Development Cycle Archive
Thread: Jedi Feedback 6-23-04: Core Combat Change
One of the items that has changed since we last spoke was core combat. In combat, especially PvP, its no fun when someone can hit you 100% of the time nor is it any fun when you hit 0% of the time so wetweaked the core combat system.
We changed to the way “to hit” rolls are determined in so there is always a chance to hit or miss in a combat round. No longer will it be possible to have a 100% or 0% hit rate. We would like you to test this in both the PvE and PvP environments. When you submit feedback please include:
- Your accuracy rating
- Your opponents build or NPC type
- Type of attack, “default” “specific saber specials”
- Total number of swings
- Total number of “misses”
We really would like to know if this eliminates certain builds such as defense stackers from ever being hit as well as certain builds such as TKA from ever missing.
If you get a chance, please test this out on TestCenter-Bria2and let us know what you think. (Not TC-Prime. Thatdatabase and server codewas preserved about a week ago for our Test Center Community).
Thanks.
Message Edited by Thunderheart on 06-23-2004 07:34 PM
Message Edited by Bannon9k on 06-23-2004 03:35 PM
Message Edited by Bannon9k on 06-23-2004 03:37 PM
Message Edited by Arconis_Runicblade on 06-23-2004 06:32 PM
Message Edited by HimFan on 06-23-2004 06:37 PM
OdiousEncounter wrote:
I suppose you can't tell us whether this would mean that there's basically a hard minimumand hard maximum chance, as opposed to some sort of logarithmic thingy that although not hard-capped, will never quite reach 100 or 0? Obviously you couldn't tell us the specific numbers if it was a hard cap, though.
I guess the best way to explain it as "there are no more hard floors" rather than hard caps. In the past, skills+mods+etc could create a character with 1 range of numbers and another character might have another range of numbers and there were situations where the lower range could never touch the superior range of numbers. Now, the calculation has been changed so that those ranges have a sort of logarithmic thingy that prevents those ranges from ever getting impossibly far apart.
MrBulwark wrote:
How will this affect the use of Rifleman's concealshot? As I understand it, when you miss, the target automatically notices you and starts attacking.
Not a complaint, just curious.
I don't know - - that would be great feedback ![]()
OdiousEncounter wrote:
I suppose you can't tell us whether this would mean that there's basically a hard minimumand hard maximum chance, as opposed to some sort of logarithmic thingy that although not hard-capped, will never quite reach 100 or 0? Obviously you couldn't tell us the specific numbers if it was a hard cap, though.
I was talking with one of the developers about this and he added, "The best written description I can think of on the change to combat could be described as the basic “to hit” combat works like this"
- The Attacker rolls a “to hit” number, the defender rolls a “to defend” roll.
- These numbers get compared, if the attacker is higher, they hit, if the defender is higher, they miss.
"why can't you guys bite the bullet and just increase jedi accuracy instead of changing the whole dynamic of combat for one class you didn't give enough accuracy to...
I've played both pvp and pve for a long long time.. and while classes like tk with 205 accuracy do hit 99% to 100% of the time, was this not your aim by giving them so much accuracy??.....
in pvp, only when active defence modifiers were getting to insane levels were people able to completely avoid being hit... since a hard cap of 125 was put in place, there is no such thing is the 0% hit character(is it not fundamental design that people pick and chose characters to get good defences/offences.. and I actually love the 125 cap.. it's reasonable but not overpowered by any means)
I for one can not understand why a simple ask for an increase in jedi accuracy results in core changes to the combat system... tk's have almost never/barely ever missed at master when fighting even the strongest defencive builds(as I have always decided to be a defencive build over one with that can overwhelm an opponent... yet when the jedi community says jump, the development team begins training for the high jump world championships...."
(as I said... this is my feedback... feel free to delete it if you feel it's not constructive)
On a side Note Simple yes or no answer : Are we gettting Hidden Toughness mods on Robes?
cheserna wrote:
(feel free to delete this post because it's not actual testing, it's my opinion)
"why can't you guys bite the bullet and just increase jedi accuracy instead of changing the whole dynamic of combat for one class you didn't give enough accuracy to...
I've played both pvp and pve for a long long time.. and while classes like tk with 205 accuracy do hit 99% to 100% of the time, was this not your aim by giving them so much accuracy??.....
in pvp, only when active defence modifiers were getting to insane levels were people able to completely avoid being hit... since a hard cap of 125 was put in place, there is no such thing is the 0% hit character(is it not fundamental design that people pick and chose characters to get good defences/offences.. and I actually love the 125 cap.. it's reasonable but not overpowered by any means)
I for one can not understand why a simple ask for an increase in jedi accuracy results in core changes to the combat system... tk's have almost never/barely ever missed at master when fighting even the strongest defencive builds(as I have always decided to be a defencive build over one with that can overwhelm an opponent... yet when the jedi community says jump, the development team begins training for the high jump world championships...."
(as I said... this is my feedback... feel free to delete it if you feel it's not constructive)
If I had to guess I would say this is combat revamp code being put in vs writing band aid code to fix light saber accuracy till the combat revamp happens...just a guess though.