Development Cycle Archive

Thread: Publish 7: Major Features

garvin
Fri Feb 20, 2004 11:12 am
#300


I'm going to let you all in on a little secret that either TH is hiding or hasn't caught on to yet...the new Fire Blanket is not a tool to put out the DoT...it's a weapon that Commandos will benefit from...look at it's decription:


Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.


Currently the Flame DoT does about 200 burn damage each tick at most (most are reduced lower then that by heat resists and fire resists cause the burn to tick slower)...The burn is now slower and lower then a Novice Medic can heal with a simple Stim B...And the burn Timer does eventually end and go away...So like any bleed, it can be easily waited out via stim heals...


But instead of realizing this, the Dev's are adding an item to the game that, by using it, will do Mind Drain Damage to any Doctor who uses it...


So basically, when fighting Doctors players, Commandos have a new form of a Mind Attack...What Doctor in their right mind would use this Fire Blanket over a simple Stim pack? Seems kind of like Jumping in the Ocean to put out a cigarette...


This is a great example of things we commandos have been trying to convey to the Devs...but instead they'd rather add these "errors waiting to happen" to the game and go on the "opps" tour later...We were all in favor of some way to put out the DoT before the last patch (with restrictions)...but with the DoT reduction, a Stim B is all you need...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Xenothaulus
Fri Feb 20, 2004 11:15 am
#301

Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.


Only doctors will be able use this, am I reading this right? If so, I like it, as it doesn't strip the commando of their only real attack option in PvP. If anyone can use it, then it's not so good. Also, why doctor and not combat medic? It'd make more sense in the combat medic line.

/two cents



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
Jiist
Fri Feb 20, 2004 11:25 am
#302


Thunderheart wrote:
Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item.Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount.Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used.This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand.This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.




This seems like quite a big difference. I haven't had time to read through these pages yet (I will later), so I don't know what other people's comments are. I kind of like it how it is now...finding resources is a challenge and an every improving feat. It seems like with this new change, all I need to do is find the resource. So, what is the purpose of resource quality after this change? It seems like resource quality will be useless, am I missing something?

Thanks,
Jiist




*** I need to find a SWG gambling anonymous ***

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Milarella
Fri Feb 20, 2004 11:35 am
#303

So, is it safe to assume that the vendor item cap that was proposed for publish 7 is not going to be in publish 7? At this point, we just want to know for sure. I've only got 10 days left on my account, and knowing whether or not this is going to be implemented will help me decide whether or not I wish to renew.
3D4D
Fri Feb 20, 2004 11:37 am
#304

Banthas and Cupas are nice, but give me the RONTO!



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
BaronJedi
Fri Feb 20, 2004 11:43 am
#305

Thunderheart, why don't you guys discuss these changes with players a little more before you throw them in the game? I think this Warcry nerf is pretty ridiculous. I can't believe this game sometimes. You can't improve your character's skills without a fear that your moves will be nerfed in a future patch. People spend a lot of time building these characters and you change the whole game for some people in a heartbeat. I just don't understand things like this.




Draxx Py're | Master Rifleman | Master Squad Leader

)D(ark )F(orce )R(ising
RunemonIV
Fri Feb 20, 2004 11:44 am
#306

why hasnt flame dot's stopped at one hp like every other dot...?



Day one Veteran of the game.. just a little fed up.. /tiny
xtxShifter
Fri Feb 20, 2004 12:04 pm
#307

Will each proffession have its own stack cap (ie: With a pistol equipped, max dodge = x, but when arifle is equiped, max dodge = y)?



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

SkipMalone
Fri Feb 20, 2004 12:09 pm
#308




TH wrote:




One further comment, I noticed an abscene of any fixes to broken commando weapons



The HAR will be improved in this patch too - - remember, these are only the major features. Also keep in mind (sing it with me) Its coming in the combat balance....


All the combat changes will make sense at that point. (Its in progress...)


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


So how is it being improved. I dont understand.. what you devs consider MAJOR features dont seem to be game breaking issues... cupas? great, lamps and candles? great. Why not give us the meat instead of throwing us a bone.


* Whats gonna change about the HAR?


* What is the hard cap on defensive staking?


* what about ALL of the other changes promised months ago? ie: new way to unlock FSS.


And this combat balance you want us to sing about? Give us a time frame... It doesent have to be an exact date, but at least a rough estimate will be nice.


Now for my own little rant. You give melee characters a bonus to hit range, which is basically screwing over commandos again. Knowing that we have to be in melee range to use a special. And its not like our flamethrower wasent already nerfed as anyone wearing armor can just laugh at our flame specials now, but now you introduce fire blankets ( which in essence is not a bad idea, but really now, whats the point?). What about the fact our grenades accuracy is joke, but a CM can throw a disease pack from 64m causing an AoE with 100% accuracy.


The last patch was a failure, this one has some neat additions ( moving furniture up and down ), but for the most part I think you TH, and the devs have missed big picture. You cant implement bits and pieces of a "combat balance" and then tell everyone to /sing and be merry while we patiently wait for fixes that should have happened MONTHS ago.


/end rant



CRESSLIN


master commando


first mohawk on flurry, tallest human in the galaxy








































garvin
Fri Feb 20, 2004 12:12 pm
#309

why hasnt flame dot's stopped at one hp like every other dot...?


Because unlike every other dot the flame dot has a range restriction, a natural unlimited way to put out, a 10 delay timer and a few other restrictions the others don't have...


Also the Flame Specials are the commando's only working special...Other professions have working specials beyond their DoT...Commandos are forced to rely on their DoT more then other professions...so really, it's not fair to compare DoT for DoT...they aren't the same at all...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Tyranth
Fri Feb 20, 2004 12:29 pm
#310

so kwalenga melee and ranged defense wont stack anymore? or will dodge and block etc wont stack anymore? me confused
dpuWookiee
Fri Feb 20, 2004 12:33 pm
#311

WHY ARE WE NOT FIXING THE PROBLEMS WITH THE HEAVY ACID RIFLE IN THE COMMANDO LINE?



Botei Udunga - Master Commando / TKM
Odd Job - Master CM / Master Doc
The Hammer Clan (THC)
mmaughme
Fri Feb 20, 2004 12:37 pm
#312





Thunderheart wrote:

Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.




Bad, bad, bad. Let's take a look at some of the medical subcomponents...


  • Class 4 Liquid Petro - This stuff only appears once every few cycles, and is only occasionally usable.

  • Dantooine Berry Fruit - This stuff seems to be of good quality every 4 cycles, or so.

  • Lok Wild Wheat - This stuff may actually be of good quality once every eight cycles.

  • Talus Vegetable Fungus - Like Lok Wild Wheat, this is only of good quality once in a while.

  • Talus Water Vapor - This stuff is of good quality every 2-3 cycles -- more often than Lok Wild Wheat.

  • Tatooine Fiberplast - This stuff, like Lok Wild Wheat, is only of good quality every 6-8 cycles.

In introducting this new experimentation, you're lowering the quality of items such medicines, due to their already highly specific resource requirements, which are only sometimes of high quality. In most cases, resources are of low to average quality. I fail to see how this is going to make crafting more interesting.


Further, master crafters already have a huge advantage over non-masters. What's the point in adding a boost like this? Nobody wants to buy weapons, armor, medicines or harvesters from a middling crafter -- they only want to buy from a master. About the only crafting profession that can make any money at lower levels is the Tailor -- because there's no experimentation affecting the quality of the final product. Everybody else wants quality items created with maximum experimentation -- only available to Masters.





Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

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