Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)

capodan76
Mon Feb 02, 2004 11:52 am
#27

I would like to sound off on the planned changes to remove stacked defenses from the game. First, I would like to say that I understand the problem that's involved here. Basiclly, I can see how certain profession combinations would give a player such high melee/ranged defense as to be unfair (especially in terms of skill points used). The problem with the proposed solution, as I see it, is that it completely undermines one of the core design features of the game, which is that there are no set "classes" such as fighter/bard/healer/etc. SWG was designed to give the player freedom to create their "own class" of character by experimenting with different professions to find what works best for them. By removing stacked defenses, you basiclly remove the entire advantage of mixing professions to begin with.


I have a compromise solution which I feel is fair to both sides of this issue, which I humbly submit for consideration.


What I propose is simply a cap on ranged and melee defense which will increase only as a player spends more skill points. Basiclly, set the cap at "x" for a new character, and as they train up into the advanced professions, allow that cap to increase gradually. (this is difficult to explain so bear with me)


for example, right now a player which has trained ONLY master marksman will have a ranged defense of +19. Make this the defensive cap for any Novice (read this as a new character) player. A player may be able to get skill tapes, buffs, etc. which would add up to a ranged defense of greater than 19, but if they are only a Master Marksman (or less than that), the added defense will not apply and they will be capped at 19.


Now, add cap increases at the top ofeach line in every combat profession, say +5 to your cap. Basiclly what this does is, no matter which combat professions a character chooses, their defensive cap will remain the same unless they really work at the profession(spending skill points) to reach the top of the line.


Next, add a larger cap increase at the master box, say +20 to the cap.Keep in mind here, I am saying add +20 to the cap, not to this character's actual defense, just to the allowable ceiling. By giving a large cap bonus at the mastery level, you basiclly acomplish two things: the first is that a master of an elite combat profession has a much greater defense than any novice, and second that it rewards those who choose to stay "true" to their profession while still allowing for dabblers exist as viable combatants.


I've thrown out some cap numbers here just as an example. The actual cap numbers would have to be more closely looked at, but basiclly I envision it that a Master Bounty hunter, for example, would get a defensive cap that is much higher than someone who just dabbled in the profession...and that in general, any dabbler would have a difficult time finding a combination that gives them a defensive cap as high as a Master Elite profession.


This is not to say that picking and choosing certain lines from several professions won't give someone an advantage, all that this cap system does is make sure that a player can't just go out and train 4 or 5 skill boxes and have the best defenses in the game.


I hope that I have been clear in the system I proposed here today. I can say that I am against the removal of stacked defenses because I feel that the freedom to experiment is one of the core features of SWG, and without a stacking defense, experimention becomes almost worthless. By capping off defensive maximums until a player moves further into a profession, I believe that SWG can continue to cater to those who wish to be true to a single profession, as well as those who wish to dabble among several combat lines for best result.


Thanx for reading...


DC

Sharlathea
Mon Feb 02, 2004 11:54 am
#28

It'd be really nice to get an update on the screen-shaking toggle, as discussed here:

http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=58698&page=1
VampireWookie
Mon Feb 02, 2004 12:01 pm
#29







Sketh wrote:

So, what does this leave us in terms on non-combat professions? Image designers, and ... Droid Engineers. While Image Designers don't have a lot of market, at least at some point, everyone has a use for them.


Thunderheart, you have stated that Droid Engieners cannot give players extra checkers. Yet DE's are one of only two non-combat classes that cannot do so.


I would like to hear an explanation of why this is.







He said other players can't get these "extra checkers" for free. To use level 10 pets or higher you have to invest skill points into the Creature Handler profession. Anyone can use level 10 or lower. It's been stated numerous times that's how droids will work.Level 10 and lower for everyone, anything higher you have to use skill points to control.


A lot of the examples you provide are temporary bonuses (Doctor, Entertainer, Chefs). I wouldn't classify them as extra checkers since they wear off after a period of time.


I don't see how allowing all players to own houses or harvesters is seen as giving players extra checkers. (Architect)


Bio-Engineers can only provide level 10 pets or lower to the general population. This would work the same with droids. Also Tailor and bio-engineer skill tapes don't add the equivalent of a 2nd player along with you as Pets do, so while this is a bonus, it certainly isn't "extra checkers" material.


Weaponsmith-- Players need certifications which they gain through skill point expenditure.


Armorsmith -- The benefits from armor are substansial, but still I would argue that they don't come near the added bonus of combat pets and/or combat droids.


Just my two cents...

TheBlur
Mon Feb 02, 2004 12:01 pm
#30

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DeQuosaek
Mon Feb 02, 2004 12:03 pm
#31

The forum search will not find messages newer than 1/28/04...


