Development Cycle Archive

Thread: Publish 7: Major Features

Djferio
Sun Feb 22, 2004 11:24 am
#443

What is going to happen about Intimidate?


It is so powerful and it last so long.


For example my saber hit for 1800-2400 , with intimidate it drops down to 700-800 for like 4 minutes.


Isn't intimidate a bit too powerfull?





iOziss Zirzosski

Where ever there is Light Darkness will shine

iiDark Jedi Knightii
R2DADROID
Sun Feb 22, 2004 11:57 am
#444

TH and Devs:


can you re-classify Flamethrower and Light Lightning Cannonas melee weapons since they are used optimally in melee range?


I thought that was done long ago, but I may be wrong.






R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
SSJChrisaun
Sun Feb 22, 2004 12:05 pm
#445

Finally we get the darned Up and Down House Command. That's gonna help the peoplethat havehouses with no stairs.



Yugo of Intrepid <AoF>
Master Rifleman / 4/0/2/0 Doctor / 4/0/0/4 CM
khameirsith
Sun Feb 22, 2004 12:27 pm
#446

something i'd reall really really really like to seen fixed is skill attachments with multiple stats work...i get tired of having 2 or more nice stats on a SEA and only the highest or first one work.....not sure if this is a hard fix or not...




Khaameir





-Khaameir Sarin- Loot Master in Training
-Hobbie Sarin- Elder Architect
-1171 -2740 1km from Bestine, Tatooine
Furniture, Modded Clothing, Armor, Weapons, Glowies from Mustafar, and Loot Components (Adhesives in stock!)
I stock furniture in crates as well as singles...mail Hobbie for custom names/orders
Epukag
Sun Feb 22, 2004 12:31 pm
#447

Publish 7 looks to be another pretty good one in some ways


BUT


THANKS AGAIN FOR IGNORING PISTOLEERS SOE - its been what 3-4 straight publishes without ANY fixes to our terribly bugged specials and profession. Read the Pistoleer FAQ - some 60-70% of our specials are not functioning as intended.


Lets all just be Human TKAs that will make the game fun - ya right


I apologize for sarcasm. I am just frustrated playing a broken class and repeatedly not getting love from Devs.



\ AkMe /
(Master Armorsmith +26 Armor Experimentation | Assembly | Repair | +FS Experimentation)

~ AkMee Junior ~ - Master Pistoleer / Master Smuggler / TKM
@ AkMe Advanced Armor - Theed / Naboo -5435 , 3416 @

BUYING ACKLAY RIS SCHEMATICS AND YELLOW CUBES
Ualaa_
Sun Feb 22, 2004 2:12 pm
#448

As many others are curious, I too would like to know what the cap on stacking defenses will be. Also, which defenses will this apply to? Range/Melee Defense, Defense vs Knockdown/Dizzy/Blind/Intimidate etc.., Block/Counter-attack/Dodge...


My biggest concern, at the moment if you don't stack your defenses as high as you can, a high DPS class will take you out. For example, +210 accuracy on a master TKA; +160 accuracy on rifleman, with a probably +100 accuracy on top of that.


If defenses end up capping at 200, most people don't get that high and a cap is pointless to implement. If the defenses cap at 150, there is essentially no defense against an elite DPS class, it comes down to who initiates the fight, although lower DPS classes can have a good fight. If defenses cap at a ridiculously low level of 100 or so, there's no point for anyone to put more then enough points for single combat class into pvp; investing the remainder into a supplement class like Doctor for self-buffs on demand will be the way to go.


The two obvious solutions are:


A) Don't implement a defensive cap, allow defensive templates the opportunity to compete with a Pistoleer/BH Pistols, Carbineer/BH Carbines, Rifleman, TKA etc... or;


B) Cap the accuracy of every DPS class somewhere around the maximum defensive bonus range; having offensive classes hit 95% of their attacks is as bad as having a defensive class/build avoiding 95% of attacks.


Currently, if you're not a Rifleman, BH/Pistol, BH/Carbine, TKA, Combat Medic type uber pvp class, you need to stack defenses to compete. A Rifleman has high accuracy, but is limited to weak armors if they wish their specials to not kill their mind. A pistoleer/fencer has high dodge to avoid most of the rifleman's hits but doesn't deal a lot of damage in return. There is competition between the two, in that one will miss a lot but kill in a few hits while the other will hit a lot but need many hits to finish the other off. Add in the randomness of 10+ players on each side, and each template has a chance; cap a Pistol/Fencers defense at 100 or 150, and there's no contest against an accurate/DPS class, unless those classes have their attack rating/accuracy similarly capped.


Cap both attacks and defense to create parity, or don't cap either to maintain parity. Capping one but not the other will create a great imbalance.





Ualaa, Unaffiliated Bounty Hunter, Bria Server.
Trisha, -TORA-, Radiant Server.
khameirsith
Sun Feb 22, 2004 2:29 pm
#449

yoru wrong actually...the carbineer/bh and pistoleer/carbineer combos have no competitition agaisnt defense stacking...they barely match up to a riflemans accuracy, and all a rifleman has to do is master rifleman, not marksman, scout, pistoller, and expert bh....same for carbine



Khaameir





-Khaameir Sarin- Loot Master in Training
-Hobbie Sarin- Elder Architect
-1171 -2740 1km from Bestine, Tatooine
Furniture, Modded Clothing, Armor, Weapons, Glowies from Mustafar, and Loot Components (Adhesives in stock!)
I stock furniture in crates as well as singles...mail Hobbie for custom names/orders
ThaGreenDestiny
Sun Feb 22, 2004 2:29 pm
#450

I can see where this publish is going. What next--make Intimidate only work on targets that aren't being attacked as well?! Looks like mastering Brawler will be pointless now.



