Development Cycle Archive

Thread: Jedi Feedback 6-23-04: Core Combat Change

KindredUK
Wed Jun 23, 2004 7:34 pm
#27

I didn't know you guys had put this tweak in until I checked the forum now, but I did notice I was missing a HELL of a lot earlier today and didn't know why until now. I can't post hard figures since I didn't know I'd need them, but here's my observations....

The session started out with a few of us heading to the Geonosian Cave to get the needed Corvette ticket mission, and I arrived first and decided to have a peek inside on my own. This is where I first noticed my accuracy failing - mainly against Alert Droidekas and the Enhanced Kwi. I'd be sometimes missing 3-4 times *in a row*, as well as seeing their defense firing secondary defenses a lot more than normal. I clearly remember getting the Droid's HAM down to almost 0 and needing 5-6 hits to finish it off, and I put it down to bad luck.

Later on the Corvette, mainly against Novas and SBDs I noticed similar again - a lot of misses and an awful lot of counterattacks etc, making it really obvious something was wrong. I even remember trying to get closer/back-off to get my accuracy figure as high as possible, but I wasn't even thinking something was wrong heh.

Couldn't really judge their impact on me, since those type of NPC pack a fair punch anyway. But.. I'm Master Lightsaber, so expected high block/toughness. At one point (again I put it down to bad luck, but maybe related) I was fighting 4 or 5 Novas and taking steady damage (since there was a few of us attacking it seemed to be spread pretty even between us), when all of a sudden I lost roughly 2k's worth of HAM in 1 second of combat. We weren't lagging, and I even have it recorded on video - for some reason I just seemed to get hit by everything we were fighting at once, and none of them missing.

So it seems to have these weird patches where you will either constantly miss, or be constantly hit. Hard to really describe without figures I know, but thats just how it "felt".






Kindred
Unlocked 2004-05-12
Bryan1138
Wed Jun 23, 2004 8:40 pm
#28






Thunderheart wrote:





OdiousEncounter wrote:

I suppose you can't tell us whether this would mean that there's basically a hard minimumand hard maximum chance, as opposed to some sort of logarithmic thingy that although not hard-capped, will never quite reach 100 or 0? Obviously you couldn't tell us the specific numbers if it was a hard cap, though.



I was talking with one of the developers about this and he added, "The best written description I can think of on the change to combat could be described as the basic “to hit” combat works like this"



  • The Attacker rolls a “to hit” number, the defender rolls a “to defend” roll.

  • These numbers get compared, if the attacker is higher, they hit, if the defender is higher, they miss.


The problem is that through multiple stacking of defense skills mods, tapes, foods, abilities, etc. The defender could get into a state where their Minimum roll number, would be higher than the Maximum roll possible by an attacker, and this makes them impossible to hit. Conversely, the attacker through this same method could get into a state where the Minimum attack roll was higher than the Maximum defense roll, making it so they never missed.


The change drops the Minimum roll (for both defense and to hit) so that you can never have a minimum number so high that you get into an “always hits” or “always be missed” state.








In PnP DnD this was fixed rather simply by having the lowest possible random number (usually a 1 on a D20) always miss while the maximum possible random number (usually a 20 on a D20) always hit. I don't know if something like that would be helpful in your system, but you could fix the always hit/miss states without altering the tables for how often you hit or missed based on modifiers. TKAs built well would still hit a lot (but not all the time) and defenders would still get a lot of misses (but not all the time). If indeed that is what the design was going for.



Bryan1138
aka Bryan'sa Fickset on Bria

WS resource fire sale at: 890, -4700 on Correlia 500 m east of Coronet, Bria server!
aka Bryanosk on Radiant

FaceInTheCrowd
Wed Jun 23, 2004 10:07 pm
#29

Additionally, using my lightsaber I was occasionally missing lairs when attacking. Did not check to see if I was missing using my VK's.




Vredak - Elder BH/Elder Carbineer of TC | Vre'dak - Elder Swordsman/TK Elder of TC
Vred'ak - Elder Smuggler/Elder Pistoleer of TC

Ras'beema - Old School MBH of Intrepid | Xarlys - Elder Commando/Elder Carbineer of Ahazi
Proud to be a Resident of TC
destrkta
Thu Jun 24, 2004 1:40 am
#30

i know with my duel with a jedi on test centre valcyn just 17hours ago not sure ifthe patch was in then, but i seemed i was getting through his blocking more than i did on the original tc2 possibly because of the the better template eg carbineer to compliment bher. But TH i reckon you almost have the jedi blocking verse ranged tweaked correctly on signigant change is to move the blocking into the force defence tree and spread it all out, as i doubt blocking comes naturally with picking up a light sabre maybe have some low level of block included inthe sabre tree. Personally i see this working alot better, also means jedi don't get everything for free.




