Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week Ending 2-1-04)
NakShedar wrote:
TH, pistoleers had an AE KD, called disarm shot 2. It was removed because it was so unbalancing, so please dont give carabineers' hopes up and say they might get one, unless you re-work the entire KD system.
It wasn't removed because it was unbalancing. It was removed because the effect was supposed to be a carbineer special. It was considered unbalancing at the time, but it was also in the wrong profession.
From the inside, the forums are an often frustrating place. There's never enough information, and often the information isn't what we want to hear
UCG's "official" forums are hosted on IGN. You're expected to be an IGN subscriber to get full access to those forums. There's no dev tracker equivalent; the forums appear to be basically set up and then left for the players to mess around in. UCG has no in-game holocron, and no online manual. The box manual is more like a pamphlet.
Trust me, the Holocron, the manual and the Tuesday Tips threads are REALLY noticable when they're gone.
So, once again, thank you devs, while we aren't always (or often!) in agreement, your communication efforts are much easier to appreciate when you compare to life without them
ROLLBACKS AND VENDOR ITEM DELETIONS:
Hello all. I am a very frustrated resource vendor dealer. On more than one occasion, I retrieve items from the stockroom of my vendor and list them or am in the process of listing them when the vendors go down or the server crashes (more often vendors going down). Once it comes back up, the rollback erases my items I have listed and they are no longer in my inventory or stockroom, they are just GONE! I have sumbitted a ticket but have gotten no response. Just 2 days ago the vendors went down and over 600000 units of solid petro I had listed are no more. This is killing my business and ruining the good time I have running it. Please help me with this issue!
Viciouss
Bria Server
Thunderheart wrote:
5. And my last question, how come fencers have dizzy moves but no knockdown moves? That is odd if you ask me... Might it be possible to give them a kd move.
Because knockdown, while a very cool move in theory is very exploitable. In rapid succession, its used to pin players down and create many situations where players can't get back up. The devs are working on a compromise to keep KDs in, but not in a way where it can be exploited so badly.
The team met on the new HAM today and some exciting progress has been made. As soon as I have a good feel for when its going to TC, Ill let you know.
You know, as a wookiee, this is often the only chance I have to take out an opponent outother than out buffing them and out buffing is rather difficult these days.
they should rename this thread from WEEKLY ROUNTDABLE(SP) DISCUSSION to
TH shoots the **edit** about the MINNING PROFESSION (what the heck is that?), furniture and other worthless game details - while the important questions go unanswered and ignored.
huzza
This really isn't aDEV item,but more of a suggestion on policy:
Last night I logged out because of a minor chat issue, and re-logging can help it...
I was unable to log back in because of the Login server issue. Luckily i was in my house and totally safe.It would be nice if a system message were sent out on such occassions to warn players that they will not be able to log back in due to technical difficulties... This would allow hunting parties etc, to go back to a place that is more safe than say the kryat grave yard... Spawning in the middle of nasty agro mobs without your group of 10-20 friends online the next day after a crash can be ugly ![]()
Thunderheart wrote:
Thats a good question. The versatility of the SWG combat system is so that you can mix and match.
((snip))
The tricky part is that currently, defense mods stack. This will change because there are some min-maxers out there who have really learned how to stack these defenses well and it confuses the issue. For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.
So give some thought to which hybrid combo you want to go with. Ask around and see what works well. Just remember that defence mods won't stack like this when the balance is done (because its caused a lot of unfair combat situations.)
So, if you separate out ALL the combat mods:
1. What is the point of mix and matching?
2. What is the point of a level-less system, if what you can do/defend againstis solely dependent on which weaponyou're holding at the time?
3.What is the point of building your character intelligently, looking at attack/defense mods, adding them up and figuring out (and working) towards that goal, so that you have a good character?
4. Does this mean that a Master Pistoleer/Master Weaponsmith will have the same defenses as a Master Pistoleer/Master TKM/Master Brawler, simply becuase they are both holding pistols? How is that "fair"?
It sounds like you only want people to mix & match based on offensive capabilities (I want to be able to do Fan Shot and Eye Shot and Fire KD, so take those profs), yet if you separate it all out you are discouraging mix & matching based on defensive capabilities. So, apparently you want people to get shot/hit more than they defend? Why is that?
5. Why are you once again forcing players to revamp their characters? You're going tochange a decently working system that gives the players an advantage in PvE and an edge in PvP.
A Master Fencer/Master Pistoleer withX Dodge and Y/Z Melee/Ranged Defense *should* kick some butt. Why do you want to take that away from the players? How is it "unfair" that this person, who has worked hard on their character, made intelligent decisions and sacrificed other professions (they coulda been Master Doctor too, or Master Architect...) in order to play the type of character they want, and feel fairly secure in their defensive abilities?
You make it sound like people pick & choosing mods from different professions is akin to exploitation. I don't think that's fair to any of the players. Please clarify what you meant by all this.
Thanks.
I have to say I agree with Laeren. If what you say is true that people have taken it to far to where they dont get hit and its an unfair advantage, I say you need to increase some professions accuracy or give /aim more of a boost to acuracy.
Anything is better than taking peoples customizations and own identity and throwing it out the window.
I actually wouldn't mind if the Miner/Farmer Profession waited until the Space Expansion, especially if it included the ability to mine extraterrestrial bodies (asteroids, gas clouds, zero-g flora farms, etc.). But then I also think that the Miner/Farmer Profession should be a Hybrid to include the Exploration branch of Scout, Surveying from Artisan (duh!) and some kind of Piloting skills from the upcoming Pilot Profession.
Just my 2cr.