Development Cycle Archive

Thread: In-Concept Open Discussion (Week Ending 4-26-04)

blacktibbar
Mon Apr 19, 2004 4:32 pm
#14

About the combat rebalance, is there any chance we are going to see Armor certifications? I am getting real tired of seeing TKs running around in composite, as well as other Melee professions. That kind of armor would be just to bulky for the moves there are doing.



Grimrod
Elder Master Bounty Hunter

Torqa Dun
Jedi Nublet
Thunderheart
Mon Apr 19, 2004 4:40 pm
#15





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.







Kurt "Thunderheart" Stangl
Community Relations Manager
Ekhben
Mon Apr 19, 2004 4:42 pm
#16

Any time you have a choke point, players gather in large groups and suffer wait and lag. Also at that choke point, you get some players who like to try and lag everyone out for some reason. So the obvious grief there is to find check points and lag out everyone in an area to try and beat the system some way, so instead of having something fun, it ends up being "not so fun".

Yes, that's a fair description of starports.





Boycotting the GCW. I don't force you to PvE, don't force me to PvP!
Seomon
Mon Apr 19, 2004 4:42 pm
#17






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?





§eomon/§eo §nowlock

Large House-o-Crap located at 1175 -6143 outside the Agro Outpost on Dant

Grey Haven

Forever in remembrance of Tirza. May she rest in peace.

Ekhvram
Mon Apr 19, 2004 4:44 pm
#18

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.




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
Thunderheart
Mon Apr 19, 2004 4:44 pm
#19






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.






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.




Kurt "Thunderheart" Stangl
Community Relations Manager
ARC_Casper
Mon Apr 19, 2004 4:45 pm
#20






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.










Thanks for all the info today tho. It helps alot! =)




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
Shazeen
Mon Apr 19, 2004 4:50 pm
#21






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.





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.





~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


Zilod
Mon Apr 19, 2004 4:52 pm
#22

just some questions about jedis


maybe is my crappy english but my ideas are not very clear about the future structures of jedis


now we have 4 jedi's 'levels'


holo -> novice -> knight -> guardian


the new structures, as i understood, will have just 3 levels


novice (quest) -> knight (PvE) -> guardian (PvP)


as seem that every char will start with some knowledg in force (novice fs) and to proceed instead of grinding professions will have to complete some quest to become knight..


is it right?

and if yes what about current jedi in novice tree?


eg let's say that for each holo complete a char will get a lv1 box in novice tree... how about an actual novice jedi who have opened his slot and just gained the first line? he have still to do the 'basic quests' to 'open again' his jedi?



other 2 general questions

for tthe first revamp we see that the structure of jedi profession is being fully reworked, these changes are going to address other issues as continuity for jedis and the way they fill (armors, sabre with kin damage for example as they are most discussed) or we have to expect these changes for future updates? (publish 10+)

and how about jedi and economy?

atm jedi is the only profession who need a very high amount of money just to be able to play

for continuity (and dev first proposals) jedi should be like an hermit, who live in hiding and whitout millions to spend for crystals (not to say pearls), we can also add that this thing is impacting heavilly (and badly in my opinion) the general economy.

Is this a primary issue and concern for devs? ther's a discussion or plan to address it?


ok that's all....

sorry for bad english
Lasombra
Mon Apr 19, 2004 4:52 pm
#23

Just adding what I posted a few weeks back-



I've had less success in the actual Bounty Hunter forums so I'll give this thread a shot and paste it in here--


I spent some time thinking about what it really means to be a bounty hunter and the word "absolution" was a common theme. You hire a Bounty Hunter to end something, once and for all, right or wrong. Given the nature of online gaming where things have to be multi-instanced and players are allowed to clone and come back, this takes a lot of the flavor away from being a Bounty Hunter vs. simply catching the intended target in a skirmish or a duel and killing them that way...which any combat profession can do...


Ok, so we can hunt Jedi... which is pretty cool, not because we can attack them, cause again... just about anyone can... but because hunting a Jedi down and putting them down for the count gives partial absolution if you cause that Jedi to buy the farm and have to re-roll. Once that goes away, we as BH lose our flavor yet again.


So here's the idea. Give Master Bounty Hunters an added radial option on mark corpses for "Make Trophy". This action createsa carbonite-encased trophy named after the trophy in the bounty hunter's inventory.This trophy could then be taken back to the person who put the bounty out as proof, or forreward, or simply dropped in a home or building structure on display (it would basically look like an uprightstatue just like Han Soloin Jabba's Palace).


Details

+ Goes without saying but this would obviously only work on official bounty missions, not standard PvP, duels, etc.

+ To promote inter-profession dependancies, make it such that a Bounty Hunter has to have a "Carbonite Kit" in their inventory to successfully invoke the Trophy command. Make the Carbonite Kits something that... Master Bio Engineers have to make... then make the creation of the kit require... some life preservation module that requires a Master Doctor to make. You get the idea.

+ If the trophy is inspected it will relay the time of death (easy to implement, just show the time of creation for the trophy) for authenticity.

+ Make it such that the Bounty Hunter had to have done the majority of the damage to the target to be able to claim the trophy. (To prevent pot-shot bounties)


Thoughts?



Fatal Exception
Raven's Fury - STOP 0x0000000E
"You will plead me unrepentant" - Jaster Mereel


Zilod
Mon Apr 19, 2004 4:53 pm
#24


just some questions about jedis


maybe is my crappy english but my ideas are not very clear about the future structures of jedis


now we have 4 jedi's 'levels'


holo -> novice -> knight -> guardian


the new structures, as i understood, will have just 3 levels


novice (quest) -> knight (PvE) -> guardian (PvP)


as seem that every char will start with some knowledg in force (novice fs) and to proceed instead of grinding professions will have to complete some quest to become knight..


is it right?

and if yes what about current jedi in novice tree?


eg let's say that for each holo complete a char will get a lv1 box in novice tree... how about an actual novice jedi who have opened his slot and just gained the first line? he have still to do the 'basic quests' to 'open again' his jedi?



other 2 general questions

for tthe first revamp we see that the structure of jedi profession is being fully reworked, these changes are going to address other issues as continuity for jedis and the way they fill (armors, sabre with kin damage for example as they are most discussed) or we have to expect these changes for future updates? (publish 10+)

and how about jedi and economy?

atm jedi is the only profession who need a very high amount of money just to be able to play

for continuity (and dev first proposals) jedi should be like an hermit, who live in hiding and whitout millions to spend for crystals (not to say pearls), we can also add that this thing is impacting heavilly (and badly in my opinion) the general economy.

Is this a primary issue and concern for devs? ther's a discussion or plan to address it?


ok that's all....

sorry for bad english
Zilod
Mon Apr 19, 2004 4:54 pm
#25

sorry for double post
Kevm
Mon Apr 19, 2004 4:54 pm
#26






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





Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
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