Development Cycle Archive
Thread: Publish 9.25 Feedback Thread...
Flynn_Nomad wrote:
How are you lost? He's saying with Master Bounty Hunter you get ZERO defenses?
What part of that ENGLISH sentence didn't you get?
Your come back is to say master ANOTHER profession for the defenses, well, you shouldn't HAVE TO!
DEVS Why do you have professions where multiple weapons are encouraged (Marksman, BH, Commando) and then discourage them from switching weapons?
Answer me.
It seemed silly to me that these professions got penalized for something they were SUPPOSED to be doing. The Bounty Hunter has no real defense (unless they master another profession...which in itself says that the BH profession isn't complete). About the only thing they had going for them was their diversity...which is hampered by the weapon switch delay. And heaven forbid you should accidentally click on the wrong weapon to switch to...THEN click on the "correct" weapon. Lots of "This slot is already occupied" messages and some pain. Whee.
PlayeroftheDay wrote:
Sensujo wrote:
A bounty hunters tale (not "A Master Carbineer/Master Bounty Hunter's tale")
------------------------------
Well it's another day of grinding Invest IV, so I come to my first bounty. 20% electric rsist, im using my LLC. Oh look a stun batton! I have 80% kinetic, 89% base composite, 2500 buffs, entertainer buffs, brandy, canape, and then I pumped some spice at the end as a last ditch effort. This should be fun. Walk up to her.... WHAM WHAM WHAM, 3 attacks and im down on the group watching her deciding if she'll kill me or not. She does. So I go back and killing her, and end up doing it, with 25 Health left.
2nd Bounty: After buffing AGAIN, I go find my second bounty. This one is white con, 0% electric resist, im thinking I can kill this thing. Except for the fact that it can deal out 1k of damage. Um... I only have 3k health. 3 hits and I'm dead again.
What do you want me to do? All of you 'this is great stop whining whiners', I have ZERO defense mods cause aparently SOE thinks BH's dont need em.(defense mods)Do you want me to spam in Cnet "Doing bounty missions PST need help!" Bounty missions are boring! No way can this patch be a good thing.
He's saying that SOE apparently thinks that BOUNTY HUNTERS don't need defense mods. He clearly illustrates that he is a bounty hunter, and he, being a BH, gets no defense mods.
And to your Carbineer defense, what defense mods to carbineers get? NONE
(every elite combat gets mitigations)
Either way, he IS whining too, lol.
But a Bh SHOULD be able to take out it's mark, and he should really dabble.
I'm a master commando/ Bh 3/1/1/4 and I rarely use my BH skills, commando's are just so much stronger.
(note. I would LIKE to use underhand shot then switch to my Flamethrower, but I stopped using that BH skill because of the weapon switch delay, did I mention today how much I hate it?)
Flynn_Nomad wrote:
PlayeroftheDay wrote:
Sensujo wrote:
A bounty hunters tale (not "A Master Carbineer/Master Bounty Hunter's tale")
------------------------------
Well it's another day of grinding Invest IV, so I come to my first bounty. 20% electric rsist, im using my LLC. Oh look a stun batton! I have 80% kinetic, 89% base composite, 2500 buffs, entertainer buffs, brandy, canape, and then I pumped some spice at the end as a last ditch effort. This should be fun. Walk up to her.... WHAM WHAM WHAM, 3 attacks and im down on the group watching her deciding if she'll kill me or not. She does. So I go back and killing her, and end up doing it, with 25 Health left.
2nd Bounty: After buffing AGAIN, I go find my second bounty. This one is white con, 0% electric resist, im thinking I can kill this thing. Except for the fact that it can deal out 1k of damage. Um... I only have 3k health. 3 hits and I'm dead again.
What do you want me to do? All of you 'this is great stop whining whiners', I have ZERO defense mods cause aparently SOE thinks BH's dont need em.(defense mods)Do you want me to spam in Cnet "Doing bounty missions PST need help!" Bounty missions are boring! No way can this patch be a good thing.
He's saying that SOE apparently thinks that BOUNTY HUNTERS don't need defense mods. He clearly illustrates that he is a bounty hunter, and he, being a BH, gets no defense mods.
And to your Carbineer defense, what defense mods to carbineers get? NONE
(every elite combat gets mitigations)
Either way, he IS whining too, lol.
But a Bh SHOULD be able to take out it's mark, and he should really dabble.