Rand al'thor, the masterful Bounty Hunter
The hunter that is now hunted
Only BH to solo kill and hunt a Jedi Master(pre cu) on valcyn /bow quing'tut
Creptic
Thu Jun 24, 2004 2:17 am
#31

the idea is nice but it aint working like it should. you cant have us miss specials on mobs 50% of the time, sorry im a jedi and i shoudlnt MISS a lair or a gnort at all ..... maybe a rancor once in awhile ......


you are trying to fix the accuracy problem the wrong way......


forget ur new invented 0-100% system ...... change it back to the old and adjust the accuracy and defense numbers in a way that makes it fair.


Jedis need their Lightsaber accuracy and melee defense upped to bring them at LEAST on par with fencer TKM.



im not accepting missin all my specials on mob now while lvling ..... my force pool shrinking quickly w/o me doing enough dmg! ...... gotta be the biggest combat nerf ever
Creptic
Thu Jun 24, 2004 3:00 am
#32

ok here is what needs to be done:


DEVS create yourself a master TKA, a master Fencer, 1 Fencer TKA hybrid, a Swordsman and a few JEDI templates. Let each template go against each other and you will quickly see the problems yourself.



- Jedi LS accuracy needs to be WAY higher

- Jedi defense vs melee needs to be higher



and please forget about the new no more 0% or 100% hitrate thing. it really destroys PVE as well as some PVP. You will never get good DATA from people off Testcenter, accuracy and defense testing are things that you have to do on your own! only that way you will get valid data, once u got that you try to implent it and then let people test if it works as intendet.
Dasyra
Thu Jun 24, 2004 3:19 am
#33






Thunderheart wrote:





OdiousEncounter wrote:

I suppose you can't tell us whether this would mean that there's basically a hard minimumand hard maximum chance, as opposed to some sort of logarithmic thingy that although not hard-capped, will never quite reach 100 or 0? Obviously you couldn't tell us the specific numbers if it was a hard cap, though.



I was talking with one of the developers about this and he added, "The best written description I can think of on the change to combat could be described as the basic “to hit” combat works like this"



  • The Attacker rolls a “to hit” number, the defender rolls a “to defend” roll.

  • These numbers get compared, if the attacker is higher, they hit, if the defender is higher, they miss.


The problem is that through multiple stacking of defense skills mods, tapes, foods, abilities, etc. The defender could get into a state where their Minimum roll number, would be higher than the Maximum roll possible by an attacker, and this makes them impossible to hit. Conversely, the attacker through this same method could get into a state where the Minimum attack roll was higher than the Maximum defense roll, making it so they never missed.


The change drops the Minimum roll (for both defense and to hit) so that you can never have a minimum number so high that you get into an “always hits” or “always be missed” state.









You need to look at speed as well TH. I noticed this with Carbine and BH, one of the reasons carbine is so painful compared to other professions. This is probably more useful for the next combat balance but would change a lot of things.


http://killyourpc.org/swg/speedguide.html


Basically after you hit a certain a speed of about 100 all your specials reduce down to about 1 second. So specials that were supposed to be slow nowstart to come of their own becauseyou can spam them every second. That is also probably why Havla only works if it is over 100pushing combat medics to be able to poison every second because they are making the number.


A way to fix it is instead of a minimum speed of 1 each special has a minimum speed.At least that would be my firstidea. Of course the combat classes need to be defined better as well. If this happens abovethe speed ofJedi swings will be find compared to what the other combat classesas well.


That might also explain why youguys don't want the Jedi having a speed of 100 or so. At that point they hit the 1 mark and all their specialsno matter the delay of the saber hit 1 second.Very interesting, and glad you are seeing what's going on!





Das.

"A Jedi uses the Force for knowledge and defense, never for attack."
Attichetcuk
Thu Jun 24, 2004 4:37 am
#34

TH wrote:

The problem is that through multiple stacking of defense skills mods, tapes, foods, abilities, etc. The defender could get into a state where their Minimum roll number, would be higher than the Maximum roll possible by an attacker, and this makes them impossible to hit.


Here is the problem, remove the ability to do this and everything will balance out. In the last 4 to 5 months I have noticed a trend toward enhancements. It will get to the point where it will be necessary to have +25 skill tapes and stuff just to perform at the level a master should. A master at a combat profession should very rarely miss its target, a master at a crafting profession should very rarely fail. Up the limits of masters and remove all skill tapes and stuff from the game.


