Development Cycle Archive

Thread: Publish 7: Major Features

BobbyJack
Sat Feb 21, 2004 1:16 pm
#404

A delay after calling a mount makes sense, but 30 seconds sounds like overkill. If the idea is to prevent hit and runs I think 10 seconds or so would suffice. 30 seconds seems like needless downtime.
BobbyJack
Sat Feb 21, 2004 1:17 pm
#405


A delay after calling a mount makes sense, but 30 seconds sounds like overkill. If the idea is to prevent hit and runs I think 10 seconds or so would suffice. 30 seconds seems like needless downtime.


Just my opinion
Elvinworm
Sat Feb 21, 2004 1:17 pm
#406

Um my only question is.....why can a BH with a bounty on my head, sneak up on me without me knowing? WTH!>? I have the forsce yet I can't sence danger comming? I think a system message should be placed into effect when a BH arrives on the same planet as u and has a bounty on ur head. I ALSO think they should con red to u. Weather u can attack them first or not, they need to con red!



_death-wish_
BH GOD
Sumus
Sat Feb 21, 2004 1:34 pm
#407

So what are camps good for after publish 7? Well you could ...umm...hummm..umm..pull out..no umm..heal...umm no lets see there seems to be no use for a camp at all in the game.



N

PanzerGR
Sat Feb 21, 2004 1:40 pm
#408

you guys are absolutely AMAZINGLY oversightful sometimes.



sorry for the slam but look and listen.


you guys added damage mitigations, which reduces the damages that all cmbat classes which use weapons or hands (TKA) do in PvP.


you have PvP damage reduction. THis, again, only affects weapon users and bleeds (maybe fire too, i forget)


you have armor and other resists, which further reduces weapon damage in PvP.


you recently nerfed weapon bleeds and fire DoT's, which furtehr reduces damage in PvP.


NOW...NOW youa re nerfing warcry (from the looks of it in this initial post and the note son publish issues) which will further reduce the effectiveness of brawler based combatants.



and yet you STILL refuse to acknowledge how overpowered POISONS are.


they suffer from NONE.....absolutely NONE of the aforementioned reductions. No PvP reduction, no resists, no armor, no DoT reduction, no mitigation reduction.....NOTHING.


who cares if they only tick every 3 seconds or so......they ignore EVERY SINGLE RULE established for other combat classes, they can be stacke dmore than any other DoT int he game, and there is absolutely no limit to the number of Combat medics rolling around in PvP nowadays.


you guys MUST..absolutely MUST coem to grips and address this situation. There is no reason, whatsoever, that poisons and disease should bot suffer the same penalties as every other combat profession in this game.


i watch publish afte rpublish, fix after fix, for this issue to be addressed...youc ontinue nerfing and balancing everything, but you still do nothing with poisons. HUNDREDS if not THOUSANDS of posts and replie shave been denoted to this single subject alone, 90% of my guild...in fact 80% or more of everyone i know int he game, INCLUDING combat medics who arent "uber-headed" constantly say that poison is overpowered in pvP. You even have CORRESPONDANTS telling you guys this over and over....and you do NOTHING. Address it, it is NOT balanced. I invite ALL DEVELOPERS to make a toon on my server and come PvPing with me and my guild in inconspicuos names one night...see for yourself how "balanced" poison is.






"Honor is a virtue of the truly strong"

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snyker
Sat Feb 21, 2004 2:09 pm
#409

Happy to see some of the ideas coming through. Thanks.

Comments on experimentation change:

Although I don't know the specifics, nor do I have much crafting experience myself, it sounds to me like the design goal for crafters is all or nothing: anything less than master is worthless. I presume the re-newed emphasis in grinding that this will produce is an unfortunate by-product. Secondly, I presume this is in response to the masters of the profession (who are obviously worth listening too!) not to those who are discouraged by the thought of mind-numbing grinding.

