Development Cycle Archive

Thread: 19 Answers 4-29-04

macnider123123
Fri May 07, 2004 4:50 pm
#261






Thunderheart wrote:

Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)


Have a great weekend!






Whoa! Did I read that right? So we might get no answers this week AND we'll definitely not get any answers next week for the other 19 profs?




...has mastered the Pilot profession

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LeBob
Fri May 07, 2004 5:34 pm
#262






Thunderheart wrote:

Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)


Have a great weekend!











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PillowTech
Fri May 07, 2004 5:51 pm
#263


Thunderheart wrote:

Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)

Have a great weekend!



TH you work hard enuff, we can wait for the 19 questions. It won't kill us, . But don't let any of that JTL E3 stuff slip cause that would kill us, lol.



26 August 2003 - Devs make their first detailed promise to overhaul the Smuggler profession.

27 September 2004 (03:10 PM) - Smuggler_Caylin tells fellow smugglers that he is stepping down as Smuggler Correspondent.

23 November 2004 - PillowTech switches to World of Warcraft.
Gouta
Fri May 07, 2004 6:42 pm
#264


Thunderheart wrote:

Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)

Have a great weekend!






If the answers get delayed can you post and let us know not to expect the answeres until your back.

Much appriceated.
Ciirybeccaskyr
Fri May 07, 2004 7:16 pm
#265






macnider123123 wrote:





Thunderheart wrote:

Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)


Have a great weekend!






Whoa! Did I read that right? So we might get no answers this week AND we'll definitely not get any answers next week for the other 19 profs?








you got it.


Another fine example of communication. At least he told us we where screwed on the answeres for this and next week even if it was in a roundabout way.




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Waste93
Sat May 08, 2004 1:34 pm
#266

TH:


The vision for the rifleman has not changed. They are still intended to be the long range snipers and that will stay the same......






Please explain how that is possible.


Four main skills of the sniper are Accuracy, Range, Camo, and Observation.


Accuracy isn't much of an issue other than at Master levels at least we have Pistols being rather accurate at max range just as we have Rifles accurate at min range.


Range. This is non-existant nor likely to increase. Typical sniper ranges are 600-700m. That is 10X greater than current max. At the ranges we can engage in you would not even want to use a scope. The scope restricts field of view and with magnification it actually makes it difficult to hold on target when the target is close and moving.


Camo. Other than ConcealShot there is no real chance to use camo. Part of the snipers role is to remain unseen. However in PvP everyone can see everyone else with the use of radar. In PvE there is ConcealShot of course.


Observation. Not sure how this would be added. Part of the snipers role is to observe and monitor the enemies movement while remaining hidden. The closest you could come to implementing something like this is if you had snipers able to hide from radar. In that case you could use observation as a counter to that and enable those with a high skil in this an increased chance of detecting those that are hidden.


A couple more things about snipers. Their motto is "one shot, one kill". That is an ability that could be terribly unbalancing. So is highly unlikely to be added.


Also right now Riflemen have one true sniper type attack, ConcealShot. SniperShot isn't a true sniper move since snipers aren't usually restriced to only being able to kill someone that is already unconcious. So the name aside, SniperShot isn't a sniper move.


But Rifle also have four AoE attacks. AoE attacks are not sniper moves at all. A sniper uses precission shooting, not spray fire. If Riflemen are suppose to be only snipers, then wouldn't all AoE attacks have to be removed?


Though the sniper is a staple in a number of games, and lets face it how many FPS's don't have a sniper rifle, it doesn't really translate to SWG.


So what is wrong with making Riflemen what their skills and the game mechanics limit them to? Infantryman. The Rifleman is the basic unit of an Infantryman. The word is basically interchangeable. The US Marines even call their Infantrymen, Riflemen.


Given the limitations placed on combat ranges, no one shot kills, etc. Being a sniper is not really possible.


PS : Your HTML postiing makes it very difficult to quote you without getting an error. That "you don't have permission to post in HTML" error.



Colonel Waste - The Wookiee Crusader
KzinKiller
Mon May 10, 2004 9:41 am
#267


Thunderheart wrote:


Heads up - the correspondents and I are still debating over some of the answers for this week's post. If we don't settle our debate by tomorrow, we wont see 19 answers until I get back from E3. (week of the 17th)


Regrettably, this is par for the course ... promise something that you realize is of great importance to the community, and then admit quite soon thereafter that you don't really have the resources to deliver it.


Promises are easy, execution is hard ... if you're not ready to do the hard part, don't make the promise. Not exactly rocket science, but apparently a revolutionary concept at SOE HQ.




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
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Acidpeace
Wed May 12, 2004 12:18 am
#268

The truth is that star wars needs many changes and as soon as possible better


See you!
TrancerKarn
Wed May 12, 2004 8:40 am
#269






Golathe wrote:



SWG Developers / Designers:


...snipped a bunch of great ideas you should scroll back to read...




Fantasticpost Golathe. Really hope some Devs take a look. Also hope it gets copied other places so everyone will have a chance to see it.


Good work!


