Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 3-1-04)

TheRealCanadian
Wed Feb 18, 2004 9:40 pm
#118

Oh and one more too! Battlefields are were a great idea and I was really dissapointed the other day when I arrived at one and it wasn't working because I had just started working on the combat/faction aspect of my character recently. I dont know what's going on with them though.



Aeto Power

La Citadelle, ( -835 , 4875 )

The Cheapest Power in the Galaxy!

TheRealCanadian
Wed Feb 18, 2004 9:43 pm
#119

Oh and to falghorn, NO...



Aeto Power

La Citadelle, ( -835 , 4875 )

The Cheapest Power in the Galaxy!

TheRealCanadian
Wed Feb 18, 2004 9:55 pm
#120

I just have a few more things to add....

Vehicles, I share a house with someone and because they own it, even though im admin, I cant generate my vehicle outside of it - requirements need to be looser I think, on where you can generate. Also I would really like a way to put your vehicle on the toolbar so it can generate and store with a click of a button or CTRL+XX type thing.

Everyone is talking about apprentice point system, when I first started SWG YOU paid to GET taught, now its the other way around. What I would like to see is it go back to pay = get taught because that is more realistic and just makes sense. I have an idea on how this could work too, so when you teach someone you cant use abilities in that profession for a day, or less or more than that, whatever. That way in order to compensate for the loss of productivity the learnee will pay you. It makes sense too because in real life if you were teaching someone something you wouldn't have time to be productive.

Just some more ideas.



Aeto Power

La Citadelle, ( -835 , 4875 )

The Cheapest Power in the Galaxy!

GalacticHam
Wed Feb 18, 2004 10:06 pm
#121




The displays for weapons, armors, and creatures are really, really confusing to people -- needlessly so.


Each weapon gives the damage it would do to a 0% resist target with an AR equal to the AP of the weapon. A DLT20a (AP0) lists the damage that it will do against a gnort (AR0), a T21 (AP3) lists the damage that it would do against a AT-ST (AR3). That makes apples to apples comparisons impossible without pulling out a calculator.


Same problem with armor and creature displays. They give the resistances that would apply to a weapon of the same AP as the armor / creature's AR -- a nightsister ranger (AR2) assumes you have a laser rifle (AP2).


Please, please change this... it will make combat so much more transparent.


Weapons should all display the damage they would do against an unarmored, 0% resist target.


Old display for T21: 100 - 350 damage

New display for T21: 195 - 683 damage


Old display for Ion rifle: 100 - 200 damage

New display for Ion rifle: 125 -250 damage


So to compare two weapons, you just compare the damage. Plus, you look for higher AP weapons as they will scale betterfor armored targets. (Well, usually... special protection favors wepons whose AP exactly matchs the armor's AR).


Similarly, armor and creatures should all display the resistances they have against each AP level. These resistances should be the % of damage absorbed for the newly adjustedstats displayed for each weapon... I.e. the damage the weapons would do against a standard 0% resist AR0 target. This makes a wide variety of creatures and armor directly comparable, and damage calculations a cinch, all without a calculator.


Old display for Ubese (for just two damage types so I don't have to type so much):


Kinetic (special protection): 71%

Energy (effective): 15%


New display for Ubese (% resist for AP0, AP1, AP2, and AP3, respectively):


Kinetic: 88, 80,84, 87 <- note how weirdly special protection behaves

Energy: 58, 32, 32, 32


Old display for AT-ST:


Stun (special protection): 100%

Energy (effective): 80%


New display for AT-ST:


Stun:100, 100, 100, 100

Energy: 98, 96, 94, 90


So to find out how much damage your Laser Rifle will do against an AT-ST, you look at your weapon, which now displays a standardized AR0 damage, and then check that against the AT-ST's AP2 effectiveness column. Done! You'll do only 6% of your full damage potential.


I think modifying the display of weapons, armor, and creatures in this fashion would make life much easier on all of us. And our hand-held calculators can go back into the depth of our desk drawers where they belong

TheMDude
Wed Feb 18, 2004 10:16 pm
#122

There is nothing wrong with Falgorn's idea, besides the NPC city part. If it was limited to faction bases and Player Cities the idea would be just fine.

.....Oh, and I'll just say again that NPC city's buildings should be habitable for shops, housesand apartments.
Jowekie
Wed Feb 18, 2004 11:32 pm
#123

As I was reading through your post about the upcoming Droid Invasion, I'm curious if the combat revamp is going to be after publish 7&8 (making it pub 9) or is it going in along with the Droid Invasion?