It's easiest for me to do a search of all messages that I wrote, so I can see which onespeople replied to rather than having 30 messages in my "subscription list", butthe searchis no longer working.




Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Sketh
Mon Feb 02, 2004 12:05 pm
#32






VampireWookie wrote:







Sketh wrote:

So, what does this leave us in terms on non-combat professions? Image designers, and ... Droid Engineers. While Image Designers don't have a lot of market, at least at some point, everyone has a use for them.


Thunderheart, you have stated that Droid Engieners cannot give players extra checkers. Yet DE's are one of only two non-combat classes that cannot do so.


I would like to hear an explanation of why this is.







He said other players can't get these "extra checkers" for free. To use level 10 pets or higher you have to invest skill points into the Creature Handler profession. Anyone can use level 10 or lower. It's been stated numerous times that's how droids will work.Level 10 and lower for everyone, anything higher you have to use skill points to control.


A lot of the examples you provide are temporary bonuses (Doctor, Entertainer, Chefs). I wouldn't classify them as extra checkers since they wear off after a period of time.


I don't see how allowing all players to own houses or harvesters is seen as giving players extra checkers. (Architect)


Bio-Engineers can only provide level 10 pets or lower to the general population. This would work the same with droids. Also Tailor and bio-engineer skill tapes don't add the equivalent of a 2nd player along with you as Pets do, so while this is a bonus, it certainly isn't "extra checkers" material.


Weaponsmith-- Players need certifications which they gain through skill point expenditure.


Armorsmith -- The benefits from armor are substansial, but still I would argue that they don't come near the added bonus of combat pets and/or combat droids.


Just my two cents...






You must realize that I am not talking about combat droids - I am referring to this quote:


Thunderheart said:


This is the general consensus and represents the "utility droid" path.


The trick is that there will be NO modules that "add bonuses" or enhance abilities. If the devs did that then we're getting back into the "extra checker" scenario. Further more, players can stack modules and start getting really unfair bonuses.


This quote can be fond here:


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=23188#M23188


What is being discussed is droid modules that give a slice bonus, etc, just like the skill tapes give skill bonuses.


My point is that all of these bonuses - even if they have a recurring cost - are aquired without the use of skill points.




______________________________________

Sketh Rial - Acting CEO CGZ Enterprises - Trade Minister for Riverveil
Master Droid Engineer - Master Artisan - Propagandist - Novice Carboneer
Visit Sketh's House of Droids (Tent) -3814, -1683 Riverveil, Corellia, Chilastra
Droid Owner's Manual - Version 4
DVader539
Mon Feb 02, 2004 12:12 pm
#33

First Link
Second Link

Here's a real, real, real simple fix for you.

Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

DustusNavar
Mon Feb 02, 2004 12:16 pm
#34

People on a house/structure admin list should be have control of vendors placed within the structure. Our guild runs a "Super Store" with maybe 30 vendors in it. We'd like to set some ground rules for our members as far as vendor stocking (minimum # of items for sale, minimum # of resources), etc, goes, but unfortunatelly under the current system there is no way for the adminsto enforce a rule. What we end up with is several empty vendors and our customers complain. This is also a problem when someone sets up a vendor and then leaves the game; there's no way to remove their vendor (vendors do not poof when maint. gets to $0) short of re-deeding the structure, and that's not an easy solution with all of the vendors that would have to be unstocked, moved, restocked, etc.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Squidwalker
Mon Feb 02, 2004 12:17 pm
#35

Well I have mentioned this in secondary in a few other posts, like the IC Pistoleer post. But I wanted to make a clear post on this one subject, and hopefully this is the right place.


This might be getting changed in the weapons phase of the combat revamp, but I have not heard anything of this at all.


The range modifiers on ALL weapons need to be changed. As I stated in the IC pistoleer roll in combat, each weapon type has a different roll, and a different range of effectivness to go with it.


PISTALS: The pistals should be up close, mobile combat. The should be right behind the meleers, moving, dodging, diving, rollin, blasting. The range of effectiveness for pistals should be 0-30m and start getting serious negative modifiers beyond that. Depending on the pistal, the optimum range can be moved around somewhere in there, or maybe for some special cases ie Republic blaster that seems to have a high range, move its limit to 35m or 40m. But your average pistal should be getting for example negative 10 at 40m, negative 25 at 50m and nagative 40 at 60+m. This is accurate with pistals both in RL and in SW universe. The pistal is fast, and accurate only at closer range. In this game they should be the fastest ranged weapon, with the lowest general damages. The pistoleer should be up close in combat, moving about, dodging weaving, doing some minor crowd control, tangling up the enemy, and keeping them distracted from the other weapons type characters. Already pistoleer has skill bonuses for accuracy while running, and that is great, and should be there. This is what the pistoleers should be doing. kneeling, rolling, diving, running. They need some decent defencive mods, both against ranged and some against melee. Since the meleers will likely be coming after them. If the standard dodge, block, perry? defences work against both ranged and melee then thats fine.


