Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-26-04)

DeQuosaek
Fri Apr 23, 2004 11:57 pm
#157

Ok, after losing a food and chemical factory and hundreds of thousands of credits worth of crated merchandise due to my lack of attention and the inconsistantstructure damage email system I have a few good suggestions...


1.) Can we please get the system to email you when a structure is at a certain percent condition, every time, all the time? Let's say, 1 at 75%, 1 at 50% and one at 25%, instead of, say only one at 27%. If it's down to 75%, it has been damaged, and that's a good time to warn a player, not after it's gotten down to 27% or any other random percentage.


2.) Could we please make empty vendors not show up on the planetary map? I think if a vendor does not have 5 or more items (or even just 1) in it, it should not show up on the planetary map. There are few things more frustrating than travelling all over the planet only to find at least 50% of the vendors completely devoid of any items for sale. Removing empty vendors from the planetary map would a.) compel merchants to stock more often b.) relieve the stress on consumers looking for stocked vendors.




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

aazatgrabya
Sat Apr 24, 2004 12:17 am
#158

Ever since I started playing back in September I've had issues with the present Quest/Mission structures. Don't get me wrong, for a new player they will absorb hours of entertaining gameplay - but the variety is limited therefore so is the enjoyment. I don't know what plans the Devs have for future quests - I've resisted temptation to check out the new dungeon on Test - but I have an idea for the future.


There is a fundamental flaw in persistant open Worlds, Thereare no real physical paths to tread in the progression of quests. If any of you have ever played Baldur's Gate or Neverwinter Nights you will recall the fights through a series of mountain paths, dungeon corridors, dark city roads etc... All of which to get to an exit or end point. From there continue forwards along whatever mission you take next. I undersatnd this is not a possibility in these types of MMORPG's, however I feel the kind of adventuring that you 'feel' you experience can be recreated.


Let's hypothetically talk about an as yet undiscovered planet. This planet is structured in much the same way as any other, however it's terrain will have carved into it a network of roads, paths, canyons, dungeons (with exits) etc. In fact much of this already exists. The difference here is that should you tread away from these said paths the ferocity and toughness of the native Mob's is significantly higher (perhaps due to policing authorities in the area). So, when one is given a mission from an NPC to head out to city X to meet their partner, the obvious way to travel - but not the only way - is via the road, forest, whatever. This path has been chosen for it's relative difficulty to the players group. The community will of course have access to less dangerous zones to place cities etc and can wander as they please. My point is that having these drawn out routes will allow us to play as an adventurer and explorer and actually 'feel' as though we are adventuring.


If you've not experienced games like the one listed earlier, think of the route in The Hobbit or Lord of The Rings the characters take. Yes they can travel whichever way the choose, but the path they do take is full of adventure.


BabyRancor
Sat Apr 24, 2004 12:20 am
#159

*Sigh* Seems I can't edit here - and it looks like I blew the calculations (serves me right for posting at 2am). Corrections in Green




BabyRancor wrote:



This post is likely going to run long anyway, so I’ll keep the intro to a minimum. Seeing that the Dev team is still discussing the implementation of the Combat Rebalance I thought I’d throw my two cents in from here in the peanut gallery.


Issue #1 – HAM system


I didn’t get a chance to explore the system fully when it was on Test, but in concept I think the system where special use deducts from the max value of the primary pool is a good solution.


If I recall correctly the question at the time was whether secondary stats had any effect on the new system. IMO, the best implementation would be to have the regen stats (i.e. Willpower) affect only the regeneration of damage to the Primary Stat, while the cost stats (i.e. Focus) continues to affect the Primary stat deduction (deducting from the max value of the primary pool rather than the current value). The regeneration of the max value (in other words – recovering the cost of specials) would then best be a flat rate, which would allow easier balancing.


This change allows mind stims to be introduced, as currently a mind stim as powerful as the existing H and A stims would remove the cost of the stim itself, resulting in a never-ending cycle broken only by running out of medicines.


