handler Archive
Thread: Just logged off from TC...
InspGadgt wrote:Well folks, I had heard all these praise reports on the new combat system so as dissappointed as I am about losing my beloved pets I had hopes of at least entertaining myself with better combat. This was the most mind numbing combat experience I have ever had. I'm not sure right now if I will continue to plug away at my TC character to see if it gets any better or not. I'll have to think about it some. FPS style combat is an interest idea but the lag in SWG is going to kill it. Ping is king in FPS style battles so those of us who always have poor pings are going to be screwed. My inclination at this point is to completely leave the game...but we'll see.
My thoughts exactly. I was able to log on to TC yesterday, and your impressions mirror mine.
And I have never seen so much jedi running around. :-)
Valin Horn
MCH/MR
FarStar
i agree - lag was awfull
maybe this will be cleaned up when it goes out live - tc are a little full
ThrottleJockey wrote:
InspGadgt wrote:
Well folks, I had heard all these praise reports on the new combat system so as dissappointed as I am about losing my beloved pets I had hopes of at least entertaining myself with better combat. This was the most mind numbing combat experience I have ever had. I'm not sure right now if I will continue to plug away at my TC character to see if it gets any better or not. I'll have to think about it some. FPS style combat is an interest idea but the lag in SWG is going to kill it. Ping is king in FPS style battles so those of us who always have poor pings are going to be screwed. My inclination at this point is to completely leave the game...but we'll see.
My thoughts exactly. I was able to log on to TC yesterday, and your impressions mirror mine.
And I have never seen so much jedi running around. :-)
Valin Horn
MCH/MR
FarStar
To better experience the combat get AWAY from Mos Eisley. I chose to clone in Bestine and went out and had much better luck.
HOWEVER. the combat system is EXACTLY THE SAME AS LIVE. Only the method of aquiring and holding a target has changed. They upped the hit rate of our pistols and kept the hit rate of the MOBs about the same. THey gave the MOBS more hitpoints and that is all.
The new target thing results in some intreesting side effects. I am shooting a rill the rill runs at me and drops into a ditch. I have already fired another burst. That burst goes over the rills head and hits the rill that was next to it. Great. Now they are both after me. Well it is more FPS that way
now lets look at a hunt
SWG Classic - Tank attacks and establishes aggro. Happens to be a social set so they all jump the tank. No bigie He/she is the tank and that is their job. Now the range people attack. They select the target the tank is damaging and they all finish it off. On to the next.
SWGNGE - Tank attacks and establishes aggro. Happens to be a social set so they all jump the tank. No bigie He/she is the tank and that is their job. Now the range people attack. BUT WAIT. The tank has aggro of ONE mob. the range people will fire and many will hit the other MOBS and get some personal love. Poor Tanks. Well less MOBs beating on them anyway.
Indene wrote:
SWG Classic - Tank attacks and establishes aggro. Happens to be a social set so they all jump the tank. No bigie He/she is the tank and that is their job. Now the range people attack. They select the target the tank is damaging and they all finish it off. On to the next.
SWGNGE - Tank attacks and establishes aggro. Happens to be a social set so they all jump the tank. No bigie He/she is the tank and that is their job. Now the range people attack. BUT WAIT. The tank has aggro of ONE mob. the range people will fire and many will hit the other MOBS and get some personal love. Poor Tanks. Well less MOBs beating on them anyway.
Tanks establish agro and are now physically in the line of fire so the ranged person cannot shoot without moving around, in tunnels and other dungeons this will be impossible to get a clear shot. BUT WAIT. The ranged people start to attack but miss due to the lag and agro everthing else in the area they happen to hit.
-Indene-
InspGadgt wrote:
Exactly the same? The live combat isn't point and click. The live combat doesn't have a problem with friendlies or other possible targets in the area. The specials (what little there are) are completely different and now requre 2 steps to use (number and right click) instead of just pushing an F key. Lag under the old system was a minor problem that would rectify once the computer and server sync'd. Under the new system it means missing a taget that while on your screen is there...really isn't and very possibly hitting another target and agro'ing that. I fail to see anything in combat yet that is the same as it is under the current system as does the vast majority of people testing who are posting.
That is because they have not thught about the mechanics. The only change is the method of aquiring and holding the target. All the dely between shots, any specials (right mouse instead of function key) all the same. Even the lag but then I always used manual attack not auto attack so I could accurately control the combat queue. I also rechecked the "Classic" and confirmed that I could start an attack by clicking the left mouse button twice while I was pointing at my target.
Now like most good hunters i would use the tab key to select the target and sometimes single click on the closest thing to reset my target cycle. So the only change is remove a bunch of specials. Have the toolbar sometimes select what the right mouse will do. Make the user keep the cursor on the target (The "FPS like" combat). Watching the numbers show that my pistol is firing faster and the mob is hitting about the same speed. But The effect seems to be vastly different but the mechanic is the same and is NOT FPS.
Because it is not FPS there is NO reason we can not still have our pets and they will work just fine. Well except they will stay on target as I mentioned in another post
-Indene-
Message Edited by Indene on 11-07-2005 09:24 PM
I managed to get logged on to TC over the weekend myself. After playing the NGE (No Good Expansion) I have come up with a list of things that I would much rather do than to play SWG with the NGE.
5. Have my held open by toothpicks, strapped into a chair and forced to watch Teletubbies for 72 straight.
4. Shoot myself in the foot.
3. Beat myself in the head with 16 lb sledgehammer. Repeatedly.
2. Slam a car door on my hand. Repeatedly.
1. Have a full body wax done. Nevermind the fact that I am hairier than a wookie.
After having forced my self to play for an entire hour on the TC, I have no real desire to go back. If you have to force players to group together to play a game then they won't be playing long. And why for the love of God would I want to keep running back & forth like a stupid errand boy. No Thanks.
anyone noticed that wild babies are still spawning too - salt in the wound
InspGadgt wrote:
Ok the specials timer is the same I'll give you that but that only affects the delay between special attacks. Now there is no delay between general attacks. As for the lag...lag affects FPS and RPG styles of game play differently because of how the server updates between clients. In an RPG setup lag is not as much of an issue because combat essentially isn't real time. As the clients update to the server the server then makes corrections. I've often hit heal right before an incap only to have my screen show me as incapped but as soon as the server updates I'm back up and healed. FPS games are real time so lag makes a huge impact on where shots are placed and if they hit the target or not. But in FPS games the surroundings are static or repeat the same action continuously. Because of this the coding for the surroundings is much more simplified and effect lag considerably less, so graphics can be much better. In an RPG the surroundings are constantly changing, random spawns, players riding up on speeders or mounts, player placed buildings, all effect lag because more data must be passed between the clients and the server. This is why grapics are much better in a FPS game and why a FPS style combat is works poorly in an RPG based game.
Actually there is. The new interface is so clumsy that I gave up on the special attacks and just hold down the left mouse button and follow the target (watching for behind and crossing other mobs with the stream) every few seconds the pistol stops firing and at first I thought it was jsut a flaky keyboard but it looks like theyare simulating reloading the weapon (powerpak in the case of my blaster pistol)
Well SWG style RPG is tied to real time rather than pure turn based cause If I in live don't select an auto attack mode (and I dont) then if I don't push the attack hotkey I will stand there and get killed. Just as the NGE behaviour.
Now with the new targeting method I TOTALLY agree that Lag is going to kill folk. I have already died (more than once) because I was shooting at where the creature USED TO BE not where it is now. So you re correct that LAG will be much more of a problem now then in the past. It is the targeting method that causes this rather than the back and forth game mechanic that determines when we hit and when the creature hits.
-Indene-