Development Cycle Archive

Thread: Publish 7: Major Features

NashDarksabre
Thu Feb 19, 2004 11:16 pm
#183

Yeah, here they are nerfing brawlers (especially swordsman), who were never overpowered in the first place, yet they won't touch one of the most powerful PvP classes there is...combat medics.



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
Keuller
Thu Feb 19, 2004 11:17 pm
#184

Your defense stacking cap needs to address armor as well.

Say the cap is 150 melee and 150 ranged defense plus 150 of a secondary defense (counter-attack/dodge/block needs to be fixed). Your max in these stats should be capped lower when wearing armor. Say, 3-5% of the (total) encumberance (sum of health, action, mind enc #'s) is directly subtracted from your melee/ranged/secondary numbers. It might finally help balance out the game a bit. You can trade lower resists for a better chance of not being hit in the first place. As a wookiee I've found the only way to stay with my group is to not get hit, because if and when I do I'm heading back to the cloning center post haste (1-hit incaps occur about 80% of the times that I'm hit). Most other games have a system like this where you sacrifice agility (ranged/melee/secondary) for the ability to wear armor that blocks more damage. I really, really hope you're considering a system like this as it will lead to much more diversity if balanced correctly some people will remain defense stackers and avoid hits, others will put on some heavy armor and wade into the fray.



Keuller - Master Rifleman
Ais - Master Armorsmith
Armor/Loot Shop at 6460 4330 Tatooine
Demonbane23
Thu Feb 19, 2004 11:21 pm
#185

With the new combat system is there going to be any attempt to fix migration limits,,, i mean why can a human migrate any stat to 1100 and as a Zabrack im limited in every aspect some secondarys maxing out at 400 and 450,,,, Just seems like this was an issue that was never fixed and never was attempted to be fixed,,,,,,

azul
Thunderghost1
Thu Feb 19, 2004 11:28 pm
#186

Well, as a carbineer I'm doing the happy dance.......After 8 months we get some love...



J'olan, TRW
Cartelis, Corellia
"Televangelists: The Pro Wrestlers of religion." Steven Wright
Official Carbineer motto: "Carbineer...stunning crowds since Publish 7!"
LFD Agent Codename "EuroTrash"
"A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." Douglas Adams
0smspiff0
Thu Feb 19, 2004 11:31 pm
#187

"...and when every Jedi who plays more than 20 minutes has to fend off two dozen unconsented PvP attacks"


You concented to POvP when you chose to use the opened slot.



No Sig for now... stay tuned
Rounlin
Thu Feb 19, 2004 11:33 pm
#188

keep up the good work devs and ty TH
RayvinCorp
Thu Feb 19, 2004 11:33 pm
#189






Thunderheart wrote:





One further comment, I noticed an abscene of any fixes to broken commando weapons



The HAR will be improved in this patch too - - remember, these are only the major features. Also keep in mind (sing it with me) Its coming in the combat balance....


All the combat changes will make sense at that point. (Its in progress...)











But since you and the devs feel it neccessary to be tight lipped about one of the most broken and missunderstood (mostly from the devs and your standpoint) its kind of hard for us to keep in mind that we might get some type of love in any upcoming patch without you specifying it for us in the notes. ANY fixes that aren't "nerfs" is a MAJOR thing for commando's since we haven't seen that in at least 6 months now.



"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
Ster
Thu Feb 19, 2004 11:34 pm
#190

Things seem to be heating up...ummm, not to hijack anything but when are commandos not going to have to spend 1000 creds a shot for their HWs. Or better yet want to use their HWs at all. I think I should post in the prof forum, but there are already so many like this.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
ViDMaNiaC
Thu Feb 19, 2004 11:35 pm
#191

I like the candles!



Master Artisan, Master Architect, Master Armorsmith, Merchant 3440 - NGE > Trader/Engineer
Findy Toecutter -RIP-

Master Artisan, Master Architect, Master Marksman, Master Scout, NGE > Smuggler-in-training
Master Musician, Holo1 | Master Swordsman, Holo2

Finny Toecutter -RIP-
{ Dissident's City, Naboo }{ Sunrunner }
GabrielsSword
Thu Feb 19, 2004 11:39 pm
#192



Fratman wrote:
Why the refusal on the devs part to acknowledge the fact the Combat Medics need a hard and fast nerfing? All the combat changes look great, but I see no mention of toning down CM abilites. So basically any large scale pvp event can still be decided by 1 or 2 CMs. They are ruining pvp.




They ruined PvP when they made TKA a killing machine with minimal skill points invested. It's almost mandatory to have TKA in your template to defend yourself against them.

If anyone really wants to know why their profession isn't getting fixed it's because Jedi and the up and coming Space Expansion is their draw to this game and they want them to be attractive as a selling point. It's all about money boys and girls. The broken profession fixes have been put on hold to cater to and fix the Jedi Profession/Space Expansion for the next few months and they just don't have the manpower to worry about your insignificant profession.

Don't be surprised if this gets erased because they don't want the truth getting out...

http://forums.station.sony.com/swg/board/message?board.id=pikeman&message.id=18352

So they thow us a bone and get back to what is really important...Jedi. I wanted to be a Jedi like everyone else but now it's going to full of exploiting immature afk powergamers (minus a few honorable folks). Why would I want to be a part of that. Don't be surprised that after a few of these idiots swarm entire cities that they nerf their flagship profession into oblivian too.

The problem I'm having is now I have to wait another 6 months for my chosen profession to be fixed...

Long live the Pikeman



3 Accounts Cancelled
h310ise
Thu Feb 19, 2004 11:45 pm
#193

THANK YOU FOR PUBLISHING THESE NOTES! I really, really appreciate you getting this info out as soon as you could (before it's even on TC). If you're still watching this thread, a couple questions - the change to Warcry, does that affect panic shot? And can you possibly get Charged Shot 2 fixed in this publish? It was really hard to have CS1 nerfed and not getting the CS2 knockdown fixed at the same time, it would be ... nice if you could fix it.

Keep talking to us! Oh, and don't forget the poor Wookiees!
Skelletor
Thu Feb 19, 2004 11:45 pm
#194

Awesome, another good patch
Wolveryne40
Thu Feb 19, 2004 11:59 pm
#195

is this gonna involve fixing old bugs as well? or simply add more new ones?



He's dead Jim.
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