Development Cycle Archive

Thread: “Oh my…sir, he says there are several creatures approaching�

DarkB419
Fri Nov 28, 2003 8:42 am
#378

This is in regards to the CH profession and what has currently went up on the Test Center.


The CH proffession brings a uniqueness like no other to this game and the unfortunate thing is it is being Nerfed like nothing else. Decreasing effectiveness and armor and creatures we have all worked hard to tame and train. Countless hours like all other profeesions spent leveling to find out the very soon CH will be nothing more then a useless boring proffession. Many of us have spent since July developingour charaters around this proffession and soon it will be for nothing.


Stopp the Crazed Nerfing and read the CH board, this game is on the verge of losing countless players due to nerfs through many proffesions. Do you care about the players anymore? I bought this game cause I love Star Wars and get inside the movie is great but fix the proffesions not nerf them. The Dev team should worry about content first and the endless buggs we all have. Nerfing shows a complete lack of creativity on the DEV part. We pay you make us happy not more mad.


I say all this a concerned fan of the game, I think we are all looking for more but are getting less.




General Stoco of the Brotherhood of Thunder
Valexa
Fri Nov 28, 2003 10:49 pm
#379

I'm furious about what's happening on TC now. This "rebalance" as you've tried to sell it, was supposed to be about dabblers (I don't mind dabblers as a MCH, it says to dabble in the manual (on page 76, please look it up)). However, this creature nerf will affect everyone, and that calls your true intentions into question. Admitedly, I wasn't trusting enough to think you were only after dabblers. You seem to want to nerf CH into lacking any fun, and therefore get people to stop playing the class.



Your logic is flawed however. If you make my class miserable to play, I will not go play some broken class that doesn't interest me, I'll quit playing your game. I canceled my account and will be leaving if changes aren't made. I know I'm not the only one.



I like this game, I don't want to leave it. But your customer service and policy on balance is just unacceptable. If you force me to by treating your customers like this, I will take my business elsewhere. I did it with EQ, I will again. You have a lot of competition, it's not like we're a captive audience here!



Ravyn Donnachaidh


Master CH/Master Medic/Pistoleer 0 0 0 3 - Chilastra


Account ends on Jan 27, 2004 unless improvements are made. I hope they are....

Dri0dmaster
Sat Nov 29, 2003 6:11 pm
#380

ive seen screen shots from the test center, and im not happy. first of all GOOD PET(the ones the dabblers cant use) should be upped, not nerfed. and things like sand beetles and gerreks should be nerfed. ive desided to drop master CH because of the upcoming patch. unless of course:


#1 Rancors are made better... i can only have 1 rancor out at one time...but compared to having 2 graul maulers- rancors are worthless because of their crappy kentic resistance (plus if they are so feared shouldnt they do more damage than Kungas and Nightsisters?? i mean ripping your arms off and biting ur head off should do more dmg than a stupid stick hitting you- Rancor Dmg 1010-1500)


#2 Rancors should be mountable...Me > Nightsister


#3 Creature Knowledge should be increased as you go up the CH skill tree- i mean im a master CH and i cant tell what lvl a critter is unless i have master scout?


#4 Pet are stupid as a tree. in the manual it says the critters are on auto-gaurd on you. doesnt seem that way to me. when i get shot at by a nightsister i dont want my dumb grauls watch as a night sister walks to me and DBs me.


#5 The is 2 much reliance on CH to have tanks so groups can get exp & money. im tired of going into a group and everyone taking advantage of my pets. They dont even heal my pets even though they save their lives.


#6 I want my **edit** Rancors worth having (see #1)




Holos:
Pikeman
Weapon Smith
Medic
Brawler
--------------
Master Commando
Working on: TKA
CapslockOwns
Sun Nov 30, 2003 6:21 pm
#381

You say the empathy line is 'Healing' yet it really has no actual benefits to the pets regenrative rate. What i would much rather see is a skill at empathy IV to help the pets regenerate a bit faster, although not too fast to render Pet/Medical stims useless.


Perhaps you could give us the skill 'Pet Hibernation'. What this does is sends the pet to the datapad where it heals at, say, 3x its normal regeneration rate (this can be altered to balance better). If you call out a pet that has been hibernating it suffers a 2 minute (again, negotiable) side effect, like having its to-hit & attack speed decreased. This will stop people from just continually cycling through pets in their datapad as there will be a penalty to creature effectivness for a short period of time.