Personally, I was contemplating starting armorsmithing. These changes don't necessarily discourage me, they will just change my tact. Instead of grinding part way, then selling for a while, then grinding the rest, I will be more inclined to go ahead and macro my way to master.

Putting more emphasis on material quality will further the entrenchment of those who have already mastered the profession, or more specificaly, have put together a good stockpile of the best materials. This is a little discouraging to me, but I was already in the process of accumulating good materials ahead of time. I'm I misinterpreting the change here?
DroppingEnglish
Sat Feb 21, 2004 2:12 pm
#410

First i would like to say that the vertical movement of furniture is just what i have been waiting for.
Then i would like to say that to add to this perhaps we could have a rotate up and down so we can display guns in the same fashion as nym (in a semi circle on the wall, on gun racks etc.) or any other number of possibilities.
Thank you!



BLEEP BOOP!
vetght
Sat Feb 21, 2004 3:52 pm
#411



garvin wrote:
Defense / To-Hit Fixes:
  • Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.
So are you basically screwing over Commando's again since we have to use our RANGED Weapons at MELEE Range to use ANY AND ALL of our specials...You promised us this would not happen to us again!!!!





Not just screwing the Commando profession but pretty much all ranged professions.
vetght
Sat Feb 21, 2004 3:57 pm
#412



nolan007 wrote:

WOOKIEES!?

WOOKIEES!!??

WOOKIEES???

WOOKIEES???!!!!????

WHAT ABOUT WOOKIEES!!!!?







/agree
Wookiees get no love.... They didn't even give a medal to Chewie at the end of ANH.
/sigh
DraenorBH
Sat Feb 21, 2004 4:36 pm
#413

looking forward to the jedi changes, gonna add a lot to the game, please do something about MELEE classes like tk knocking down from 20 meters



Old school MBH, now a gimp lvl 70 because I decided to renew.




Sitssosk
Sat Feb 21, 2004 4:56 pm
#414

"Not just screwing the Commando profession but pretty much all ranged professions."


I hardly see this being a problem for the other ranged classes. It still doesn't make it any easier to get close to you, which is the main problem with ranged vs melee.



Quickdraw and Teras Kasi Master
Resident Of Loka Desuna
Desert Sun
Breestan
Sat Feb 21, 2004 5:04 pm
#415

What about the camps at this point?



Without the need for camps to call these things then the only reason the camp is needed is for healing (which is still a necessary thing) Keep that in mind though, TH. Don't make the camp obselete.






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Eldrikk
Sat Feb 21, 2004 5:14 pm
#416






BoBaStarKK wrote:
I have 2 tkm irl friends who I play with. I though i should pick a different path and picked commando. Well after publich 7 its not much of a profession left. Commando's have only one weapon that we actually can play with (although we have a lot of other licences they are useless, but the dev though it was great fun to add some more just for the fun of it)and it is being nerfed, and what do the devs do ? they invent the fire blanket...right very clever, now everyone can prevent the flamer attack as it was before publish 7... But whats the point now ? any stim pack can heal the DoT dmg from the flamers special attacks. And just to spice things up they add the ability for melee attacks (read TKA) to do ranged dmg (publish 8). Without improving commander, or atleast make the HAR playable. Oh and the combat balance btw...rofl... The bottomline is: Dont nerf professions(I could have scream NERF TKA! but I dont...), improve those who need balance instead (read Commander, Bounty Hunter, Pikeman)

And why for the love of god does TKA only need 4 levels (a 1/4 of brawler) to reach TK novice ? I mean it just might be the best combat profession in the game beating the bh profession with require over 200 sp to master !!! (and the commander who needs master marksman, no commando stand a chance against a good TKM after publsh 7) And btw, as the devs want to make the TKA rule, where are they in the sw saga ? Never seen the tka in the movies... I am not saying that TKA should be nerfed, only that the other professions should require less sp or that the tka profession should require more.



Hmm I like this kind of reasoning, especially since Jedi sucks in pvp compared to any of these classes and requires 200 times the effort to master.




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