Nismo
Rodianus Nerdius

Did anyone hear what my silent holocron said?

khameirsith
Sun Feb 22, 2004 2:30 pm
#451

and wary cry is a stupid skill anyway...sure, i use it, and panic shot too, but the reality of it is that i'm not going to stand still for 10 to 20 seconds and let the crap get kicked out of me....its a good skill to nerf



Khaameir





-Khaameir Sarin- Loot Master in Training
-Hobbie Sarin- Elder Architect
-1171 -2740 1km from Bestine, Tatooine
Furniture, Modded Clothing, Armor, Weapons, Glowies from Mustafar, and Loot Components (Adhesives in stock!)
I stock furniture in crates as well as singles...mail Hobbie for custom names/orders
cheechcheech
Sun Feb 22, 2004 3:14 pm
#452






Ualaa_ wrote:

As many others are curious, I too would like to know what the cap on stacking defenses will be. Also, which defenses will this apply to? Range/Melee Defense, Defense vs Knockdown/Dizzy/Blind/Intimidate etc.., Block/Counter-attack/Dodge...


My biggest concern, at the moment if you don't stack your defenses as high as you can, a high DPS class will take you out. For example, +210 accuracy on a master TKA; +160 accuracy on rifleman, with a probably +100 accuracy on top of that.


If defenses end up capping at 200, most people don't get that high and a cap is pointless to implement. If the defenses cap at 150, there is essentially no defense against an elite DPS class, it comes down to who initiates the fight, although lower DPS classes can have a good fight. If defenses cap at a ridiculously low level of 100 or so, there's no point for anyone to put more then enough points for single combat class into pvp; investing the remainder into a supplement class like Doctor for self-buffs on demand will be the way to go.


The two obvious solutions are:


A) Don't implement a defensive cap, allow defensive templates the opportunity to compete with a Pistoleer/BH Pistols, Carbineer/BH Carbines, Rifleman, TKA etc... or;


B) Cap the accuracy of every DPS class somewhere around the maximum defensive bonus range; having offensive classes hit 95% of their attacks is as bad as having a defensive class/build avoiding 95% of attacks.


Currently, if you're not a Rifleman, BH/Pistol, BH/Carbine, TKA, Combat Medic type uber pvp class, you need to stack defenses to compete. A Rifleman has high accuracy, but is limited to weak armors if they wish their specials to not kill their mind. A pistoleer/fencer has high dodge to avoid most of the rifleman's hits but doesn't deal a lot of damage in return. There is competition between the two, in that one will miss a lot but kill in a few hits while the other will hit a lot but need many hits to finish the other off. Add in the randomness of 10+ players on each side, and each template has a chance; cap a Pistol/Fencers defense at 100 or 150, and there's no contest against an accurate/DPS class, unless those classes have their attack rating/accuracy similarly capped.


Cap both attacks and defense to create parity, or don't cap either to maintain parity. Capping one but not the other will create a great imbalance.







Absolutely. I think this is an excellent post.


Everyone is concerned about defensive stacking but it is necessary against offensive stacking. Why is offensive stacking ok but not defensive? If the goal is to have PvP's last longer thendefensive stacking should stay. There would be longer battles. This to me is much more enjoyable than everyone having minimal defenses and power offensive templates killing you in 2 shots.



Sagem - Intrepid
Cheech - Radiant
SkyPreacher1
Sun Feb 22, 2004 3:38 pm
#453

Guess what all the bugs we started with in CH we still have. Plus we get a whole new set of bugs. One request, fix the darn bugs before you publish another whole new set Mr. Poke Pet Thunderheart.


You can't even get one thing done right. Oh and yippee no more warcry, you just screwed every master swordsman, brawler in the game. Thanks again Mr. Thunderheart. Who gives a fig if i can ride real fast to my death.



FIX THE DAMN BUGS FIRST!!





....and then no matter how hard we get nerfed, we still keep CH because we are still some of the coolest characters on the game.

BOYCOTTING JUMP TO LIGHTSPEED UNTIL COMBAT BALANCE AND GCW REVAMP!
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...
BlackEdge
Sun Feb 22, 2004 4:24 pm
#454



SkyPreacher1 wrote:

Guess what all the bugs we started with in CH we still have. Plus we get a whole new set of bugs. One request, fix the darn bugs before you publish another whole new set Mr. Poke Pet Thunderheart.

You can't even get one thing done right. Oh and yippee no more warcry, you just screwed every master swordsman, brawler in the game. Thanks again Mr. Thunderheart. Who gives a fig if i can ride real fast to my death.

FIX THE DAMN BUGS FIRST!!






They haven't fixed the new bugs that came in the last publish. What happen to all the hotfixes? Getting really sloppy. Seems the more contents they add, the more things they end up breaking.

The vehicles still autostore, and you still fly off of them, stat buffs are still messed up (IE your ham don't even move when you get hit), and other old issues.

Fix all the broken professions and the BUGS FIRST before adding all these new contents, all it's doing is adding more bugs.

All I can see from the next publish is tons of new bugs on top of these known bugs that's in the game.



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
AzSteve
Sun Feb 22, 2004 5:06 pm
#455

Carbineer fixes. Lights that work. Move up and down commands...


The tears of joy have begun to flow. Obviously the Carbine stuff is greatly pleasing to me, but you have no idea how MUCH I was hoping you guys would get around to the other two as well!


Thanks

Alyc Voleslayer of Kauri

Carbineer/Ranger, very bad at estimating heights on the stairways in my house
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