Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 3-8-04)
I'm not sure if someone has asked this already but was there any ever thought of certain different professions inside a faction like an assasin or maybe, a good idea i was thinking about, a crimson guard for the empire? just wonderin'
Kell
Could you nerf Human stats or buff non humans ones?
Wait... what? That makes no sense. Humans aren't exactly priveledged in the ways of stats. They're versatile in the sense that they can take on any role, but they don't make better Scouts than Bothans or better Medics than Mon Calamari. There's no point to nerfing Human stats, it's unnecessary.
Did you tried as most non Human to migrate your stats and wear a complete set of good armor?
Even there is no logic a Human can migrate to regen faster than a Transhodian, have higher focus willpower than aZabrak and so on...
It's not fun trying to wear a full suit of Composite as a Human without using Buffs, Food, or Spice. Yes, it CAN be done, but your Health, Action and Mind will be crapped out to the point where you cancel out the effect of wearing the armor in the first place. Even if you migrate you stats to perfectly fit a suit of armor to maximize your Health, Action and Mind, it won't matter because you'll drain yourself with special attacks in seconds flat.
So yes, Humans CAN do it, but it's not worth it when they, or any species, can just go get buffed instead.
Zabraks don't have great Focus, it's their Willpower that's good. I say again, the point of Humans is that they can take on ANY role. You can migrate a Human's stats to play any profession and play it well, but other species will naturally be better than Humans at certain professions. Trandoshans are great for melee professions, so making a Trando into a Rifleman isn't the best idea ever. The non-human species are geared towards different types of playing, where humans are the jack of all trades species.
Give non-human species more flexibility if you want, but nerfing humans defeats their entire purpose. The Devs know humans can be migrated to fit any role, and they expected (correctly) that many people would play a human based on that (which is why humans are described as the most common species).
I think it would really helpif, considering how widely buffs are used, we could see the damage that is done to our buffed HAM. Currently there is no visual indicator of this until all the buffed HAM has been depleted, and the two ways of determining our status before this happens--Ctrl+C and put-cursor-on-own-HAM--are very inconvenient methods of monitoring how we are doing during the heat of combat. Perhaps our HAM could act like that of our group members', with the unbuffed bars getting shorter in comparison to the others?
Also, how about an icon for "tired" status that appears right along with stunned, dizzy, on fire, etc? Since tiredness doesn't fade for 8 or 9 minutes it's often hard to know how much longer we have. This is solvable by an esoteric timer macro, but hardly anyone knows how to do that and an icon wouldn't be so hard to implement, would it?