Issue #2 – Armour


The current situation with armour is that pretty much everyone wears one of two types (ubese and composite) for anything other than looking good. In addition, you’ve got people like TKA’s and Jedi armoured head-to-toe in composite because it’s simply the best all-round armour there is. I think a critical part of a rebalance would be to make the rest of the armour types needed again.


I’d propose a tiered certification system something like this:


Existing personal armour would be sub-divided into three classes (light, medium and heavy – nothing to do with their Armour Rating).


Light – Bone, Mabari, Wookiee Ceremonial,


Medium – Chitin, Ubese, Tantel, Wookiee Hunting, etc


Heavy – Padded, Composite, RIS, Stormtrooper, Rebel Marine, Wookiee Battle (guessing here on the last one).


As the divisions have changed, so would the resists have to change. Bone, Chitin and Composite would be strong against Energy and Mabari, Ubese and Padded would be strong against Kinetic. As other armours get introduced, more esoteric damage types could be added. Each armour could still be layered as they are now to provide more protection. For balance, light armour effectiveness percentages would be hard-capped at 50%, Medium at 70% and Heavy at 90%.


Each class would then be certified to wear an appropriate weight of armour for their class focus. Anyone could still wear any type of armour, however the penalty for wearing non-certified armour is a reduction in skills depending on the type of armour and how much is worn.


Light Medium Heavy


Chest (25%)6.25% 12.5% 25%


Legs (25%)6.25%12.5% 25%


Helmet (25%) 6.25%12.5% 25%


Boots (10%) 2.5% 5% 10%


Shoulders (2.5% each) 0.625% 1.25% 2.5%


Bracers (2.5% each) 0.625% 1.25% 2.5%


Gloves (5%)1.25% 2.5% 5%


25% 50% 100%


So therefore, a Novice Marksman (no armour certs at all) wearing a composite chest and ubese legs would see all his combat skills (speed, accuracy, defence vs. – everything except damage pretty much) penalized by 37.5% (25% + 12.5%).


To prevent everyone dabbling in certain skills just to wear the heaviest armour, the certification would be broken up into 4 and placed in the four 1st tier boxes of the appropriate elite professions (see below). Achieving each box would reduce the certified armour’s penalties by 1/4, being completely negated once all four are achieved. Furthermore, I don’t see a reason that Medium armour certification shouldn’t also apply to Light as well, but balance testing might say otherwise.


This would increase the variety of armour made and sold, the variety of combinations possible, and the tactical choice involved in wearing armour at all (shield generators are fine as is I think).


Of course, restricting armour must be accompanied by re-evaluation of each profession’s defensive abilities.


Fencer – should be the defensive tanks, the ones that are lightly armoured but really hard to hit. Therefore they should be certified for Light armour and rely mostly on their Dodge ability (which would probably need to be increased a tad).


Pikeman – should specialize in AoE state effects. They should be cert’d for Medium armour (as they will get hit), but rely on Block to take most of the damage away (i.e. Block should either half or quarter damage – I’m not sure it does that properly).


Swordsman – they should be the offensive tanks. Certified to wear heavy armour and rely on high damage output to save them, their counter-attack skill works just fine in this role.


TKA – a special case. Like Jedi, martial artists wearing armour doesn’t really sit well with me. I’d rather see TKA receive a natural 25% set of resists at the master level and no armour cert at all. These natural resists would have to be over-written if the TKA did put armour on. Beyond that they should be able to rely on their unarmed toughness and defensive bonuses – Defensive Acuity should be replaced with Dodge to keep in line with the idea of a lightly armed fighter.


Jedi – like TKAs they shouldn’t want to wear armour. I think it would be reasonable to give increasing protection as they advance though. Say 25% resists at Padawan, AR1 and 50% resists at Knight, and perhaps AR2 and some % resists at Master? I’m no Jedi, so my knowledge here is limited. They could just rely on Sabre Block if it’s effective enough.


Pistoleer – similar to Fencers, they are short-range, lightly armed fighters. They should have Light armour certification and keep their dodge skill. They should probably also have some melee toughness to recognise the fact that they are often in the thick of the fight.


Carbineers and Riflemen – I’m thinking that Light armour is all that should be required for all these fellows, but some alteration in the way ranged professions play is warranted (see Issue #3).