I'm a master commando/ Bh 3/1/1/4 and I rarely use my BH skills, commando's are just so much stronger.
(note. I would LIKE to use underhand shot then switch to my Flamethrower, but I stopped using that BH skill because of the weapon switch delay, did I mention today how much I hate it?)
Ok, I concede that Carbineers have jack for defenses, but they do have Counterattack which is something. I'm a little spoiled on my pistols. One thing that Carbineers do have is tons and tons of states they can apply. In the old days of Master Scout I could still take on my bounties, unbuffed using the correct tactics such as take cover, overcharge shot with LLC, etc. I have very few issues with the weapon delay myself, while fighting I clear my special queue and then switch weapons followed by my new specials, I barely even notice the weapon change delay. That's just my perception though. Also when your mark sees you and is going melee do yourself a favor and keep moving while attacking, if you stand still you area dead man.
* Increased Loot Kit Drop Rates
Heh.. This is a very good thing. :-)
* Jedi Bounty TEFs should clear properly
Don't personally know much about this, but I know our Bounty Hunter has had some positive feedback so far.
* Spawn time increased for Squilll Cave
Don't know much I'll enjoy this. Used to like how fast they re-spawned.
* Mark of Courage quest should allow looting of no-move item
Haven't had any experience with this one yet.
* NPCs should again equip/change weapons during combat
* NPCs should again use special abilities
These two points absolutly rock! It's about a dern time that the NPCs get off of "beginner mode" and slap me around a little.
Since I don't walk around uber-doctor-buffed 24x7 like about 95% of the server population, I don't get into PvP much. Every try PvP against someone who has +2500 doctor buffs. I'll give you a run down; hit, hit, dead. LOL :-)
However, even unbuffed, all the NPCs were less-than-capable of putting up a challenging fight. Even the NPC Dark Jedi Knights, with 100% resists to all. As long as I stayed off the specials from time to time, and had a couple heals here and there, I could eventually chisel him down.
Now, though, since NPCs are using weapons and specials, it's a different story. Last night I had a blast Aakuan Champion's Cave, on Talus. Fighting NPCs with stun batons, polearms, and all the specials that come along with those skills, was an absolute plus! I even got incapped a couple times. Thank goodness for Force of Will, from my master TKA profession, otherwise I'd have been dead, LOL.
I'm curious though. It _appeared_ that some of the moves that were being executed from the NPCs with stun batons, were not from the fencer tree, but in fact from the lightsaber instead. Maybe I was mis-reading the combat window, as it was scrolling by so quickly, but I know for certain I don't have the specials they were using. LOL. I'll have to keep track more closely next time. :-)
I'm psyched to see what it's like to go up against the Force Crystal Huners of Dantooine now. Or even see what it's like for our two Jedi members to go up against an NPC Dark Jedi Knight. I'm guessing it will be a lot more fun than it has been, heh. :-)
Now I'm just waiting to see some HAM balancing.
Here's just a few suggestions as to what might work for players.
1) More initial HAM in general, for all races, from the very beginning! In order for my human character to walk around, unbuffed, able to wear an Enc-sliced comp chest plate, one Enc-sliced comp bicep, and a pair of Enc-sliced comp gloves, as well as hunt, regen, and survive in the world, unbuffed I've had my stats migrated to the following: 500/700/900, 500/700/900, 400/400/400. Then I need to drink at least one Vasarian Brandy to keep my mind up there. Every once in a while I also have to drink a Garmorrl or an Accaragam to bump up the Red or Green pools. And every once in while I have to down a Canape, to further buff the Blue pools. Now I know what everyone is going to say. "Too bad. You don't like to use doctor buffs, then you get to suffer". Well, that's all fine and dandy, but come on, should a player who has mastered Brawler, TKA, Fencer, and half of Pikeman be capable of standing toe to toe with a couple NPCs without his HAM dropping like wildfire, requireing them to heal all the time, just because we've got flippin HAM points to work with? I mean NPCs have an incredible amount of HAM compared to even the strongest, non-buffed player characters, and it just plain bites.
2) As a player works up a combat profession (Melee or Ranged), a small amount of "bonus" HAM is aquired for each skill you obtain. This bonus HAM would be allowed to be thrown into whichever pool the player deems fit. What this would do is give the player a bit more HAM, in order to take advantage of the special moves and the better weapons that are aquired with new skills. It would also allow a player who is getting strong in their chosen combat profession to out and kill tougher baddies with these newly aquired specials and weapons certifications. As a player drops the skills, the bonus HAM gets auto-magically removed from the players pool.