CARBINE: The carbine is the middle ranged weapon class between pistals and rifles. They are a little slower then the pistals, and do a little more damage. They should have good ranges say from 30m to 50m. That is their best ranges with no negative mods. If they go below 30m or above 50m, they start getting nagive mods. Maybe a little higher mods when going above rather then below. I say this because in SW you see carbines being very inaccurate at long ranges, blasting all around the target. So the carbine is a little more powerful then pistals, and a little slower, and the carbineer will stand back behind the pistoleers, moving some, but not as much as the pistoleers. Doing some major crowd control, hitting with some high powered hits at the targets. They have some bonusses to accuracy while running but not much. They should be standing or kneeling for best results, and some moderate ranged defences. Not as high as the pistoleers, but a little more ranged defences, and a little less melee defences.


RIFLES: The rifle is the ultimate long range, ranged weapon. These guys should be able to have no accuracty nagative mods for anything over 50m. They are the long range, take out the larger more troublsome targets, lay prone and snipe. The rifleman should be in the last ranks of combat, picking off single targets, or helping to take down the large ones. They are the slowest of the weapons, but also do the most damage. Idealy, the rifleman should not have to worry about anything other then other riflemen attacking them. The pistoleers are the primary defence for rifleman, and the carbineers being the secondary. The rifleman already has anti sniping skills for making other rifleman vulnerable, so this is already in line for logical combat. The rifleman will start getting some penalties for coming in closer then 50m. Say at 40m negative 10, at 30m negative 40, and 20m or less, negative 50. As I believe they already have, if the riflman is prone, and taking cover, etc. should be the ultimate sniper and concealed. Anyone shooting at them with ranged weapons, should have some pretty hard nagatives to hit that rifleman at that point. The riflman should have some pretty high ranged defences, especially with the above mentioned conditions, and no melee defences.


The basic idea of this post is to point out that the range modifiers for weapons are totally whacked and make no sence at all. Some don't even have a positive one at all. There should be a range of distances, where the weapons does get positive modiers, and outside that range they get negative modifiers.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Laeren
Mon Feb 02, 2004 12:19 pm
#36






Thunderheart wrote:








JoahSaett wrote:
The discussions on Stacking Defences seem to be an all or nothing issue. I do understand that balance is nessasary, but why not try hit a middle ground and spread ALL defence and state bonuses in a class throughout the four trees. This was done with the creature levels of the Creature Handler Profession, and I think it was a good fix for that problem, and it may work as well for this problem.

People who wish to play purely combat oriented classes should benefit from it over a person who is a Combat/Crafter (for instance).



A middle ground is being established...
I spoke of the pain of the Combat Balance in my "Art of Combat" post - - we are in that painful phase now.

The big challenge will be to think of professions as they should be and not as they are and to post those ideas in the "Combat roles" posts in In-Concept.





This doesn't really address the question, though, TH, about how this is going to affect characters which have worked hard to figure out the system, worked their way up the combat trees of various professions, and have worked hard to make character be the best that it can be.


Your previous post in the Commando forums (http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=42627#M42627) states:





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.)



You seem to only want us to concentrate on the offensive advantages of the combat professions, and "ignore" the defensive advantages. But, unfortunately, not everyone is after huge offensive capabilities. So, you're leaving us very much in the dark as far as the defense mods are concerned.


Also, if the defense mods cross-combat-professions will NOT stack, then what is the point of choosing more than one combat profession? Are you saying that a Pistoleer/Chef will have the same defense mods as a Pistoleer/TKM/Master Brawler if they both hold pistols? Can we get assurances that combat profs will continue to *SOMEWHAT* contribute to defensive capabilities as well as offensive? Or do you want everyeone to be Doctor + Combat Profession?




Aes Sedai Industries
::::
Swarriorx Irow: Mayor of Rauha (Naboo), Starsider (www.rauha.com)
::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
:::::::::Apprentice Filmmaker
Visit my movie page: Triquetra Pictures AIM: LegalMinn
Healo
Mon Feb 02, 2004 12:19 pm
#37

Forgive the potential of these beingstupid questions or comments... these are my first posts here, as I've been thinking about what bothers me so far.