Commandos – like Swordsmen these guys are offensive tanks, but instead focus on taking out defences and ultra-heavily armoured targets. They should have Heavy armour certs and I’m okay with only commandos and BH being specially certified to wear Mandoralan Armour.


BH – though a hybrid combat profession (half of the tree is based on scout after all), BH should be an all-out offensive profession. They should be cert’d for Heavy armour as their only truly defensive tactic.


Smugglers – I’d wait on the revamp details first, but probably Light armour only.


Issue #3 – General Ranged combat


Currently ranged combat (especially in PvP) consists of running around at top speed hoping your shots land. Setting up in a prone prepared position is pretty much suicide, as a melee class will close from max range to melee distance before they can be taken down. This is pretty much the reverse of what should happen – if someone charges me in a prepared position with my rifle ready they are not going to make it to me.


By logic, the first instinct of someone being shot at should be to dive for cover. Currently it’s to run at full speed at the person firing to get closer than ideal range.


I see two necessary changes. The first is cover. Currently cover provides some defensive bonus, but is very seldom used. Cover should also provide a noticeable increase in damage as well to give the possibility of dropping an attacker before they reach your position.


Second is reaction to fire. Players that come under fire should want to hit the dirt to return fire, and melees should have to work against that compulsion. Carbineers and Riflemen should get a new attack that forces a target tointo coverand everyone else should get a defence vs suppression or something similar. For clarification: this is different from suppression fire as it exists now. "Suppression" should result in the target getting into a more defensive state and sacrificing mobility to do so. The skill suppression fire actually makes the target more vulnerable because it removes mobility without increasing defensive mods appreciably. With their inherent accuracy at longer ranges it is to the advantage of a ranged fighter to suppress a melee fighter and try to shoot through the cover. Ranged vs ranged battles would start to look more realistic as players would be engaging from static positions rather than running all over.


Issue #4 – Ranges, Speed and Damage


Melee range is okay as is. Pistol range needs to be hard capped at around 20m, carbines should be hard capped at 40m and Rifles should get to shoot out to 64m. Point blank mods are ok now, as are penalties while moving (Rifles could even stand a tad more IMO).


Speeds and Damages are really the things that need the most work. Currently pretty much every master elite hits the 1 sec speed cap regardless of damage. This renders pistoleers and fencers at a large disadvantage and overpowers Swordsmen and Riflemen.


This is where mathematical balance needs to happen. Assuming perfectly made weapons (i.e. max stats for speed and damage) wielded by elite masters of their professions, all weapons should have the same Damage per Second. That DPS should be calibrated such that a Blue-con mob can be taken down quickly using only auto-attack.


From this common baseline you could then re-build the specials by damage multiplier, recovery time and HAM cost.


Pistols should come in at one shot per second under baseline conditions, carbines at two seconds, and rifles at three (just to pull numbers – play-testing would be needed of course). Fencers, pikes and swords should match those numbers respectively.


TKA are unique again, in that currently their VK damage apparently adds on top of their unarmed damage. This bug should be fixed such that VK provide a smaller bonus to damage and AR 1. TK speed should be increased if possible to lower than 1 second per hit, in order to keep up with the baseline DPS. If that’s not possible, they should receive a bonus to applying state effects – essentially filling the role of a "debuff" class. A novel attack at master that temporarily reduces armour values (an "armour break" if anyone’s played Final Fantasy games) would be a good way to promote that notion.


Damage types would need redistribution too. Essentially pistols and fencers should get a wide array of damage types to offset the lack of AP weapons (max of one AP 1 weapon), Pikes and carbines should have 4-5 damage types available that range from AP0 to AP2, while rifles and swords should be restricted to 2-3 damage types (Kinetic, Energy and one unique one each) to offset the higher AP abilities (AP 1-3).


AP vs AR could be reworked too. Originally the idea was that AP>AR lead to a reduction in resists, not an increase in damage. That makes more sense and is easier to balance, as players will never do more than the max damage afforded by the weapon + the special (no need to balance for additional damage due to AP). This also eliminates the problem some classes have with being completely useless in encounters with 100% resist mobs. This would still promote grouping, as that would be the more efficient way to take down a mob like this, but would still let players contribute to encounters with high-end mobs.