As it is right now pets regenerate way too slowly, it takes a rancor the best part of a day to regain its health from 0 to max without any usage of stims. Any help in this area would be greatfully recieved by all CHs

PlettCenturica
Mon Dec 01, 2003 5:49 am
#382

For my post regarding this NERFING limitation, I quote from the User Manual of Star Wars Galaxies by Sonly Online Entertainment and LucasArts.


Page 172 : The Galactic Civil War


"As if the galaxy wasn't dangerous enough on its own, there's now a full-scale war goin' on... on one side you got the Empire. They have millions of troops, big technologically advanced weapons, control of the galaxy's resources and a brutal enforcer named Darth Vader... Just about everything you need to win a war. And then the Rebels? Well, they have courage."



So there you go... from the Manual itself. So you Rebels who are whining and crying about our AT-STs being too strong or you being too weak, well you're SUPPOSED to be! And this bloody limitation will accomplish what? Destroy the immersion of a full scale battle, it will do. You devs think twice before making such limitations. This is Star Wars, not Star Trek.


Best regards,
Rel Centurica,
Dissatisfied Customer.




Plett Centurica
PlettCenturica
Mon Dec 01, 2003 5:53 am
#383

Oh... forgot to say, its the faction pets and general pets thingy that you guys are screwing with that I'm not happy about.



Plett Centurica
Vasilia_Zarek
Mon Dec 01, 2003 6:11 am
#384






PlettCenturica wrote:

For my post regarding this NERFING limitation, I quote from the User Manual of Star Wars Galaxies by Sonly Online Entertainment and LucasArts.


Page 172 : The Galactic Civil War


"As if the galaxy wasn't dangerous enough on its own, there's now a full-scale war goin' on... on one side you got the Empire. They have millions of troops, big technologically advanced weapons, control of the galaxy's resources and a brutal enforcer named Darth Vader... Just about everything you need to win a war. And then the Rebels? Well, they have courage."



So there you go... from the Manual itself. So you Rebels who are whining and crying about our AT-STs being too strong or you being too weak, well you're SUPPOSED to be! And this bloody limitation will accomplish what? Destroy the immersion of a full scale battle, it will do. You devs think twice before making such limitations. This is Star Wars, not Star Trek.







Absolutely correct Plett!


So, does this mean that if someone has 3 ATSTs that 2 of the ATSTs will just become useless junk in their datapad? If this is so, I really think that the faction pets (including all other types) should be refunded their worth in faction points. Otherwise all the work and time that every player puts intogetting the faction petswill have gone to waste.


Regarding this issue with the ATSTs being powerful, you rebels are absolutely right. And as you can see from the quote from the Starwars Galaxies manual, it is meant to be the way. Rebels cannot expect this faction war to be fair. The rebels already outnumber the imperials by a lot.


Secondly since the rebel numbers are so many more than imperials, which faction do you think will win EVERY monthly story event ........ dont bother answering.


And dont get me started on the overpowered commandos being able to take down the ATST in a few shots of his flamer. ATSTs are permadeath pets that cost a whopping 9450 fps. Cannot be healed and now just die in a few shots. You rebels act like they are so tough, but they are actually hell weak in pvp, especially if you gang bang them in your numbers. IF you give the excuse that flamers require close range to use, dont tell me you cannot even manage to Sneak just ONE shot of the flamer in and let the DOT kick in.


Vasilis Zarek


Ahazi

MutantSquirrel
Mon Dec 01, 2003 7:39 am
#385

Whew, ok, everything that I was worried about, I'm not anymore. As a 3-2-2-4 CH, doesn't look like too much will change for me, except that I will lose the transfer command. That wouldn't be too bad except that ... I LIKE SELLING PETS! If I spent as much time gaining XP as I did hunting rare pets to tame in order to sell them for nice $$, then I would already be a Master CH. So, I'm very inquisitive as to the justification for moving the transfer command all the way to the master box (it was already pretty high). Sorry if I'm coming across in a demeaning manor. I don't mean to, I am honestly just curious.




