Development Cycle Archive
Thread: Publish 8.2 Feedback: Death Watch Bunker
Sorry for triple posting. But I just put two and two together (and no edit). Everything from the DWB is warping to 0,0. I just went there and found some NPCs that are very similar to the ones that poofed (eg Black Sun Assasin).
So, maybe there is your answer. Fix that please. For the ewoks at least. They are getting slaughtered!!!
"A pistol with worse costs then a heavy weapon, almost as bad speed, and pitiful damage (And AP1 and Energy. The only way for me to even consider using that thing is if it had medium AP)."
What is the deal with the new pistol anyway? Do schematics for it drop or just the item itself? And what kind of stats does it have? I was hoping that it would be good simply because of how it looked in the test center pics. I'm a Pistoleer/Medic and the vaguely-six-shooter-ish design of the new pistol had me wanting one stats unseen.
DWB must stand for "damn, we're braindead" cause I don't know what they were thinking.
How does the dungeon look? Except for the novelty of seeing Boba clones everwhere (which wears off in about 2 minutes) It looks just like every other complex/dungeon in the game.
The difficulty? See the previous 100 posts, they're pretty much right on.
The incentive? Unless you're one of the CHOSEN FOUR PROFS, in a huuuuuuge guild, and an exteremely supportive guild at that.. then there is no incentive. I'm a master swordsman, and there's not a chance in hell i'm losing 10k + condition on my comp to try to get the new axe. And getting the razor knucklers (or whatever they're called) is a pipe dream for TKAs.
Way to drop the ball again Devs. If I didn't have friends who stay with the game just because they're hoping their jedi's improve (good luck) then I'd have been gone months ago. If EQ2 comes out around JTL.. it's bye bye JTL. (yes, I know SOE makes both.. but different teams work on the games and I had about 100% more fun with EQ1 than SWG).
WE MUST BE A SWARM OVERWHELMING OUR FOE>WAVE AFTER WAVE.WE FALL NOT FOR US BUT SO OUR BROTHERS CAN GO FURTHER THAN OUR OWN STEPS.
Well The Bunker Was Breached and Loot Got.
FulminataXII wrote:
One final bit: what happens after the combat revamp? Everything seems to indicate that the revamp is going to end up nerfing most of the uber templates as everything gets balanced, what good are these high end dungeons going to be when not even the ubers can do them?
Why is it that there is always at least one person who is bright enough to bring down an entire project once it's released? Thank you for pointing this out.
This question badly exposes this '04 design plan -- appeal to 5% of the player base with new content, console the Jedi wannabe's, and leave the mechanics of the game (GCW, Combat) for a future date ( and favor the danger of attrition to other games with better PvP). I don't dispute the quality of the final work, Iquestion the priorities and the use these new features will have once revamps are complete.
Here are a few ideas for the future....
1. Make special content areas instanced. Why? Because if the lag does not annoy you the mass of people will. It is also a way of controlling campers... Such as saying you can only do a mission X amount of times a day. That way the rich don't keep getting richer.
2. Include as many professions as possible. This allows you to do a few things.
a) Allow more people to visit content that never thought they'd have a chance.
Ex. A smuggler is needed to hack the entrance code. Once inside you find out that the only way of getting past room B is to either kill some very hard mobs OR you can have a droid engen build a droid that will open a secret passage. Move on to the next room and you find a dieing man. With his last breath he tells you that to kill the last guy/guys you’ll need electricity. Well c rap… not everybody has that right? Wrong! The weaponsmith you brought along finds a schematic on the dead guy and BAM you are back in business after he builds temporary power ups that will convert each gun to electric damage. All is well and good as you make your way down the hall but NO! There is poisonous gasses that will kill everybody instantly. What to do? Well your bio-engen could make some synth filters from the corpses in the last room, or the architect could tell the commando where to put the detonator you guys found in the last room to blow a hole into the next room hoping to bypass this obstacle. YOU decided to blow a hole into the wall cause you are an explosion kind of guy. However, now you are in a corridor with 5 or 6 exits. Remembering you only had an hour to get out of this bunker alive you need to guess right. Oh if only you brought a ranger. He would have been able to pick up the signs for you. Now you’ll just have to hope you guess right. Oh btw, everybody can use the loot at the end.
I just rambled there and brought in many different professions that are mostly useless at these new dungeons but all of a sudden more profs have a point. They are wanted. There is strategy. Choices can be made. Interaction. Fun lill things you can try once. The group bands together to get past this normally impossible obstacle. Sure this would take a hell of a lot longer to make, but damn it everybody… EVERYBODY could do it. I left out professions too, but I am sure I can find a reason a chef, a dancer, and a musician enter a cave (I think that is a start of a joke too).
b) Only allow 4-5 people to go to an instanced dungeon. This enables groups of friends, small Pas, etc… to go in and have fun without having to make million dollar deals as to who gets to keep what.
I’d go on but this post is already to long… and I hate long posts. Maybe later.