---------------------------------------------------------------------------


trancer karn


P-Nice
Wed May 12, 2004 5:15 pm
#270

Bugs
-------------------------------------------------------------------
1: Whisper Bird missions on Yavin still bugged/duds


2: Rubber band effect of dismount still going strong (some times up to 150m from dismount spot)


3: Up command in /movefurniture up xx still very flakey (hardly ever works for me)


4: Animation on harvesters still flakey (mainly heavy mineral)


5: Factory Crates of mines stiil read 0


6: Mine Fields not working at all for Rebels


7: After "storing" speeder bike it is still in the world and you can still be on it. Calling it again causes another instance of it.


Imbalances
----------------------------------------------------


1: Faction Turrets still FAR FAR FAR too weak both in damage and hitpoints


2: Rifleman Jawa rifle need a HUGE nerfing to 1/2 power or less


3: Combat Medic or DOC badly needs AREA poison / Disease cure


4: All GEO weapons need to be taken out of the game or nerfed big time


5: Armor needs to be completely redone and PLEASE do not add any super loot armor (ris) this causes HUGE Imbalances


6: Total number of Jedi needs to be regulated to no more then 20%-30% of server population


7: Cost of repair on Speeder, and Swoops is actually more then it cost to make a new one. Now its cheaper to buy CRATES of speeder and throw them away when they blow up - desposable bikes is that the intention here?


General Problems
----------------------------------------------------


1: All new content (GEO Cave / Corvett) is being added for only elite combat people. This is a total outrage and needs to be delt with!


2: Moons such as Rori and Talaus need some harder POIs to attract trafic and people to them. POIs on these moons pose no challange for elite combat players.



NOTE: This list is just the beginning, I will be bumping and adding me as I go!


P-Nice
Wed May 12, 2004 11:57 pm
#271

Bugs
-------------------------------------------------------------------
1: Whisper Bird missions on Yavin still bugged/duds

2: Rubber band effect of dismount still going strong (some times up to 150m from dismount spot)

3: Up command in /movefurniture up xx still very flakey (hardly ever works for me)

4: Animation on harvesters still flakey (mainly heavy mineral)

5: Factory Crates of mines still read 0

6: Mine Fields not working at all for Rebels

7: After "storing" speeder bike it is still in the world and you can still be on it. Calling it again causes another instance of it.

8: About every 3rd Bounty Hunter mission is bugged

9: Most of Pistoleer Prof. is bugged/not working

10: Ticket Collector still needs to be clicked a number of times to function

11: Jawa Ion rifle does not work on lairs

12: You can still get a TEF even if your OVERT


Imbalances
----------------------------------------------------

1: Faction Turrets still FAR FAR FAR too weak both in damage and hitpoints

2: Rifleman Jawa rifle need a HUGE nerfing to 1/2 power or less

3: Combat Medic or DOC badly needs AREA poison / Disease cure

4: All GEO weapons need to be taken out of the game or nerfed big time

5: Armor needs to be completely redone and PLEASE do not add any super loot armor (ris) this causes HUGE Imbalances

6: Total number of Jedi needs to be regulated to no more then 20%-30% of server population

7: Cost of repair on Speeder, and Swoops is actually more then it cost to make a new one. Now its cheaper to buy CRATES of speeder and throw them away when they blow up - desposable bikes is that the intention here?



General Problems
----------------------------------------------------

1: All new content (GEO Cave / Corvett) is being added for only elite combat people. This is a total outrage and needs to be delt with we need new content that ALL players can enjoy!

2: Moons such as Rori and Talaus need some harder POIs to attract trafic and people to them. POIs on these moons pose no challange for elite combat players.

3: If you have a TEF you cant even enter you own established residence. TEFed people should have access to all buildings in the city they live in, and Guild Hall they belong to.


NOTE: This list is just the beginning, I will be bumping and adding more as I go!
Waste93
Thu May 13, 2004 8:04 am
#272






P-Nice wrote:


Imbalances
----------------------------------------------------

2: Rifleman Jawa rifle need a HUGE nerfing to 1/2 power or less

3: Combat Medic or DOC badly needs AREA poison / Disease cure

4: All GEO weapons need to be taken out of the game or nerfed big time

5: Armor needs to be completely redone and PLEASE do not add any super loot armor (ris) this causes HUGE Imbalances





It would seem that your problems in 2 and 4 isn't with the weapons. It's with stun damage. This is related to issue 5. The very high powered armor can get resists in the 75-90% range except vs stun which is topping out at about 40%. This is leaving stun as the only viable method to use to attack in many cases since it is doing twice the damage as the same AP weapon of another damage type. You don't have to nerf the stun weapon so much as you have to balance out the armor resists to a more level area. If resists were topped out at the 50-60% range then stun damage becomes less of an issue. Since you can hit someone with another damage type anda higher AP would more than cover for the resist difference.Or leave armor vulnerable to more than one type of damage type.


As for issue 3. There needs to be some changes to CM overall. First there is the apparent bug that lets them throw over the 64m max range everyone else is limited to. Also their damage isn't reduced for PvP while everyone elses is. You also have to remember that their chance to hit and disease/poison someone is dependently solely on the CM. Armor offers no protection nor do any defensive mods the target may have. Defenses should be taken into account. It's what they are there for.





Colonel Waste - The Wookiee Crusader
jonyank
Fri May 14, 2004 9:58 am
#273

I want answers damnit!



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