Development Cycle Archive

Thread: 19 Answers (6-3-04)

haho
Sat Jun 05, 2004 4:51 am
#144

Combat Medic


The developer’s vision of Combat Medics is to be exactly that - - medics that have abilities to heal players in combat.



LMAO so why instead are they the best template for PVP? TH I need to know why you havent waved the nerf bat at CM yet, when you did it to other overpowered professions (commando for instance) and didnt wait for a combat revamp (lame excuse for no nerf)


CMs are killing PVP, all you would have to do is nerf the hell out of them and you will have an instant fix on making GCW fun.


I know you wont reply to this TH, you never do to a direct Q.


This is Star Wars Galaxies, NOT Combat Medic Wars.......


I feel sorry for all those people who take up the game on the 14 day trial thinking this is Star Wars, they will be running around poisoned and diseased if they try the GCW out. Weak. Lame.



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Wonder if space-ships can fire poison or have crazy ass DOTs? If they can Im gonna burn SOE down... lol

DooWang
Sat Jun 05, 2004 11:58 am
#145

OK, so, did anyone else catch that the winner of the Royal Rumble was a server crash!?
Plageron
Sat Jun 05, 2004 12:45 pm
#146

That last one about the biggest and meanest does not mention the Dark jedi master.

I have to say with its 100% resistance to everything and 80,000 HAMs and able to shoot for 2000+ damage and able to pull out a light saber and cause 9000+ damage would be the strongest spawn.

Your list and answer even though comical does not take into account some of the things through random choice attacked simultaneously the same target.

Therefore it is a biased answer....that gorax is alot weaker then your answer provides.

The only thing that makes the Force witch elder far more dangerous then the drak jedi master is the fact they travel in groups.



---"Back off Man!! I'm a Scientist."----
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Plageron
Sat Jun 05, 2004 12:59 pm
#147

oh yeah forgot to mention this,,,Creatures anyone can bypass pretty well with masked scent and only apear in usually small groups.

But humanoids are not fooled easily by anything...not even concealment...and although an AT-AT and Lord Gorax are neat and all...I am affraid a typical spawn of the 6 Elder Nights sisters and Rancors is a bit more to deal with...since they will all shoot at once or close to it making their over all damage and incapacitatiuonmuch faster then a Single AT-AT.

However if the AT-AT had troopers with it...then it would be the toughest spawn encounter.

Thats why Bynary smugglers and the other thugs are sometimes so difficult....they are not super strong by themselves....but the AI in this game gives them pack logic making them very strong...becasue they spawn in big groups...and will attack....and if you are unlucky...then you willsometimes get hit with the super respwn cheese which means if a spawn leaves its spawn area then more will appear in that old area.

And sometimes...maybe I should post a screen shot, you can have an Indiana Jones thing happening to you.....

Where you have over 100 smugglers and Thugs chasing you from behind, able to shoot better then you...which I always find extramly lame....

Also all humanoid spawns can shoot while in water...nice and lame.

So anywsie...the arena mentioned was neat and it did ok for a kind of test...but did not take into account the actual spawns that appear in the game....just the single things.

And did not take into acount the actual abilities of the players.

That Gorax is not what people worry about...its the humanoids that shoot that are the major problems mostly in this game.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
nyadach
Sun Jun 06, 2004 5:03 am
#148

Now the fight sounded brillient. Since it ended due to the crash, does this mean we get a special one on one of the Gorax v AT-AT? Although a nice touch could be one a bit more static, like in attacking Anchorhead on a daily basis mwhaha (with a few AT-STs in escourt and maybe a garrison or two of troopers), just to liven things up though



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GraySeven
Sun Jun 06, 2004 6:58 am
#149

As I haven't the time or inclination to check every single post (in case this has been mentioned)...


If dizzy was never meant to work on creatures then why in the name of all that is Holy does one of the Ranger's best traps cause it? Traps can only be used on creatures, so apparently it was supposed to work at some time. Whats wrong with dizzy being used on creatures?





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jonnyalpha
Mon Jun 07, 2004 4:31 am
#150

GREAT JOB on the Bonus Question!!! Glad to see you guys spending your time screwing around doing this kind of junk instead of fixing all the bugs in SWG!! No wonder nuthin gets done right around here!!! I quit. Good luck on this game.
Cafa
Mon Jun 07, 2004 8:21 am
#151






Nerj wrote:





JonnyboyWolfe wrote:

19 Questions and one answer: Wait for the combat Rebalance.







or after Jump to Light Speed .


P.S. -- it is interesting to note that and old profession was added to JLS -- Smuggler.







It will be even more interesting to find out if you have to buy JTL in order to play the supposed new changes to smugglers.



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KzinKiller
Mon Jun 07, 2004 10:01 am
#152

fyi, I did not even bother grading this set of '19 Answers' as I did the previous sets ... I mean, there's so little actual content here that it's not worth the time to analyze how little there is. This has become truly a symbol of how 'going through the motions' is seen by SOE management as the same thing as 'responding to customer needs.'


Just give the whole concept as implemented a big F and move on.




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eman7h
Mon Jun 07, 2004 3:22 pm
#153





Thunderheart wrote:



It really would have come right down to the wire but an untimely server crash will always have me wondering who it would have been



Untimely Server Crashes... well NONE of us would have expected somthing like that would we?




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Warplex
Tue Jun 08, 2004 2:00 pm
#154

When are musicians/dancers going to get any real developer attention? why not dedicate a developer (like green marine for the smugglers) to the musician/dancers?



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DexNullify
Wed Jun 09, 2004 8:24 am
#155






Thunderheart wrote:






Smuggler


"Smugglers have been promised 'love' since September 2003, which we believe is now coming in Publish 11. Mr. Stangl [TH] has stated that smuggler is 'more of a space profession'. Given that the expansion is being described as a 'twitch-based fighter', how, specifically, is Jump to Lightspeed going to bring Smugglers closer to actual Smuggling, as opposed to giving us stuff to loot,things to slice and having our own ship to modify?"



This issue is being discussed internally and as soon as I have some news, I will report to you on it.Sorry, but I can’t discuss it in any more detail than that currently.I know Smuggler’s are dying to find out what’s going on and as soon as humanly possible, I will let you know.





Why not just come out and say "No comment, but keep giving us money and maybe, someday?"




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TheBratman
Wed Jun 09, 2004 8:59 am
#156

Thanks TH. Good info.


Crossing fingers for the Combat Rebalance.







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