Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-26-04)
Jman3ooo wrote:
My question right now is this: I have two characters right now, Shados, and my jedi Reborn. When the revamp hits what will happen? You still haven't explained anthing particuarly well.
Shados will be free to be played however you wish. Your Jedi will be a Jedi at some level. It will be a Jedi because you have a Jedi now. If you had NOT had a Jedi, there would be a calculation based on what effort you had put into the system and get credit for it in the new system.
The reason I havent explained it thoroughly is because the answer don't exist yet. They are coding it now.
Yes, that's a fair description of starports.
Thunderheart wrote:
Obi007 wrote:
Jedi need some feedback and promises about if our grind is going to be wasted with the Jedi revamp. Also hologrinders would like some feedback on if their work will be compesated.
I understand you can't tell us anything about the new system but just tell us if we should stop working on getting Jedi xp or not.
Keep in mind that since the two systems are so very different, there isn't going to be an exact translation. We'll make a fair trade off from one system to the other.There ismuch concern, let me be clear:
If you are a Jedi with 2 slots, you will keep them and still be a Jedi in the new system.
If you are not a Jedi, and have mastered X number of professions then some level of advancement through the system will be included based on how many professions you completed.
TH, how's the switch going to happen from current Jedi to the new system. I'm at 4/2/3/4 in the Initiate tree, so basically, how will the switch affect me. Should I stop working on my Jedi till the Revamp, or keep going? We already know we're keeping our Jedi, we just want to know how the old Experience system will transfer over to the new Experience system.
Also, is there any way we could get a look at the new skill trees?
Hey Th we need somewhere to respond to Shug's conversation w/ the Italians, but for now here are 2 ideas;
GCW & Player Cities + HQ's
As current: advanced cities require large swaths of tract housing, some forming ersatz walls around the few remaining HQ's
Idea: add ability to build Outposts like the Rebels have on Rori/Imps on Talus, that generate FP for its soldiers (moreso for overtly garrisoning it) and various area-of-influence bonuses (like experimenting on Stormtrooper armor)for the faction. Attacks during vulnerability could knock out services such as the shuttle/halt benefits until craftables, creds and resources are expended in heavy repairs.
GCW + NPC Factions
A combination of questing like we did for DeadEye,battles, etc.could swayplanetary NPC factions to the Rebellion or Empire on your server. (i.e. if the Rebellion recruited the Ror-gungans, not only wouldtheir POI would provide sanctuary & neat quests/rewards, Ror-gungans would in essence act as Rebel NPCs.*) Faction noobs/solo'ers could also sway individual 'townie' NPCs [to encourage time to be spent outside oflaggy Theed & Coronet, and a more personal effect than DeadEye level agitation.]
*would stim Rebs, fight Imps/their NPC allies, available as vitality-instead-of-permadeath pets, etc.
MrRiflemaker wrote:
Hey TH: I am a pistoleer that is sad and here are my reasons........
This is no joke the pistoleer tree needs a revamp on the abilities which dont work properly, for example body shot 3 does less damage than body shot 2.... you catching on yet .....and what about pistol melee hit 1 is said todo better than pistol melee hit 2 .... ugggghhh these need to be fixed, but yet the devs refuse to see to this, and they want to add dual pistols without a fix for these things.
I mean i am happy we get dual pistols , but for the dual pistols I will give you some insight because the devs might screw it up.
Ok here goes, A couple ideas for wielding dual pistols:
1. Dual pistols need to be as follows if I wield dual pistols i should be able to cause not double the damage but mabey 3/4 higher damage than the usualand in wielding 2 pistols I will have Horrible Accuracy mabey with a ratio of1:4 tohit something.
2. If i am using dual pistols my primary one meaning the one in the right hand will be the same as it always was and do the same damage and fire the same rate and accuracy you had using it ,but the one in my left hand will fire, but the accuracy is still horrible and if i use an ability such as double tap it will have to use up more action doing so, but will cause twice the damage but my likely hood of hiting somethings is a ratio of mabey 1:2, or 2:5(you decide on ratio, whatever feels balanced).
3.If i am using dual pistols and use an ability such as double tap it will cost a lot on the action bar, but deal quite a lot of damage, but indoing so your hands get to hot and the pistols health itself will immensley decrease and break or come to a complete uselessness very quickley and when using dual pistols your accuracy is bad but not soooo bad just reduced a little bit.
Well I hope You read My ideas for dual wielding pistols..... and i hope it helps
One more thing please for the love of God can we have new animations, for example double tap should not look like every ability i use, such as stopping shot, mabey double tap can have a quick sound blast and a nice fast sparkly laser coming out.... not the usual laser , but nice and sparkley or more glamorised
Thunderheart you stay clean and good and I acknowledge everything you do ..... and I say keep on GOING!!!
INSIGHTS WRITTEN BY Mr.Riflemaker
Shazeen wrote:
Thunderheart wrote:
- Specials. For the most part, most specials will still be the same, but with better numbers in terms of the overall system. In the cases where certain specials dont seem right in some way (dont work as intended, balance breaking, unfun), the devs want to change them. Though this is a big task. Making new animations and adding them in can be time consuming and if they prove to be a big time drain, we'll probably add/change them after the CB gets published.