Several things remain to be addressed. Combat medics in PvP (probably solved by making craftable air filters providing bonuses to resists), the relative power of doc buffs and how they make encumbrance and HAM costs irrelevant (still an issue even with the system sketched out above), and all the issues with the GCW (group TEFs, etc). I’ll sum up here though. For your consideration.










Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
TK1210GT
Sat Apr 24, 2004 12:24 am
#160

I knowthis may be opening an old can of worms, but here goes anyhow.


Right now we have 200 skill points to allocate if I'm not mistaken. That's perfectly fine, and I have no problem with the number of skill points. It's the same for everyone.


But that said,I enjoy many aspects of SW Galaxies, including PVP, PVE, Roleplaying as well as severalnon-combat professions. ow, I agree there has to be a balance, but what I'd like to see is a division of skill points.


What if, with a future patch a new set of skill points were added. For example, you would now get 400 skill points. HOWEVER, 200 skill points can only be used for non-combat related professions i.e. Politician, Entertainer, Artisan, etc. and the other 200 for combat related skills.


As it stands now, if I'm a roleplayer and I want to be both a politician/combatant it's obvious that I'm won't stand a chance against an all-combat character. But if there were a separation of skill points between non-combat skills and combat skills the result would be the same BUT it would also allow us to have a more of a well-rounded character, without the worry that we'll not stand a chance in PVP. If an all combat-character decides not to use his skill points for a crafter lets say, he's not losing anything. He'll still have the same chance of beating my character up that he has today.


This would just allow us more of an opportunity to be more varied in our skills if we so chose without feeling pressure from PVP to put all of our skill points to combat to compete.


Hope this makes sense. I don't know that people will like the idea. It may have been brought up at one point or another in the past, and if so I apologize but I just thought I'd speak my peace now.






Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


Gimperial666
Sat Apr 24, 2004 12:25 am
#161

Ok ive though of a good way to fix the "evreyone wears too much composite armor" issue:

With the HAM revamp, you can make armor encumberance have a larger multiplier. The armor encumberance is now take away from your ham "as is"... so make it a heftier number by:
A) slap a straight multiplier on it...
or
B) IF the "SPECIALS HAM POOL" ever comes into existance make that pool 1/2 your normal ham - enumberance if you do that i garentee people wont wear as much armor...

Doctor buffs can still push through just not as much. It would however make most PVP done by drugged up super soldiers (not much diferant than it is now).

So does anyone think this sounds reasonable? What could make this a better idea?



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
AxlerTwinblade
Sat Apr 24, 2004 6:44 am
#162


I would like to see a couple more variations of bikes come out. One suited for rocky and hilly terrain (Rancor Hunting) the bike would do far better on the mountains, but have less speed on the flatlands. and another bike that would be a sprining bike. Faster then the swoop bike but gets beat up bad if caught in a shooting range by a imp patrol. or just simply has a high rate of durribility decay.


I think a master artisan should be able to use a vehicle customization kit in the creation of a new vehicle as a optional componant. when used in creation the colors picked by the creator are permanent and never wear off.


and now a pistoleer request.


A master pistoleer or maybe just one with a high pistols stance's should be able to Shoot a single handed weapon while riding a bike. they do this in the movies and i have seen the animation in error of my guy running from some fight i cant win. I jump onto my bike, and i have seen while my guy is sitting on my bike him pop off one more round of fire before i actually start to ride away. I would love to see this added. I dont care if our accuracy suffers -50% and our we can have a +25% chance of being blown off our bikes... I just like the sound of it.



--Axler


HumanRebJediMaster
Sat Apr 24, 2004 8:10 am
#163

VEHICLES:


Need an invite to car option for the x speeder and the new av21. Whats the point of having a new fast speeder if you cant give the chicks a ride in it? J/k. But in all seriousness...i think that would be a cool option to have. Whats the point of having 2 seats in a speeder if no one can get in it as a passenger. This should seriously be considered.


and with the space expansion...i hope you can have multiple people in your space ship travel with you too. 2 seater is just always more fun.


