Development Cycle Archive

Thread: Publish 7 Feedback: Combat Changes

Muhalo
Fri Mar 19, 2004 4:49 pm
#157







Smuggler_Caylin wrote:

Warcry is now useless as it is still cone effect.


Panic Shot is completely and hopelessly useless now.









I agree. And since both of these skills were available to smugglers, it was a double nerf for them.


There is absolutely nothing "Dirty Fighting" about Panic Shot now. Instead of releasing a barrage of wild shots to fluster your opponent, Panic Shot is now the equivalent of asking your enemy politely to wait 10 seconds unless I shoot at you... oh, nevermind, I just squeezed the trigger again...


When fighting 1 on 1, the special maneuver delay to use Panic Shot or Warcry effectively stops the player more than the opponent. At best, the delay sticks, and you both are waiting. At worst, the delay misses, then your opponent attacks normally on their turn while you're waiting for you next attack. How dumb and useless is that?


Warcry and Panic Shot were already on a non-spam 30 second timer. I don't see why folks think it was overpowered.


RaghunathRao
Fri Mar 19, 2004 7:18 pm
#158

First off, i would like to say the same thing as everyone else, and that is ANSWER OUR CONCERNS, SAY SOMETHING. All this is doing is making more people stop listening to anything you say, because your not being honest or even up front.


Your new combat changes ARE BUGGED. Besides the the proof we have been giving for 4 days now, i saw what was the final proof as far as im concerned. I am a 3/3/2/4 rifleman, no other combat skills (besides 4/0/0/0 marksman of course). And i started watching my combat screen for the few hours i bothered to play today, and i watched me counterattack the quenkers i was fighting over and over and over again.I dont even have any counterattack mods (just whatever the standard chance is), and yet I was counterattacking like a master carbineer. But i never Dodged, even though i actually HAVE dodge mods.


This patch, and your complete lack of honesty or any attempts to communicate with us have driven me to the pnt, i went from playing whenever i had free time to a couple hrs at most, and if your not going to say or do something soon, by next weekend i probably wont even bother playing. And im sure as hell not gonna keep paying u at that pnt, to play a game where nothing works right, and youspend more time making changes, which add more bugs, than you do fixing problems that have been in the game since day 1. This game has more bugs and problems now, than it did when it released. And that is sad, since as most people have pointed out, this is a concept that has limitless potential. And yet 3/4's or more of the people i started with on day 2 (when the game actually started) have quit. That doesnt say alot for this game in my opinion.



Rag Rao
M BH, M Carbineer

"You Are in Command now Admiral Piett"
Tenant
Fri Mar 19, 2004 8:19 pm
#159

Well you shouldn't be Counter Attacking that much unless you are a Carbineer or Swordsman (or both) and have equipped a Carbine or 2hd Weapon. You also shouldn't have any Dodge skill at all, Rifleman gets block, was this a Typo? Everyone has the ability to Block, Dodge and Counter it's just a very slim chance of it actually happening. I can't explain what you have been seeing here. I have noticed nothing wrong with Secondaries, I seem to be Dodging fine (moreso infact although that would be a direct result of getting hit more) when using a pistol or 1hd weapon. And not often at all when Unarmed.


Is it my imagination or are primarydefenses working a bit better tonight? Ok,a lot better. I am still being hit a lot more than I'd like but at least I am not burning through so many stims just to stay on my feet. Be interested in what other people have found tonight.


Maybe I will still be around to see the rest of the Combat Rebalance, I've at least enjoyed playing tonight.


/u-turn





Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
Toknight
Fri Mar 19, 2004 8:24 pm
#160

Haven't checked out everything yet, but I've very, very glad that only the dodge, block, and counterattack mods were capped.



Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
GrubTKA
Sat Mar 20, 2004 2:59 am
#161

Toknight those werent the only mods capped and obviously if dodge/block/counter were capped they werent capped very well at all. Just got done watching a master swordsman duel a tkm...the swordsman countered nearly every attack by the tkm while the tkm never managed to evade the swordsman. Since defensive acuity for TKM is still broken as far as i know and doesnt help with anything ever, and since the melee d in this instance appeared totally broke for the TKM, and since the swordsman(who i dont think stacks counter at all with carbineer)countered every attack it becomes apparent once again that this patch was put in BROKEN with regards to defenses, the devs just dont have the balls to say it publicly.


