Development Cycle Archive

Thread: Jedi Feedback 6-23-04: Core Combat Change

Thunderheart
Wed Jun 23, 2004 3:25 pm
#1



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



Kurt "Thunderheart" Stangl
Community Relations Manager
Bannon9k
Wed Jun 23, 2004 3:32 pm
#2



Well, I've noticed about a 1 in 10 miss so far.

Against lord nyax I missed at least 10% of my attacks, previous fights I hardly ever missed.

Against other nyax mobs I missed 10% of my attacks, previous fights I NEVER missed.


And with mobs fighting me, its more like a 1 in 20 actualy hit.

Lord Nyax got about 10 good hits on me throughout the 2min fight.

Nyax mobs hit me at least once per mob per fight, when before they never hit me.


Master saber/master defender


EDIT:


I havent had the time to do any PvP testing. So not sure about the validity of my info. Just that primarily I miss more often in PvE than I did before.


Message Edited by Bannon9k on 06-23-2004 03:35 PM

Message Edited by Bannon9k on 06-23-2004 03:37 PM



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Arconis_Runicblade
Wed Jun 23, 2004 3:32 pm
#3


*deleted* =)

Message Edited by Arconis_Runicblade on 06-23-2004 06:32 PM



Arconis Darkfyre
OdiousEncounter
Wed Jun 23, 2004 3:35 pm
#4

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.



----------Auriga Starlighter----------

HimFan
Wed Jun 23, 2004 3:36 pm
#5


Missing about 25% of time with lightsaber 4/0/0/4.

Message Edited by HimFan on 06-23-2004 06:37 PM



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MrBulwark
Wed Jun 23, 2004 3:40 pm
#6


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.





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Leafthemedic
Wed Jun 23, 2004 3:43 pm
#7

Well I can say we have this code on "TC-Prime", I have played a 3-1-2-2 Rifleman so far with it in a PvE situation for 2 hours of straight combat and currently have +120 accuracy mod. In combat at ideal range (getting the +50 over the target), and proneI would hit about 75% of the time, when the Npc's or creatures closed to melee range my chance of hitting went to 35% at best. So far from the chatter on our server wide chat channel it seems that pikeman do not notice the difference and TKM miss quite a bit in PvE and do not see the accuracy drop almost at all in PvP. This change is currently being widely tested on TC1 as we speak and is NOT limited to just jedi, it effects all classes in combat.


Padua

Master Combat Medic/Novice Rifleman on tc1



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Thunderheart
Wed Jun 23, 2004 3:55 pm
#8






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.







Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart
Wed Jun 23, 2004 3:56 pm
#9






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







Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart
Wed Jun 23, 2004 4:02 pm
#10






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.


The problem is that through multiple stacking of defense skills mods, tapes, foods, abilities, etc. The defender could get into a state where their Minimum roll number, would be higher than the Maximum roll possible by an attacker, and this makes them impossible to hit. Conversely, the attacker through this same method could get into a state where the Minimum attack roll was higher than the Maximum defense roll, making it so they never missed.


The change drops the Minimum roll (for both defense and to hit) so that you can never have a minimum number so high that you get into an “always hits” or “always be missed” state.





Kurt "Thunderheart" Stangl
Community Relations Manager
cheserna
Wed Jun 23, 2004 4:05 pm
#11

(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)
kronus909
Wed Jun 23, 2004 4:12 pm
#12

I think this will work out , good stuff TH,I think it will help other classes such as pikeman and carbineer.


On a side Note Simple yes or no answer : Are we gettting Hidden Toughness mods on Robes?




Balthasar

D
ark Jedi
Knight

Lotussutol
Wed Jun 23, 2004 4:13 pm
#13






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.

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