MUSICIAN:


No one wants musician buffs...you know why? Cuz brandy is cheap and lasts for 30 minutes. I love brandy personally, its a very good invention. But, our musician buffs are only as good as a brandy that lasts twice as long. Whats the point? Thats only worth like 500 credits....its ridiculous. You need to make our buffs worth buying. Like 1000 to mind substats and make musicians buffs like 1750 to the mind. Mind buffs are a great thing and have a lot of potential...but they just arent worth it. Also...i know there is a speed buffing macro..but we shhould have to do that. and 10 minutes is a ridiculously long time to buff someone..docs only take 1 minute to buff 6 STATS. Why should it take a musician 10 minutes to buff 2? Maybe knock it down to like 1 minute for a full buff.


PIKEMAN:


More defenses and stuff would be nice. Whats up with only +10 kd def? HAHAHAHA. Also everyone keeps telling me the block feature is broken.


OVERALL MELEE PROFESIONS:

You know how tk has meditation and power boost and force of will? You should give the other melee professions like pike and swords and fencer their own special abilities that are similar in boosting stats and healing i suppose...except unique in its own way. TK is everything done right in the game...everything else is broken compared to it. Why cant every profession be as fun as tk?



Thank you for reading this post,


I hope some of my ideas get through,


Dave



- I Came back to the game BECAUSE of the NGE!
Empodojayus
Sat Apr 24, 2004 8:23 am
#164

I've had a few ideas I've been bouncing around, and they've had some good responses. Well, here they are:


1). What is this w/ every jedi in composite? Jedi's shouldn't be able to wear it, but should have to take a quest to recieve a jedi robe, which has other properties than just blocking damage (possibly -.5 lightsaber speed, -30% cost to all force powers, and +50 dodge). This way, it would be better for jedi to wear a special robe, than just wear composite.


2). Bounty Hunters think they should be the baddest fighters, next to Jedi. So I say give it to them, with a twist. Make them the only profession that can go toe to toe w/ a knight, by adding an elite bounty hunter profession. Either call it Assassin, Force Hunter, Freelance Hunter, or whatever. Make it extremely hard to level through, requiring things other than just killing, and give them weapons, humanoid traps, and anything else to give them an edge. However, make them lose xp when they die (or even skill boxes after multiple deaths), just like jedi. Therefore there is something to balance the number of jedi, and yet also something to balance the number of extremely awesome non-force using combatants. However, the strength of the Assassin (my favorite name for the profession that I could think of), would be more in its equipment, and less in its skill. For example, Assassins should have a rifle that has +90 accuracy at 64 meters (a sniper rifle), a jet pack, wrist flamethrower (weaker than commando's, and with shorter ranger), and 5-10 other traps that could dizzy, stun, intimidate, knockdown, blind, and delay for 10-20 seconds (like warcry). Their moves would still be good, but it would be the equipment they would rely upon, whereas a Jedi only needs his lightsaber. I'm envisioningthat the ultimate battle would be seeing a Master Assassin vs.a Jedi Master. It should be something like Jango's duel with Master Kenobi, where the force and man made equipment are in the ultimate struggle. Or possibly Boba's duel w/ vader, which lasted for almost half an hour, and ended in a draw, with vader escaping with the prize however, so technically claiming the win (thats from the EU). However, besides losing boxes w/ deaths, the equipment should also be very expensive to keep maintained. The rifle I described earlier should have limited charges, as should the flamethrower, and all of the traps. The jet pack should need to be repaired about twice as often as current speeders. This would balance it out, and make it so that not everybody tried to be an Assassin. Also, it should take all skill points to get to novice assassin from master bounty hunter, but no more to climb the tree (just a lot of combat). Also, 3 lines should be normal xp, but 1 line should be pvp xp. Maybe each person killed could give 10-100 xp per death (depending on profession). This would make it so that just grinding would not be possible, and encourage pvp. Whadda you think?