Fix the problems not the symptoms. People are not getting hit because they stack skills. This is the game you made where you can choose what skills you want. How about changing where defenses are located? Instead of making an entire line of a profession for defenses 14 points, how about placing them all in the level 4 boxes 56 points. This will drastically reduce stacking. Problem solved.


With your current plan, all combatants will be affected, right down to the poor newbie with his cdef just trying to get anywhere in the game. Don't nerf everyone because you dont like what a few are able to do. I am all for increasing a jedi's defenses and accuracy even though I have no desire what so ever to become one or fight one. They should be awesome, they are jedi! But dont increase them by decreasing everyone else either.
Degasai
Thu Jun 24, 2004 5:26 am
#35


Sorry if this isn't as constructive as it could be, TH:


I think you're asking the impossible of your player base, here. The devs obviously have some "under the hood" ideas about how combat should work. Any understanding that we have as players is vague, to say the least.


What you are now doing is changing Jedi combat models to mesh with the game as the devs visualize it in the future. However, you're not changing just the Jedi builds...you are changing the entire combat system. People have spent a year building their characters based on the current rules. Millions of credits and thousands of man-hours have gone into these characters. We built our combat characters with carefully-thought-out skill combinations and then added the modifiers like tapes and armor segments. The devs went to a hell of a lot of trouble to make chefs a viable class by giving them food that made a difference, both in crafting and combat.


Forgive me, but it seems that the current developer approach is all wrong. Instead of making changes to a class (Jedi) that are designed to make it work with the changes that are going to be put in some months down the road, perhaps you should set up the new combat framework first. Balance the combat model for the existing classes, and then decide where the Jedi should fit in the food chain.


I have never chased holocrons, and have no desire to be a Jedi. I also have no desire to fight Jedi. However, there is one fundamental rule of gaming that I just don't see how you can get around: The combat class that requires the most player effort to train to mastery should be the most powerful in the game.


Degas

Master Pistoleer/TKM/Fencer

Kauri Galaxy



Degas
MCH(Retired)MP(Retired)
Now playing as FOTM (SOE wins)
Degasai
12 pt. MD / 11 pt. MA

Empire and Rebellion agree:The true threat to the Universe is SOE
JuCat
Thu Jun 24, 2004 6:19 am
#36






Thunderheart wrote:








You want to know what's not fun in PvP...........


We've all been telling you for awhile.......


600+ damage ticks to an unhealable HAM bar to every member of your group.........


Any joe schmoe who spends 9 skill pts can easily stack a 400 mind poison and a 400 mind fire, ticking away at 800+ damage..... you last around 5 seconds.....in PvP...


Thats not fun....






JuJu VooDoo .. AI


Axe_Grinder
Thu Jun 24, 2004 6:23 am
#37

Jedi Knight


0/0/4/4 Saber

4/2/0/4 Healing

0/0/0/4 Defense

3/4/0/4 Enhance


Missing 25% against a Master Teras Kasi / Master Fencer - getting hit 90% of the time.


This is unacceptable. Explain to me how a light saber can miss so often against something vulnerable. Even if he blocks he should take damage. I'm using a freaking weapon that can cut through blast doors for gods sake.


A Jedi Knight should NEVER miss against a non-jedi. Change the roll values to reflect this.



**Dark Jedi Knight of Onyx** - Quis custodiet ipsos custodes
Peace is a lie, there is only Passion. Through Passion, I gain strength.
Through strength, I gain power. Through power, I gain victory.
Through victory, my Chains are broken.


The force shall set me free.
Ramona_Garcia
Thu Jun 24, 2004 6:53 am
#38






Axe_Grinder wrote:

Jedi Knight


0/0/4/4 Saber

4/2/0/4 Healing

0/0/0/4 Defense

3/4/0/4 Enhance


Missing 25% against a Master Teras Kasi / Master Fencer - getting hit 90% of the time.


This is unacceptable. Explain to me how a light saber can miss so often against something vulnerable. Even if he blocks he should take damage. I'm using a freaking weapon that can cut through blast doors for gods sake.


A Jedi Knight should NEVER miss against a non-jedi. Change the roll values to reflect this.





Explain to me how I can survive a hit from a blaster at point blank range wearing nothing but hot pants and we are talking about lightsaber blocking.


Won't even deign the "jedi knight should never miss" with an answer.


If you only want to deal with Jedis, go play Jedi academy.





Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
ochad
Thu Jun 24, 2004 7:02 am
#39


Does this apply to Combat Medics?


If not you have just given them another unneeded bump up on the power ladder. Seriously, say it ain't so. CMs are the single reason why I don't PVP every minute I'm in game. It is not enjoyable.

Message Edited by ochad on 06-24-2004 09:03 AM



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Ochadd\Ochad
CORE Cadre of Republic Elite
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