3) As a player masters each profession, for the _first time only_, they obtain a small amount of bonus skill points. This would players to keep one or maybe two skill boxes from a profession, if they choose to drop it, and chase after a different profession. I mean really, since when do folks have to forget something just to learn something new. Now, I understand that this is a game and all. But it's a shame that you can't even take advantage of the Novice level of a profession, after you worked so hard to master it, just because you've chosen to try something else. Now, I specify that this bonus skill points only be rewarded for the _first_ time a player masters a profession, because otherwise people would re-master professions over and over again, to aquire enough skill points to master every profession across the board. Which would be even worse than the uber-doctor buffs. LOL
4) As a player works their way up a profession, some natural resistances should also be aquired. For example, the TKA profession, should at _least_ aquire more natural resistance to Kinetic attacks. This would allow a player to go out and fight tougher baddies, without having to rely on a set of Comp armor. Realistcally, melee professions should see a negative effect when wearing heavier armor. I mean, really, shouldn't you have a slower attack rate, as an unarmed combatent, if you're wearing a full set of Composite Armor? LOL Think about. Imagine Bruce Lee trying to whoop on a room full of baddies, while wearing a big, heavy suit of Composite armor. LOL. Not a very feasable possibility. LOL. Course, you couldn't implement such a negative effect until addressing the whole natural-resistance thing. I mean, come on, Nightsisters and Singing Clans run around in shredded clothing, and they're sometimes 90% and 100% resistant to -ALL- forms of attack. What the frick is that all about, and where I do get me some of those shredded clothes?? LOL
Now, the same thing could work for other professions as well. Lets say crafters and artisans. They are "smarter" characters. It takes "mind power" to remember all those schematics and such. So maybe professions like this could aquire better natural resistance to things like Mind attacks and such. Doctors and medics and such could maybe aquire a better natural resistance to things like chemicals and poison attacks. Professions like Scouts and Rangers might have a natural resistance against things like Action attacks. Creature Handlers might have better natural defenses in general when being attack by creatures, as opposed to NPC characters.
5) Now, as far as this Jedi thing is concerned. I understand you can't have Star Wars games without Jedi, but I am not the only one that is sick of seeing all these Jedi in a timeline that is supposed to be around when Vadar is supposed to have all-but-wiped out the existance of the Jedi. I think the new revamp is a good thing, and the upcoming one as well. Maybe I just don't realize everything that will be implemented with the future revamps, so I apologize for repeating things they may already be getting added to SWG. :-)
One would expect that not EVERY character should even be capable of becoming a Jedi. I think, when a player creates a new character, that a behind-the-scenes role (remember the days of D&D now) should occur. This role is the "become a Jedi factor". Every character would have one, and no body would actually know about it. Now, the Jedi-factor would basically sit, idle, in the background, until the day this player starts to chase the Jedi profession.
Lets say you do a mission, and at the end of a mission you talk to this guy. Unbeknownst to you, he is a force-sensitive NPC. Well, if your jedi-roll was high, then he might say something like "Good job young adventurer. I sense a presence in you that I have not felt in a long time. You should talk to my master Such-and-Such for more information. Here is your reward for completing the mission at hand.". You would go talk to the NPC we tells you about, which might lead you to another, and another, until finally you talk to an NPC that leads you to the Jedi Trials, and BoomBaby! you're on your way to becoming a Jedi. Woot!
On the other hand, if your jedi-roll was low, he might say something like "Good job young adventurer. Here is your reward for completing the mission at hand.". Technically the low-jedi-roll character would not be capable of becoming a Jedi, even if the character somehow stumbled across the in-game Jedi trials, on their own, without the assistance of in-game NPCs.
See.. Heh.. Seemeless right? Nice and quiet that way. :-)
Anyways, there's my 2 cents. Obviously my recommendations aren't perfect. Especially considering there is the whole problem with how to handle all these existing, non-Jedi characters, including myself. But hey, if my existing character is never capable of becoming a Jedi, I'm ok with that, heh. :-) I'll eventually get around to creating another character on a different server, or to buying a second copy of the game, subscribing to a second account, and creating an alternate character on Gorath, heh. :-)
Anyways, kudos, hats off, and BIG THANK YOUs to the devs for the NPC combat changes! They make the game MUCH more fun, and certainly more challenging, especially if you're a player who ventures out into combat without doctor enhancements! Thank you, thank you, thank you!