It is I! Azraiel Endarr!!!! THE GREAT WHITE HUNTER!!!!
alaskadude
Sat Apr 24, 2004 8:26 am
#165

I was thinking of incorporating Heraldry into this game. Allow Guilds, Towns, or whoever wants one, to have a Standard (Flag). The Image Designer would design Coat of Arms, City Seals, etc.. Dunno...

But also, I think that the "standard" could be held by a Squad Leader as an Equipable item that would give boosts skills or whatever. Also, a Pikeman could utilize this. Modified, even towns could use these as decoration. Just and idea of incorporating Heralry (which has been part of military history for millenia)



Ulu,

Wanderlust, and seeker of interests.

Former Founding Mayor of New Hope, Dantooine
Retired Master Ranger
Retired Master Scout
Retired Master Artisan
ClollinLightningsun
Sat Apr 24, 2004 8:47 am
#166

1 also posted this on the In Live thread, since this is addressing things that are currently in live:


------------------------------------



I have an idea:


Dungeon and PvE Rebalance


You guys are focusing on rebalancing the PvP.


How about rebalancing the PvE?


I know most of it is fine,but arguably the most important part in most MMORPGs, the dungeons (the original ones), are SERIOUSLY unbalanced.


Right now, a master in any combat profession can solo practically every dungeon (not including the recent ones). Therefore, there is absolutely no group play in them.


In addition to increasing the difficulty, I believe you guys should somehow add rewards, in the form of loot or something.


I believe it would make sense (and be easier)to improve the existing content before adding the new upcoming content.


Thanks!




-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
HumanRebJediMaster
Sat Apr 24, 2004 11:15 am
#167

MUSICIAN:


Okay...musicians should also be considered support charachters aside from their mind healing, bf healing, and mind buffing abilities. I think that musicians should be able to play their musicing during battle, and charachters that are grouped with the musician would gain some status effects from the musician. Now, i dont want to take away from the Squad Leader which is in desperate need of attention, but the Musician should give effects such as extra mind and extra mind sub stats while they play DURING COMBAT for their group. This would give the group a very good advantage because their mind would be basically protected during combat because of the musician playing. I guess you could look at the musician i am describing as like the Bard form EQ. I have never played EQ but, i assume that this is what the bard did in EQ. Also maybe musiciian could give some status effectsto the group members besides the CONSTANT mind enhancement such as blind defense and dizzy defense and perhaps....knockdown def? or would u like to save KD def abilities for Squad Leader or how about give em both? So yeah..stuff like that for musician. Thinka bout it.


Thanks.


Dave



- I Came back to the game BECAUSE of the NGE!
IdrisTycho
Sat Apr 24, 2004 1:19 pm
#168

Here are a couple of ideas that occurred to me while playing:


IDEA 1 (THE GODZILLA TAX): Give Krayt Dragons and possibly other VERY large wildcreatures the ability to damage nearby structures with their area attacks. If the structure loses all of its condition, it blows up and it is removed from the game with all of its contents. Obviously you might want to give the people of the game a month's notice or so before going live with this. Give them a chance to move their current strutures that might be in danger. This would end the problems of people using structures as traps, and would also prevent people from building too close to where such creatures spawn.


IDEA 2 (TRAVEL TAX): Give players the ability to buy a "First Class" ticket. This ticket would cost 10 times the amount of a normal ticket to the same destination, but it would be usable at ANY time. No more long waits for shuttles. If you are rich, just buy a first class ticket and get where you need to go quickly. This would be a nice money sink. Anything that removes large sums of money from the economy and is something players willingly purchase, is a VERY GOOD thing.


Tell me what ya think


Flames encouraged...

Ittith
Sat Apr 24, 2004 1:53 pm
#169



Sorry if this has been suggested before, I tried doing a search, but couldn't find exactly what I would like to see.


I love the look and uniqueness that the clothes in the game brings but 90% of my game play is killing things. One thing that would be nice to see is the ability of a armorsmith to armorize clothes or a tailor to make "slip covers" for armor, or maybe armorsmith be able to make clothing attachments that are similar to armorsmith layers. I realize its not realistic to run around a battlefield in a vest but it brings more individuality to the game.
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