I am really, really looking forward to seeing the changes, I'm just hoping to not have to wait another 3+ months. I'm sure you don't have an exact date, just curious if you have any idea of which publish it's going to fall in, or maybe it'll be over a couple of em?


btw, the droid plans look really cool, great job with that!





______________________________________________________________________________________
Ketic Darkstar ~ Flurry ~ Teras Kasi Master ~


BafflerMeal
Wed Feb 18, 2004 11:42 pm
#124

To touchon Vehicle Customization.


Whats the deal with colors fading after like two days? Is it based on the amount of times you generate your speeder? or is based on Chronology? Either way the length of color time needs to be lengthened; I mean come on, I can color my swoop and a little while later I get the fade message on my screen. No one wants to waste their time buying or building these kits because its not worth having to do it over and over every day or so. Although this is just a game, we must be using some pretty crappy paint or driving around in seriously heat intensive environments to have to fade that quickly.


BafflerMeal
Wed Feb 18, 2004 11:50 pm
#125

Oh yeah one other thing,


Couple of players mentioned something about Combat Vehicles coming out in upcoming patches or publishes. Wondering if anyone else can shed light on this, can't find anything on the forums. (Maybe because it's not there, or I'm blind.)


Thanks.
RaiCella
Thu Feb 19, 2004 12:22 am
#126

Idea for the combat revamp:


In two words: "Active Defense"


I have a feeling that this is already being planned. The devs stated that they want to eliminate "spamming" in combat and they want to make it more "strategic". Having defenses not be passive, but require you to activate them would accomplish this.


It would become more of a rock-paper-siscors (spelling?) game than whoever has the best macro. You choose KD, I choose dodge. Maybe I win... next round.


Thoughts?



Rai Cella
The Master Smuggler of Tusken's Bane

The Hidden Fist: Fight Club and Black Market
Spices/Sliced Weapons/Slicer Tools/ & More

Just outside of Tusken's Bane, Tatooine
(-4811, -5652)
Arcaine2
Thu Feb 19, 2004 1:26 am
#127

Please do something about the apprentice point system. All these profession chnages and added content are nice except for those of us who cannot progress due to the lack of players to train.

Everybody has marksman scout & medic skills.

It is extremely difficult to find enough players to train to progress in a chosen profession. If you want to be a BH now it will be months at this rate just to hit novice.

It has been 3 weeks on a new server and all I have is 100 pts to show for it, all from 1 player who was kind enough to let me trian them in 3 skills in 1 day at one time.

Make mastering a quest filled profession achievement or just increase the needed regular XP to obtain it.

Static cities are almost empty except for a few. Those that are active are overfilled and constant spam of folks wanting to pay in exchange for training or those asking for 80k to elt people trian them.



Arcaine my game name
I have no idea what I want to be when my toon grows up.
Shidevie
Thu Feb 19, 2004 1:59 am
#128

Now that the Theme Park loot has been upgraded and the Imperial Let Down is live maybe it's time to finish working on the combat revamp before to many more melee classes get nerfed into uselessness like Commandos? Maybe retune the flame DoT and bleeds? The 500% reduction on the Master Commando DoT damage was a bit extreeme.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Midlight
Thu Feb 19, 2004 2:13 am
#129

A relatively minor suggestion, but one that may not be viable due to programming issues; allow players driving X34s to 'Invite' another PC onto their speeder.


A major suggestion, most likely not viable; skyscrapers. I would like to see skyscrapers in Corellia, rent rooms out to players. Maybe an Imperial Tower that garners notice from the Empire leading to quests therein, and also acting as an extra BF relief zone for those who can afford the outrageous prices. For the rebels a subterranean zone, not quite dungeon, think 'Invisec' (ref: SW: Rogue Squadron series). Maybe access through some point similar to the access elevators in the medical centers. Covert Rebels would be able to spy/slice in Tower. Imperial spies risk harrassment by criminals as well as rebels in teh underworld. Just a thought, but it would be awesome. Oh, and make my character a Jedi.



=============
Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
DarthEhsan
Thu Feb 19, 2004 2:27 am
#130

This game is really nice and all the new things are great but I think instead of making new things we should keep inproving things we already have like player cities!!! Ok this is my thing on player cities! I understand about going agenst the movies but look we are supposed to make history too! We need more buildings! We need towers! We need a STARPORT! We need things so that our metros look like metros! I mean our metros all look like a bunch of large towns! Everycity keeps all there structers close so that cities can look nicer and be spread out we need roadsigns so we can have things all spread out! Also I am using a guild hall as a shopping mall can I have a real one please? Also a nice stadium or at least let us place items in our lots even outside or in a balcony the cities culture would really come out if we can do those things!


Ok thanks



I'm still Public Enemy #1
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