In the stratics dev chat it was obvious that the devs were screening questions an so the question that got asked in regards to defense stacking had nothing to do with whether it was working as intended it was straight out just "what d is capped". Chalk up another point for the devs being so far disconnected with the community its not even funny. Here is an excerpt from that dev chat edited to summarize about four responses..."You are all gonna be excited with these new types of droids we are putting in game (which the DE's wont be able to craft) and these new types of droid modules for DE (which nobody cares about anyways since the combat modules obviously suck)"


To all you guys that no longer find the game fun and are quitting because of this, I am done with it as well, this is crap, all i ever wanted to be was a brawler tank, now they broke it for me and wont even come out and say its broken. This policy of silence is crap, its just gonna cause people to quit because they are fed up with it, and i sincerely hope the devs come to their senses. Not to mention the six responses to another issue by the CSR's that are blowing me off repeatedly(another policy of silence that doesnt work). I dont know why everyone running this game apparently thinks that dispensing information to the player base will endanger the state of the game in some detrimental way, but apparently they do.


OBVIOUSLY THEY DO NOT CARE ABOUT THEIR PAYING CUSTOMERS. AS LONG AS THEY HAVE ENOUGH KIDDIES WITH MOMMY'S CREDIT CARD NUMBER THEY DONT CARE ABOUT THE DEDICATED PLAYERS. AND EVERYONE POSTING IN THIS THREAD IS JUST THAT...A DEDICATED PLAYER.





MY SIG-I fight for the unconventional. My right and it's unconditional. I can only be as real as I can. The disadvantage is I never knew the plan. This isn't just away to be a martyr. I can't walk alone any longer. I fight for the ones that can't fight. And if I lose, at least I tried.

I won't be the inconsequential. I won't be the wasted potential. I can make it as severe as I can. Until you realize, you'll never take a stand. It isn't just a one sided version. We've dealt with a manic subversion. I won't let the truth be perverted. And I won't leave another victim deserted.
Krash32
Sat Mar 20, 2004 5:33 am
#162

please someone


all I ask is for a straight answer, so I can know how to play the game


whatdefs are capped


what are they capped at


and can they still be added onto, and if so, how?

was told squad leader bonuses still apply

Krash32
Sat Mar 20, 2004 5:35 am
#163



please someone


all I ask is for a straight answer, so I can know how to play the game


whatdefs are capped


what are they capped at


and can they still be added onto, and if so, how?

was told squad leader bonuses still apply

how about food?

armor attachments?


don't quite understand why this has to be so difficult a question to get answered


Norra

Intrepid
Krash32
Sat Mar 20, 2004 5:36 am
#164

sorry guys


hit the wrong button


twice
Aibar
Sat Mar 20, 2004 7:52 am
#165

Can we get an answer if defenses are working as intended, last night i was out hunting quenkers on dantooine i am carbineer 2-4-2-2 and i was with my wife who is novice commando and we both got incapped by the same quenker i just find it hard to believe that both of us couldn't kill the same creature


We weren't buffed but were using muon and vasarian brandy it seemed like we were hit everytime and had no defense at all.






____Reklaw__________________________
ELDER JEDI PILOT
*Leader Of Wraith Squadron -WSQ-*
Kiajons Snack Shack -1445 -6155 Spirit, Tatooine
|Kiajon* 12 Point Chef/Tailor|

ecspider2004
Sat Mar 20, 2004 9:25 am
#166



I have some serious concerns with enemy ai and combat in this game still. Most of the rest of the game is looking great though. One hit kills needs to go. With all the holo grinders finding a rezz is very difficult. And one hit killing kind of defeats the medics purpose if you are dead before you hit the ground. And the enemies are still way to overpowered in many instances. I fail to see why regular human npc's should have 10x as much ham as a pc player and be able to hit for the same if not more damage as many of the class types. ENEMIES ATTACKING VEHICLES NEEDS TO BE REMOVED. I really wonder how a sand beetle can destroy steel and iron? Once the storing to fix thing is fixed, we dont have 50k to replace our vehicles when enemies one hit kill them. This is just rediculous. Why so many money sinks? With all the greedy kids on the bloodfin server replacing anything is getting quit hard these days.

PLEASE PLEASE PLEASE, in the next patch make at-st's vehicles instead of pets and unable to shoot between their legs. Having an at-st takes no skill to use, just shouting A! A! A!. In the movies the at-st's could not shoot directly between their legs either. If you are not going to do this then give me a snowspeeder to follow me around and respond to Kill! A! Follow! Thanks for fixing stacking.




RJ-x Trader Structures Robbie-John Trader Engineer Rob-John Jedi/Badge Collector Quaad Bounty Hunter
cryptophyte
Sat Mar 20, 2004 5:07 pm
#167

I know it's been said before, but I will add my voice. The defensive mods are MESSED UP!