I'd like to open by saying I love the game overall. It's been great, and I know it will continue to improve like Everquest did. But... there it is... There are things that do bother me everynow and then. Some have already been fixed, like vehicles disappearing on their own constantly, and players attacking me after I come out of a shuttle, cloning station, or just log in. Some things, however, still seem to be out there - for me at least.


Everyone is talking about this is going to be introduced in build 6 or that is going to be introduced in build 7 etc... Where do we find it? I have 2 accounts, one with a FSCS, that I am not going to risk losing (again) until after the permadeath system has suffered a permadeath.


Also, when will we get an idea of the "compensation" that we're going to get for holo-grinding? Can we at least get an idea of what we're looking at, because if I have to drop all of Entertainer and other non-combat skills and rebuild combat skills, plus stat migrate again, in order to do combat quests,I'm going to need time, which puts me at a disadvantage to those people that no longer have to wait, even though I've spent countless hours grinding away to unlock my 2nd FSCS. End result, the compensation isn't worth the investment made to masterthe professionsthat to this point (in my opinion)have beenuseless.


Food is useless if you're happy fighting without buffs. Make it required, buy and carry food if you are going to keep your strength up. Gives cooks a reason for being, and drives an economy. Harvester combat types and consumer combat types.


Same with entertainer (except for healing of wounds) - All work and no play makes Jack a dull boy... make non participation in cantinas or theaters more detrimental. Personally, I don't really notice any difference between 500 battle fatigue and 50 battle fatigue even though there is a 10 fold increase there. Can I get an ability to buff a whole group when I'm a Master Entertainer, Dancer or Musician?


What exactly advantage as a Jedi do get out of having used Image Designer in my profession grind? I know the old system is dying, but will we be able to gain a benefit for our FSCS skills by mastering some other skill? It would be nice to start with a slightly higher experiment or 2H Melee skill if I have already mastered that branch on my way to Force Sensitivity.


Smuggler was useless, since there were really no skills that were of a significant use unless you were also an Armoursmith or Weaponsmith, the spices were good, except they never got to the point where there were no side effects (they actually seems to get worse), so once againif you're happy fighting without buffs, why bother? the side effects kill you. Besides the fact that I still couldn't smuggle anything (give me an extra slot or somethingso I can smuggle stuff that the opposite faction has a chance of detecting)or slice banks or slice gambling terminals.


Medic system seems to work very well. The medicines could be a bit faster... I mean how long does it take to give someone a shot? I should invest the brain power in making the drugs, not using them. I should be able to use injection drugs almostanywhere. Fixing a major wound should require the hospital, but a bandaid shouldn't. Maybe make some field expedient wound heals that wear off slowly but will keep you alive in the field long enough to make it back to a hospital.


There are no counters to use in planning except in the crafting tools. Medic, Entertainer, Smuggler, etc might find these useful, and help maximize our time. There is no warning that the effects are about to wear off (unlike buffs in Everquest).


I can understand the propensity for hoarding, and the need for capitalism, but when items that only Jedi (according to the books and movies) need (read crystals and pearls) get to the point that the only people that should be using them can't afford them... Then what's the point? Maybe make them (pearls and crystals) a bit less rare of a drop to crash the market price. Like what happened with the holocrons, which are now worth little more than a broken datapad. It's bad enough that lightsabers burn up so quickly, since we can't maintain them, but should a new one cost me over 20 Million credits to make with quality? It's tough for a Hermit to raise 20 million.


What is with it taking an hour, every day, to reboot the servers? I want to do a quick run to my harvesters for maintenance in the morning, but can't because the servers are down... correction there, the server I play on. It is almost always the last or next to last to be rebooted. Show a little compassion how bout it, randomly boot them or do it in reverse every now and then. We all go down at the same time, but it takes forever for the server I play to come back up.


Thanks, didn't mean it to sound like a rant or B&tchy, but they are the things that bother me right now. I'm sure there will be more to come, these stand out. There are many more things that stand out as equally impressive and functional though. Good job guys, and I know you can't please all of the people all of the time, but feedback always helps I think.
Atteke
Mon Feb 02, 2004 12:23 pm
#38

Is thereanyway to stop other people's combat data appearing in our Combat channel? if not any chance on adding it?.



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

mochloD
Mon Feb 02, 2004 12:26 pm
#39






Yeraze wrote:
Any info on how the up/down will work? Will it be a "/moveFurniture up 1" type command? Or will there be true collision detection between objects so we can actually set something ON a table, instead of floating in space conveniently above a table?






Careful... I dont think youre thinking this through. The ability to place objects within other objects in player homes has give birth to some pretty awesome looking fish tanks. Not to mention that one Pod Racer that was crafted (see the home show threads, really cool stuff).


People place things on tables all the time, with the up/down command its going to be that much easier.




mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

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