Development Cycle Archive
Thread: 19 Answers 4-29-04
Thunderheart wrote some stuff that i won't quote as i can't use HTML on the boards
Just to say, don't get too bogged down with the "treasure maps" and the equipment buff ideas...
From what i am reading on the smuggler boards one of the few things nearly all smugglers agree on is that spice needs a big overhaul so it can compete with chef buffs, true experimentation on effect, duration and downer so i can actually make it worth peoples while to buy my spices rather than joe nobody down the road.
Also if your going to do any work on slicing take some of the randomness out, i know that many smugglers don't want to be able to choose what they get and many do.. i am personally most sick of getting low slices as a master, i want all my slices to be top end, i am supposed to be the best at this... Personally i want experimentation on tools to make a difference so i can use the best to make sure i do the best job.
These are what needs fixing, not slicing vehicles...
I love the ideas given in the smuggler answer!!
Judging by the amount of whining over the 10 minute wait at starports, smugglers should have a reliable source of income shuttling players between planets. The additional spices look good too.
My question is with regards slicing, is there any chance that the stats focused on in a slice will ever be at the smugglers discretion (like experimentation for crafting), maybe just at higher levels or even just master? It would make it a lot easier to set deals with customers.
Some great stuff to look forward to TH,
Erambacca
Tempest
Here's a question.
Can you answer any of these questions without mentioning "Combat Balance" OR can you give us details of what this combat balance entails? How will this help the game? So you have all these radio operators, machine gunners, assistant machine gunners, etc... What will they do to enhance my gaming experience? First... As it sits right now mass combat is borked simply because of lag. What good is being in a platoon of players fighting the GCW when combat pauses every 10 seconds? Second... obviously this will not be like the military. In the military a machine gunner is forced to do his job under penalty of court martial. Well this is a game, how are you going to make groups WANT to group together to combat in the GCW? Right now as it sits, at least in PvE,you rarely see any groups at all. People pick the template that is best (Rifleman, Combat Medic) and solo everything. Why get into a group when you can do it on your own. So where does all this sit?
Third and lastly, where do crafters fit into this combat balance? You have some crafting professions(similar to carbineer) that are simply a waste of time to master. Their entire client base has been nerfed to the point that no one plays that professions any more. I am a Bio-Engineer and since CH has been nerfed to hell and no one plays it anymore, and I can't make CL10 pets because who knows whether or not they will be valid, I have no clients at all. Where does that leave me for the next 4 months while you put all of your resources into the combat rebalance? What, am I supposed to repetitively make Broad Spectrums and collect credits that whole time? Am I supposed to sit in the corner and wait at $15/month for you guys to make my profession worth while? Or do I have to waste another 4 months (because I hate grinding) doing a different profession that I really don't care to master just to have fun in the game?
You guys really need to do two things if you want SWG to work. 1) Make a programming schedule and stick to it, and 2) FINISH what you start. You piss off a lot of people by leaving projects hanging into the wind just because popular demand said something else is more important. Not to mention, it takes TWICE as long for a programmer to come back to a project and figure out where he was then to just let him complete the project in the first place.
Which I can't help but feel was a bit cheap.
100% resists on foes with heavy armor should be justified. A humanoid character such as Axkva should not have 100% - it is just silly. Give her Master Jedi energy blocking (and reflection) and insane dodge skills, what ever. If someone manages to touch her - they should be able to at least scratch her.
Things which are completely immune to selected professions combat skills do create a requirement for grouping - and it's cool. To the guy with 90% composite armor who can scratch Axkva go ahead solo her. You will make some armorsmith very happy with all the decay your armor gets.
Once a day spawns are wrong. Also, the nightsister quests are all screwed up. No reward for finishing them (or the singing clan quests.) There is a lot of work to be done on dathomir, which seems to be outside the scope of CB.
I would like to make suggestion aboutAxkva make her a quest spawn. ie, you do singing clan missions which ends you with -5000 nightsister faction and then final mission is to go disruptAxkva's morning ritual. (We all know that we never really kill her because she will be back the next day - right?)
darthmole12 wrote:
LLJK_Griz wrote:
Thunderheart wrote:
So, no, we are not going to nerf Axkva, but rather, place a strong focus on the Pikeman profession in the Combat Balance as they deserve (which would include giving Pikemen a weapon or ability so that they could participate in these types of Night Sister Raids).
how about restoring the kinetic damage rifles WHICH WERE KINETIC BEFORE, AND WERE CHANGED WITH NO NOTICE so that riflemen can actually damage nightsisters
Umm...what? Rifleman are probably the best damage-dealers to Axkva and all the Nightsister elders. A T21 is Heavy AP and deals energy dmg...they have heavy armor and 30% energy resists...additionally, Rifleman are the only people who can solo the elders (conceal shot forever).../boggle
You should rename this thread:
How to answer 19 questions without saying anything at all.
Matsubaa wrote:
Utsanomiko wrote:
The_Great_Destroyer wrote:
Yikes, there's some big discussions going on in here. My only real question is if Mandalorian armor is supposed to be a big treat for BHs, what happens to us Wookiee BHs? Shafted again?
Don't tell me Wookiees (well, Wookiees orther than mine) were actually expecting to wear Mandalorian armor? They're 8 foot tall walking carpets; they'd be lucky to fit a helmet over their hands. Wookiee armor was a necessity (and not necessarily incontinuity), but Mandalorian armor for Wookiees... Whatever, serriously.
I find it odd how the same community that constantly lists 'doesn't fit SW continuity' as a major SWG fault also expects features to be inculded that just don't fit continuity or basic logic.
I suppose Imperial Rodian Pikeman are still requesting that the Empire hand out Royal Guard helmets to army recruits that magically fit over their dust-buster faces...If the stats on the Mandalorian armor are anything like what we expect to see, then it's perfectly reasonable to ask that Wookiees get to wear it or at least receive some equivalent.
We've been completely armorless for a very long time. Now we're going to give out armor better than the existing composite which has already destroyed the balance of the game and exclude wookiees from *that* too? It's bad enough that a wookiee Jedi wouldn't even be playable under the current conditions now you want to make it even *harder* to defend ourselves against the hordes of bounty hunters?
The exclusivity of the current armors is already unbalanced in favor of *every race but wookiee*.
"Expect" is the key word here. People 'expected' for ages that Bounty Hunter armor would eventually be added as a Master Armorsmith-made rival to composite, and finally after months of being in the game, it's a looted copy of 30% faction armor.
Composite is admittedly an extremely unbalanced armor type: very high base resists, only one vulnerability, very little organics in the schematic, no gated or rare resources, and the color-change hotfix is still up when it was scheduled to expire mid-January. If the devs are timely, this will be ocrrected in publish 10. There's no real reason or efficient way of borking the stats of other armor just to compete with Teh Borked One (comp). Might explain why RIS only gets about 50% base.
Funny how you don't expect Wookiee Hunting armor or Black Mountain armor to not compete with Composite, so you expect the devs to drop everything and add in a 4th armor much earlier just because they *finally* add in Mandalorian. When the team gets 2 Wookiee armor designs approoved 2 weeks after the first and then schedules them to come out 2 months after the first, why assume they can wedge a 4th one right in the middle.
I'd love to see Wookiees in armored spacesuits or a metal-plated jumpsuit like Dengar's or Fett's armor, but when the live team has enough trouble trying to figure out the Imperial hat was a coding issue (improper assighnemnt of gender/species restrictions from what I've gathered) or taking 5 minutes to copy and paste the container code from backpacks and satchels onto Architect cabinets & dressers, expecting even more Wookiee armor is unreasonable.