/salute
-
Danag Darklightning
Gorath Server
Master Brawler, Master TKA, Master Fencer, Novice Swordsman, Pikeman 0/0/1/1, Novice Medic
The first update to really change my gameplay since I can remember, if the next patch is as good as this one I may just go and edit out all the toasty comments I made about the GCW/CB pushback behind JTL.. But! It's gonna have to be a good one, and the next one after that, and a few more.. Then another.. And a final one of the same quality..
As annoyed as I still am I can't help feel that maybe they are on track again after the huge rant we all went on.. I could say something cheesy like this patch has given me a "New hope", but I won't.
Ah, just did..
Dev's you just went up a notch in my book, that puts you at notch one.
Message Edited by BountyBlunter on 07-30-2004 07:30 PM
Message Edited by Marcalus on 07-30-2004 02:58 PM
Akkori wrote:
Since "higher-level" NPC's were not meant to be solo'd, and I assume you are not doing that, just step back and let a teammate take on tanking the High-level NPC while you go to your OTHER teammate and get healed up. Then you can go back and relieve your replacement....
Its called tactics, and I am glad to see that there will finally be need of them in this game. Maybe we might even see some Squad Leaders appear again. As dumb as the /con system is, it is still telling that these NPC's /con as red....meaning they *should* almost always mean death would visit you quickly IF you try and solo them.
Not sure if you were refering to my earlier reply or not. If so then...
1. I never once mentioned in myreply about soloing higher level NPC's.
2. I never once mentioned about not using tactics.
If you weren't refering to my reply them diregard the above.
I do agree with your reply about teamwork and tactics, however to me disengaging the target and going to another teammate to be healed isn't good tactics; to me, good tactics would be positioning your CM so that he/she can heal the other teammates without them having to disengage the battle, that way you can continue the assault unabated while being healed. This is even more important for those teammates that do the "tanking" as these are the ones that are doing the most damage to the NPC. Then when the CM (or doc or whoever) is not healing they can provide fire support. But all this is beside the very simple point I was trying to make.
Even with a team, if you are the first one that is targeted by the NPC you will be the one taking the brunt of the attack, while that is happening you are still waiting for the wepaon switch delay. This applies to whether you are soloing or with a group. BH's and Commandos depend on the diversity of the wepaons at their disposal, however this is rendered practically useless by the weapon switch delay (which the NPC's don't seem to suffer from). That five seconds can make the difference between killing or being killed. That was my point.
WHERE IS OUR PROMISED FIX TO CHAT CHANNELS?
There are some really fundamental bugs that were introduced in 9.1. We were promised a fix. We were promised that it would be addressed immediately. And yet simple things like channels not retaining their privacy states remain.
Personally, I would rather back out the current improvements and go to the OLD system that deal with the hullabaloo that we have to put up with them now. Would be GLAD to provide a complete list of bugs and complaints if your QA department is unable to find any.
This is a RESTORATION. This is a BUG FIX. In publish SEVEN, NPC's stopped using the force, or specials, and stopped using weapons in favor of using TKM specials. So for about 2-4 weeks, they would KD Dizzy you. They were "fixed" and stopped using specials entirely. This was an interesting development since you could now take on 5 of any nightsister on the field and really suffer no ill effects.
BUT IT WAS BUGGED. It was imbalancing that you could take on CL 75-125 NPC's so easily. They're back to how they should be. And it is good.
I will say that Axkva Min was nerfed. I still have a screenshot of her hitting me with a Force Choke for 1992 points of damage. Her choke this morning was a mere 500. Enjoy.
Sabbthiel wrote:I am really happy to hear that high lvl NPCs will be require hunting parties again... but um.. can i expect to be "blasted" of my bike by maulers on Naboo?I, and my poor pet, were cut to ribbons upon leaving my home by master mauler, who was skirting our city.I mean, Night sisters and what not nice... but should we all now travel buffed and in composite?
The thing that really annoys me about this is that we *STILL* will not be allowed to call our pets to defend us while under attack and the pets *STILL* have too many pathing bugs to keep out even when they don't autostore on their own.
-Indene-