Development Cycle Archive
Thread: 19 Answers (6-3-04)
1. Change sabers to AP0 and then decided in the combat balance what the damage should be.
2. Remove the lightsaber vuln from everything and replace it with 0 resist, this will let the AP2 apply again and it will let armor have at least some effect through the armor rating but not the resistance.
3. Fix vuln so that it is the same as having 0 resist and AP0.
Renairdor wrote:
Adalie wrote:
Please tell me you will nerf the CMs before the combat balance in the fall or at least re-evalutate their capabilities. I'm sick of getting a great group together, to be destroyed by combat medics with 600-900 mind ticks. They just do suicide runs from the cloning center and the docs can't keep up.
Here is the big problem:
-Mind is the pool you can't buff or heal easily
-600+ ticks mean that a normal player will be dead in a few seconds. An elite player will be dead within a minute.
-The poison can hit multiple people at once. If you're indoors, such as a GCW base, then everyone will get poisoned. Entire groups fall prey to one combat medic this way.
-Docs can't cure fast enough to keep up with groups. When people just keep making suicide poison runs form the cloning center, you might as well kiss your raid goodbye.
I'm completely sick of taking large groups of 20+ elite players into a city and have them killed by 2 combat medics and 3 riflemen because they spam poison faster than anyone can keep up with and then riflemen finish them off.
If you wont nerf, at least give players better tools to defend against these types of attacks. Give them better poison resist food, or make it so CMs can only target 1 player offensively at a time. Or make it so combat medics can also cure poison from parties.
Right now, beyond a doubt, its what is KILLING pvp.
100% agree here. Docs need a area cure, and poisons should be less effective- possibly a % of dmg incurred, not a flat number. IE- a Area Poison C does a 5% 'tick' when crafted with the best materials. Rare materials could raise this to 7%.
Other games successfully use buffs and poisons using % modifiers, which is a natural balance right there. It's still a DOT, it's a concern if not taken care of eventually but it's not battlefield breaking where a single CM can destroy enemy squads in a few seconds. I used to be CM/Doc and did this all the time...
Ren
I agree that a medic hybrid should not be the end-all-be-all of every GCW / PvP event.
Also, the mind pool being basically unhealable is a bad idea.
Star WarsGalaxies GCW and PvP shouldn't be about slinging poisons and uber diseases at one another...
It just wouldn't be SWG without the crash at the end
Is there anyway we can get an answer to the 'vuln' actually being fixed to provide the dmg bonus?
On the Carbineer question, which I had a small hand in, thank you. After Publish 7 we had all these state effect attacks, but its never been crystal clear just what these states cause to our targets.
Having some idea of this, along with a rough idea of the degree of effects makes shot selection a little easier to get a handle on.
Ohh it's the "Devs give us all info and everyone comesin to whine" thread.
Thanks for all the hard work TH. Great reading again.
Bru.
Sush you
TheLoneBowler wrote:
eRAZORNew wrote:
Must be convinient to balance something against something else at least 4 months away. Makes sense. Really!
Don't complain until you've been a creature handler. It has already been four months and looks like it will be another 4.
BruSwillis wrote:Ohh it's the "Devs give us all info and everyone comes in to whine" thread.
Thanks for all the hard work TH. Great reading again.
Bru.
What game are you playing then? The rest of us are playing galaxies.
My apologies to the smugglers as well,
It would seem that he decided to role with the non-answer question, instead of the spice one I know he acknowledged and I know I gave him the answer to...
TH Said:
Jedi
Our sabers have been changed to Lightsaber damage, which everyone is very happy about. However the addition of "vuln" to all creatures causes armor piercing 2 to not function, due to the way "vuln" is calculated in the armor system (It negates all armor piercing). This means that while nothing has an actual protection from lightsaber damage, everything essentially is getting a 56% damage reduction. This makes our lightsaber damage output extremely low especially in PVP. Can something be done to fix this? Possibly increase the damage on our sabers the appropriate amount would be the easiest solution. (As I doubt changing the core function of vuln to be a time efficient endeavor).
Lightsabers have been balanced against the system after the combat balance. For PvP specifically, Jedi Knights and above will be balanced for PvP play.
This doesn't answer the question. We all know that the DEVs want to achieve Balance.
The question is this: You gave Lightsabers an AP2 ... and then made it such that it would NEVER be applied. Will you fix that?! Will you either up the saber damage to reflect their power as you wanted it when you made them AP2, or will you chance vuln. to 0% Effectiveness so that your vission which inspired your adding AP2 will be achieved?
Also.. as a former response asks: "Balanced" agianst who?! Jedi aren't supposed to be balanced (cept to other jedi). The DEVs have said since beta that Jedi should be able to take GROUPS of master level players.
Last month we saw Publish 8: Droids Rebuilt reach its fruition, with a ton of new utility droids being added to the mix. We also saw two mini-publishes. Mini 8.1 focused on Image Designer enhancements and included some radical new looks for characters as well as a secure transaction interface that will extend to numerous other areas of the game. Mini 8.2 saw the opening of the Death Watch Bunker, where there are some very tough hombres that are none too happy. There are rumors of awesome loot from this starting to trickle out into Live, including Mandalorian armor and Jetpacks!
We will be doing a closed-invite Beta for JTL sometime between August and September. We really want to get a wide variety of players in the cockpit, so we are currently devising the numbers and groups for populating the beta. More on this from Bo'shek (Rich Vogel) in the near future...
- Do things right and tell you the truth
Publish #9: Secrets of the Force
Complete overhaul of the Jedi system
Jedi Knight
-Jedi Council - Force Ranking System
Badge Display system
Additionally our Character Transfer System will be available to move characters between servers and accounts (for a small fee).
Mini Publish 9.1
-Additional Chat Channels
Publish #10: The Jedi Trials
-Complete overhaul of the Path to Jedi system
-Improved Commodities Market
Mini Publish 10.1
- Massive Emote Package (75
Mini Publish 10.2
- Wookiee armor 3
- CS/ QA/ Correspondent Issues<o
Publish #11: Combat Balance/ Galactic Civil War - Phase 1
- First Phase of Galactic Civil War revamp (ground base
- Large Scale PvP support
Weapon Rebalance
Ham Revamp
The following have moved post-Jump to Lightspeed
SOE Senior Producer, Star Wars Galaxies