According to the last live DEV discussion, the defensive mods are now capped at 125 (text of the live chat below.) This is fine, however since I'm no where near the cap, why am I now getting incapped by quenkers now? My 60% kinetic armor now apparently has more holes in it than a golf course! And my melee/ranged defensive mods' effectiveness now seem to vary depending on my weapon. This doesn't make a whole lot of sense unless the DEVs are going to balance out all the combat professions and make them have all the same melee/ranged mods. What's the story DEV team?


[Keldarin] Hey all, Keldarin here, Lead Systems Designer on SWG Live


[17:26] [Brannoc] *MCPrimetime* can we get a definative explanation on which defenses where capped?

[17:27] [Keldarin] In Publish 7 we added a cap for the Dodge, Counterattack, Block, Ranged Defense & Melee Defense skill mods.

[17:27] [Keldarin] These are all capped internally at 125. The UI will show a higher number, but nothing beyond 125 will count.

[17:28] [Keldarin] All other defensive modifiers are in full effect.
[17:26] [Brannoc] *MCPrimetime* can we get a definative explanation on which defenses where capped?

[17:27] [Keldarin] In Publish 7 we added a cap for the Dodge, Counterattack, Block, Ranged Defense & Melee Defense skill mods.

[17:27] [Keldarin] These are all capped internally at 125. The UI will show a higher number, but nothing beyond 125 will count.

[17:28] [Keldarin] All other defensive modifiers are in full effect.





Archimedes - Master Rifleman, Master Creature Handler - Sunrunner
Ozmodius - Master Doctor, Master Bioengineer - Sunrunner
Ravik
Sat Mar 20, 2004 7:17 pm
#168


Well, I too am baffled about what has happened with the combat mods. I am a Rifleman/TKA/Fencer template, although I had not reached whatever the cap is for Melee or Ranged defense - I just added up all my bonuses for each and they seemed to total up to what the Skill Mods list says they should be. However, it seems to me that I looked atmy Melee / Ranged mod totals not long ago and they were actually somewhat higher than they are now. I have not recently given up any skills that came with Melee/Ranged Def mods, so I am left wondering...did somemod bonuses associated with some skills get reduced?


Like several others who have posted here, I have noticed a profound change since the publish. I hunt Quenkers on Dantooine (among other things), and BOY was I surprised the first time I did so after the publish. Before, I never wore armor - I found I could tank a Quenker easily, wielding a rifle no less, and almost never get hit (maybe one out of 15 attacks landed). Now, Quenkers own my unarmored butt. If I switch to armor and a stun baton or go unarmed, I still have to heal like mad to keep from getting incapped.


Now since I am nowhere near master in Rifleman, and just started TKA and Fencer,the new caps can't have caused this change. So what gives? Suddenly, I fight like a noob again.


--Tyrras


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

TyrrasOskillia

Radiant

Rifleman 4/3/1/2

TKA 0/0/0/2

Fencer 0/0/0/0
RaghunathRao
Sun Mar 21, 2004 12:16 am
#169

Another thing i found, and i think ive seen some people say something about it, is the stealthed change to HAM costs for specials.



A friend of mine who logged on tonight finally (notice alot of people arent playing as much as they used to before the patch? heh) told me that the devs werent happy with mind buffed/brandied people not having any mind cost for things like headshot, or something to that effect. Dont know if he is right or not, but i can tell you thatusing mindshot nowwill kill anon-buffed person using rifle faster than a Krayt (900mind, 500 secondaries-Mindshot 3- 234 mindpool cost to use on T21 now), using 2 servings of V brandy and my regen rate will keep up with the ham cost forever. I havent tested mindshot 1 and 2, but im sure they arent that much less in cost. which screws over new players more than anything.



This combat "rebalance" so far reminds me of the creature "balance" which simply forced most people besides defense templaters to have to use buffs to hunt almost anything over 6k ham or so, now u have to be buffed for 4k ham or bigger.



Devs, ur living in a dream world if u think most players are gonna live with the combat system all screwed up like it is (and we all know it, even if u dont say anything) for a month, till u release the rest of the "rebalance" that we are supposed to believe will make it all better.I have been playing this game since day 2, and ive heard that line so many times its a joke. Today was the first saturday i can ever remember where over 1/2 my guild didnt log on at all, and of the ones that did, 1/2 of them werent on for more than an hr or so.





Rag Rao
M BH, M Carbineer

"You Are in Command now Admiral Piett"
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