Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
FantasticPlastic wrote:
On the contrary, something WAS given to CMs--
THE FINGER. Enjoy it!
Odeko Resci
Decreased Starport time is a good thing, if you travel alot. But one has to think, just how often do star-shuttles need to arrive. I mean, every 10 minutes wasn't horribly annoying. Every 5 minutes though? Are we trying to say that there's NOTHING people can find to do to keep them occupied for a measily 10 minutes? If that's the case, maybe more general game content is in order, and not just shorter wait times.
Poison and Disease Resist buffs. Wonderful, just what we need. More uber docter buffs, in a world where 98% of the population run around buffed 24x7 already. You might as well turn poison and disease from creatures off in general. I mean, come one, forever ago, all the NPCs got switched to "beginner mode", and that just _finally_ got fixed. And now we're going to nerf other PvE occurances like poison and disease? And not to mention this nerfs combat medic, yet again.
Instead of buffs, buffs, buffs, and more buffs, why don't we get the horribly foresaken HAM and combat system done already. All players, no matter what profession, have far too little HAM to work with, without buffs. Doesn't this seem a bit pathetic to anyone else, or is it just me and my guildies? On top of the horrible HAM availability, all the armor that's available has disgusting amounts of encumberance. So your already-piddily amount of HAM, becomes even more piddily once you put on more than a few pieces of armor.
I've seen 10 people leave the game in the past month, 6 of them from my guild alone, because the so-called updates aren't fixing the problems at hand. They're giving us something else to focus our attention on, so we forget about the things that really matter, just long enough for something else new and shiny to be added. The problems that exist, still exist, and just wait for the problems from the new additions to add themselves to the pool. Heh.. I can't wait until JTL comes out, so we can all find ourselves warping into planets, warping backwards 3 light years after traveling for 10 minutes already, warping through a star might be fun, or who knows what else.
I mean even something as small as 9000 stat points to play around with, throughout the 9 bars total. This would at least allow us to get proper stat-migrations, bumping up the things our profession requires, and bumping down the things we don't. It would also allow us to play the game the way it is meant to be played; unbuffed.
People complain about things like a master TKA being able to destroy things faster than a group of master commandos? You know what? Send that master TKA in there unbuffed, and see how well he does. Spam Unarmed3 3 or 4 times, and see where your HAM is when you're done. Try close to nothing. Because of the doctor buffs, you've got professions that should not be able to out-damage other professions doing so anywhere and everywhere. I means, isn't it bad enough that master TKA gets ridiculous speed and power modifiers? But now you give the character a 3k HAM, and you might as well just paint an S on his shirt, and give him a cape.
And no, I'm not Commando. I actually was master TKA for quite some time. The only thing I got out of it was boredom, and almost leaving the game. Buffed, Brandied and Canaped, and I could pretty much go out and solo anything. That's just wrong. It has nothing to do with the defense mods, or the counter attack mods, or the block mods, it solely has to do with the fact that you've got a pretty acceptable profession buffed to ridiculous lengths, which turns him into an almost unstoppable killing machine.
Anyways, I've gone off on a tangent.
Lets fix the stuff that's broken, make work the stuff that we've been told has been added to the game (but still doesn't work), and stop trying to sugar coat everything so everyone forgets about the first two things. New and shiny is nice. But if it only works for a little while, what good is it?
Travel: Decreased starport wait times to 5 minutes!!
boro
Wastes less of my playing time
NO NO NO to the Merchant Nerf!
Travel: Decreased starport wait times to 5 minutes!!
This is one of the best changes to EVER hit live!!! It is just enough "down time" to check inventory, review weapon and armor conditions for repair needs, catch up on a few gmails, etc. The previous 10 minute interval was simply too lengthy if you just miss the shuttle, particularly when it is compounded by multiple 9+ minute waits when traveling to more than one planet in one travel period.
Misc: Adjusted the encumbrance values on Wookiee chest armor set 2 & 3
not applicableto my char
Profession: Doctor Added point blank area poison & disease cures for Doctors Added new Doctor Disease & Poison Resistance Buffs.
I appreciate having new schematics for my master doctor profession. I'll provide feedback on the actual use of these new items as soon as the appropriate resources become available in Wanderhome. NOTE: I'd love to see ALL of my medications and skills become useful in the game again once the HAM revamp and combat balance are complete. It's a shame that very few players need me in their groups anymore for adventures, and that hardly any players find a need to purchase my wide supply of medicines stocked on my vendor. It's ashame that doctors have been reduced to just "buff bots" and the only source of gameplay and income is totally centered around making buff kits and/or providing a buffing service. I'd prefer to see buffing go away completely with a well balanced HAM and combat design.
Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency.
Notice a slight improvement here, will do more testing. Still seems that CMs are the overbalanced critical factor in PvP.
Combat: Most current poisons & diseases will affect the target a similar amount of time.
Notice a slight improvement here, will do more testing. Still seems that CMs are the overbalanced critical factor in PvP.
Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Not enough experience to respond yet, still testing. PvP is very rare now with the perversion of the FRS affecting the number of "overt" players in game.
Combat: Added message to target when they resist a poison or disease.
Will check with a CM and see if this is working. Haven't noticed it as a victim yet.
Combat: Fixed bug that caused Fire & Bleed DoTs to not stick as frequently as they used to. There will still be the 5% chance to resist Fire or Bleeds that exists for all DoT resist checks.
Notice a slight improvement here, will do more testing. Still seems that CMs are the overbalanced critical factor in PvP.
GCW Increased all turret hitpoints. (Note - there may be an issue with this in Live)
Haven't been able to verify this yet as many GCW actives have retired thanks to the FRS design. Great concept, hope it works when people place turrets and populate the GCW again.
Crafting: Increased the Crafting Quest practice XP reward for crafting jobs by a small amount.
Fantastic idea!
Wookiee Armor: Increased encumbrance of Wookiee Armor 2&3.
not applicable to my char
Message Edited by EMC2 on 08-13-2004 12:12 PM