Col. Mutant Squirrel
Don't mess with me or I'll BITE YOUR NUTS OFF!!!


sadaharu
Mon Dec 01, 2003 8:13 pm
#386

I reiterate from my first post:


The only way anyone call kill anything worth a hoot in game is with a pet tanking. As someone else mentioned, if you're going to strip away the powers of low/mid level CH, you will just end up with everyone being FORCED to be a higher level CH.

In terms of game balance, consider these two questions:
You have to kill alarge mob (10k and up), and you can only have skills in ONE advanced profession. Which do you choose?

Would you rather have only basic marksman and brawler skills and 15k of HAM, or 1k of HAM and Master Commando/BH/etc.

So here's some more solutions:
- leave me and my pets alone, or...
- give me 1k of HAM for every box I fill in my advanced combat profession, or...
- make me nearly impossible to hit

Thanks for listening, I am 100% serious about all this.

- Sadaharu -

Thunderheart
Mon Dec 01, 2003 11:25 pm
#387






MutantSquirrel wrote:

Whew, ok, everything that I was worried about, I'm not anymore. As a 3-2-2-4 CH, doesn't look like too much will change for me, except that I will lose the transfer command. That wouldn't be too bad except that ... I LIKE SELLING PETS! If I spent as much time gaining XP as I did hunting rare pets to tame in order to sell them for nice $$, then I would already be a Master CH. So, I'm very inquisitive as to the justification for moving the transfer command all the way to the master box (it was already pretty high). Sorry if I'm coming across in a demeaning manor. I don't mean to, I am honestly just curious.






No worries - - its all good. With the upcoming creature balance, it should make even more sense and make even more fun. We're still taking measurements and collecting feedback and doing some over all tweaking so that everything is more fun in general. There are some big system changes coming down: the CH Profession, Chef profession, the Creature Balance, the HAM balance, the combat balance, Droid Profession, etc etc etc...lots and lots of stuff.


In short, the reason it got moved to the top is so that people like you can master the profession and be unique in what you do. Otherwise, people looking to turn a fast credit, who might not care about being a CH and just want the combat advantage or to game the economy are going to flood the economy and make it tough for people who truly desire to be a Creature Handler.


All we basically did was make it a decision. People have to make a commitment to the profession to get the advantage. For example, Teras Kasi Artists and all melee combatants commit themselves to the challenge of playing a short-range game on a playing field where most of the advantages are long-range . Crafters commit their skill points to crafting disciplines and are at a greater risk while searching for resources in the wild and maintaining their harvesters. All professions have to make hard choices at some point - - that is what defines them and makes them interesting.


Im hoping to post about a lot of stuff this week so stay tuned!






Kurt "Thunderheart" Stangl
Community Relations Manager
Calabeth
Mon Dec 01, 2003 11:41 pm
#388

A very well stated point there and no arguments from those of us that Like being a Ch for the creatures. it isnt really about the combat advantages they can have. There is more to a CH then that, I like fighting with my Razor cats or other variety of non uber tank creature myself and enjoy it. Me and my lady friend are both MCH now since working on it since release, we now have a zoo literally of various creatures we thought were neat to have for one silly reason or another.



Only thing I really want is more storage space lol, Wanted to try and get all of Santa's reindeer (debating Ikopior gualama as our SWG reindeer lol )tween us for the Holiday's lol.




Calaifee Dracoral-Eclipse Swordsman Master-TK Master
Fek Yrash in the Eclipse Series "Galaxies"
Serpentor Joe- Test Center - Lanky Kung Fu lizard
Calai Drago CM -Tempest
Tilor_
Mon Dec 01, 2003 11:45 pm
#389

I know a dev who is up past their bed time!!!!




Tilor

Master Smuggler/Master Pistoleer/TKA 0,0,0,2Scout 0,0,2,0/Novice Medic (GAT Defense Contractor 'Prime')
Favorite Star Wars Quote: Punch it Chewie
Favorite SWG Forums Quote: Dood wrote - "Holy crap! I've turned British!

SaburoSasaki
Mon Dec 01, 2003 11:56 pm
#390

Well I may be a n00b, but to me the CH profession has got to be the thing that ruins the SW feeling for me quite a bit. I would like to see more droids of various sorts in the game and far less trainable creatures. As it stands right now it seems to be more like Pet Wars than Star Wars.



I dont have anything against CHs personally, but feel that the insane amount of Biological pets has thrown off that SW feel.



Saburo Sasaki, Imperial Scout

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