I dont understand how this is as big of a task as you claim. Whats so hard about fixing a special if its broken or ineffective? Take pistoleers for instance. 10 of our 12 specials either dont work, are redundant, or quite simply ineffective. The fixes for these however dont appear to be a time-consuming task. A few publishes ago, similar fixes were provided for the carbineer specials, so its been done before. Randonb wrote up an excellent document which provides a number of reasonable suggestions to fix each of our specials. I would hope that we would see some sort of action in regards to these issues soon.
The actual mechanics is fairly easy for the developers, but adding new specials need new animations. New animations is where things get time consuming.
Thunderheart wrote:
Jman3ooo wrote:
My question right now is this: I have two characters right now, Shados, and my jedi Reborn. When the revamp hits what will happen? You still haven't explained anthing particuarly well.
Shados will be free to be played however you wish. Your Jedi will be a Jedi at some level. It will be a Jedi because you have a Jedi now. If you had NOT had a Jedi, there would be a calculation based on what effort you had put into the system and get credit for it in the new system.
The reason I havent explained it thoroughly is because the answer don't exist yet. They are coding it now.
Then why cant you all just fix the broken and ineffective specials now? I dont think any pistoleer is necessarily asking for new specials per se, we just want the ones we have to be useful. Currently they are not, and it becomes extremely demoralizing to use the same special every second your in combat.
Thunderheart wrote:
Shazeen wrote:
Thunderheart wrote:
- Specials. For the most part, most specials will still be the same, but with better numbers in terms of the overall system. In the cases where certain specials dont seem right in some way (dont work as intended, balance breaking, unfun), the devs want to change them. Though this is a big task. Making new animations and adding them in can be time consuming and if they prove to be a big time drain, we'll probably add/change them after the CB gets published.
I dont understand how this is as big of a task as you claim. Whats so hard about fixing a special if its broken or ineffective? Take pistoleers for instance. 10 of our 12 specials either dont work, are redundant, or quite simply ineffective. The fixes for these however dont appear to be a time-consuming task. A few publishes ago, similar fixes were provided for the carbineer specials, so its been done before. Randonb wrote up an excellent document which provides a number of reasonable suggestions to fix each of our specials. I would hope that we would see some sort of action in regards to these issues soon.
The actual mechanics is fairly easy for the developers, but adding new specials need new animations. New animations is where things get time consuming.
I've had less success in the actual Bounty Hunter forums so I'll give this thread a shot and paste it in here--
Thunderheart wrote:
MrRiflemaker wrote:
Hey TH: I am a pistoleer that is sad and here are my reasons........
This is no joke the pistoleer tree needs a revamp on the abilities which dont work properly, for example body shot 3 does less damage than body shot 2.... you catching on yet .....and what about pistol melee hit 1 is said todo better than pistol melee hit 2 .... ugggghhh these need to be fixed, but yet the devs refuse to see to this, and they want to add dual pistols without a fix for these things.
I mean i am happy we get dual pistols , but for the dual pistols I will give you some insight because the devs might screw it up.
Ok here goes, A couple ideas for wielding dual pistols:
1. Dual pistols need to be as follows if I wield dual pistols i should be able to cause not double the damage but mabey 3/4 higher damage than the usualand in wielding 2 pistols I will have Horrible Accuracy mabey with a ratio of1:4 tohit something.
2. If i am using dual pistols my primary one meaning the one in the right hand will be the same as it always was and do the same damage and fire the same rate and accuracy you had using it ,but the one in my left hand will fire, but the accuracy is still horrible and if i use an ability such as double tap it will have to use up more action doing so, but will cause twice the damage but my likely hood of hiting somethings is a ratio of mabey 1:2, or 2:5(you decide on ratio, whatever feels balanced).
3.If i am using dual pistols and use an ability such as double tap it will cost a lot on the action bar, but deal quite a lot of damage, but indoing so your hands get to hot and the pistols health itself will immensley decrease and break or come to a complete uselessness very quickley and when using dual pistols your accuracy is bad but not soooo bad just reduced a little bit.
Well I hope You read My ideas for dual wielding pistols..... and i hope it helps
One more thing please for the love of God can we have new animations, for example double tap should not look like every ability i use, such as stopping shot, mabey double tap can have a quick sound blast and a nice fast sparkly laser coming out.... not the usual laser , but nice and sparkley or more glamorised
Thunderheart you stay clean and good and I acknowledge everything you do ..... and I say keep on GOING!!!
INSIGHTS WRITTEN BY Mr.Riflemaker
Thanks Mr.Riflemaker! Thats a great idea.
Duel wield does have new animations, but there isn't much beyond that and most everyone is working on the stuff everyone knows about.
Nothing against the original poster, but TH come on!! You respond to this, which is nothing but a perk for a class and yet you continue to ignore the load uproar that your Friday Feature has caused for the BE profession!!!
Is this an actual representation of your priorities? Or we now no longer on your radar since the 'promised' BE Guise was copy and pasted??
Or, as many ppl on the BE forums think, you're just ignoring us.
An angry BE