Development Cycle Archive

Thread: 19 Answers (6-3-04)

Shiznat9000
Thu Jun 03, 2004 11:08 am
#40

Regarding the Jedi answer:


Please please please do not use bugs to balance things. That is a very bad and lazy way to manage the combat balance. This is a bug, being vuln to lightsaber damage effectively gives everything medium armor because it negates the AP2 on the lightsaber. If you don't acknowledge this, Jedi will never be balanced. You have 3 ways to fix this and doing nothing is not one of them.


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.


Being a Jedi I'd prefer #3
nolan007
Thu Jun 03, 2004 11:13 am
#41






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...




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( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Loshuss
Thu Jun 03, 2004 11:16 am
#42

Whooha for the gorax. Now if I can only find one!



Losh - Ethak - Evaen
Lexy
Thu Jun 03, 2004 11:20 am
#43

haha, great story TH

It just wouldn't be SWG without the crash at the end
Kane_Firestalker
Thu Jun 03, 2004 11:21 am
#44


Is there anyway we can get an answer to the 'vuln' actually being fixed to provide the dmg bonus?




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Rorenikibi
Thu Jun 03, 2004 11:21 am
#45

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.





Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


BruSwillis
Thu Jun 03, 2004 11:28 am
#46

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.






_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

Fred_Skinner
Thu Jun 03, 2004 11:32 am
#47






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.



Sush you . Rangers have been waiting for 9 months.




Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


LuthianP
Thu Jun 03, 2004 11:36 am
#48



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.
Smuggler_Caylin
Thu Jun 03, 2004 11:38 am
#49

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...





The Infamous Caylin Borealis - First Master Smuggler on Bria
One of the Four Horsemen of the Smuggler Apocalypse!
:The Ghost with the Most:

IndySWG
Thu Jun 03, 2004 11:38 am
#50






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.





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stit
Thu Jun 03, 2004 11:39 am
#51

Can I please have rights to spawn creatures and other stuff at any time I want?
Bosyn-Dallas
Thu Jun 03, 2004 11:42 am
#52



For those of you who missed seeing it......here it is:


State of the Game



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!


This year's E3 allowed us to demo Jump to Lightspeed, which was an amazing experience! This was the first time we had shown it to the public and we fully realized just how much fun it already is!! There were countless occasions where we would find ourselves plinking at Hutt Fighters from the turret of a YT-1300, or chasing a Tie Fighter through an asteroid field, and have to tear ourselves away to realize that we were indeed in the middle of a demo. I assure you, this is going to completely transform SWG while tying in seamlessly with the ground game. It is simply incredible!!!<


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...


Back on the ground, we are in the thick of Jedi Testing for Publish 9: Secrets of the Force. We are going to want to take an extra week or so to fully bake it in, so it may be a bit more than two weeks from our last mini-publish (the Death Watch Bunker). We will keep you apprised at the progress, but we are currently targetting 6/22/04


To test this massive system, we made a duplicate of the existing Test Server. We call it, originally enough, Test Center 2! We needed to create a large and robust test population, so we put together two groups and made them specific ranks.


Existing Test Center players that were active within a certain period became Padawans


Existing Live Jedi that created characters on Test Center within a certain period became Jedi Knights


Over the weekend there were in excess of a thousand simultaneous players on TC2! Much thanks to those of you logged in and helped us with testing. I would encourage you to continue doing so during the next couple of weeks, because we will be giving away starter packs, running some crazy tournaments and really trying to stress the system to its limits! Since Test Server 2 will be wiped at the end of the testing phase, it is really a free-for-all over there. Crazy. We may even try to set a bunch of Live Bounty Hunters loose at some time >:-)

One of the more controversial changes that is occurring with Publish 9 is that characters who unlock their slots Between Publish 9 and Publish 10 will not be able to immediately convert to a Padawan. There are a number of reasons why we feel the need to do this, but foremost is a transition period between Force Sensitive and Padawan that will not be done until Publish 10: The Jedi Trials. If you do unlock you will be notified, but not able to convert until P10. If you do not unlock but are along the way, partial credit will be given. This has been discussed in the past few Friday Features


Looking forward, the three main systems that we are enhancing before Space are: Jedi, Combat Balance, and the Galactic Civil War (GCW). They are turning out to be extremely extensive (and extremely cool!). Accordingly, we want to focus as many resources as we can on them. This is challenging when doing parallel development of JTL, which in some ways is a completely new game. We have made some adjustments to the Live schedule, based on our desire to fully realize each system.


Before I reveal our schedule, I want to shoot very straight with you. When I say things can and will change, I mean it. If we feel that we need to focus more on a particular system, we are going to adjust the schedule to allow it. My job as Senior Producer is to ensure that the overall project is successful, no matter what. This means trying to focus our resources on where they are most needed while keeping them healthy and happy. This also means adjusting the schedule and moving things out when other things are in jeopardy

We could take 4 different approaches in our communications with you


-Not tell you anything


- Give you the party line


-Try to get everything done and not do them well


- Do things right and tell you the truth


I want to tell you the truth. I want you to know what our priorities are, and what we are working on, and why things change. I guarantee some folks are going to scan this entire schedule, find the one line in it that refers to them, and go off about it. The truth is that we want to polish our game as much as we can, and we don't want to put out half-baked publishes. Part of the pain of hearing the truth is that it changes

Without further ado, I present you with our current schedule


Publish #9: Secrets of the Force


Complete overhaul of the Jedi system

-Force Sensitive Specializations<o></o></SPAN></P>

-New Lightsaber Construction

-Padawan


Jedi Knight


-Jedi Council - Force Ranking System


Badge Display system

-Loot enhancements

-Hermit Quest fixes

-Revised Master Image Designer Timers and ID XP gain


Additionally our Character Transfer System will be available to move characters between servers and accounts (for a small fee).



Mini Publish 9.1

-Wookiee Armor 2


-Additional Chat Channels


Mini Publish 9.2

-Crafting/ Entertainer Quests



Publish #10: The Jedi Trials


-Complete overhaul of the Path to Jedi system


-Initial Leader Boards


-PvP Kills


-Improved Commodities Market


Mini Publish 10.1


- Massive Emote Package (75


Mini Publish 10.2


- Wookiee armor 3


- CS/ QA/ Correspondent Issues<o></o></SPAN></P>


Publish #11: Combat Balance/ Galactic Civil War - Phase 1


- First Phase of Galactic Civil War revamp (ground base


- Large Scale PvP support

- Squad Leader Revamp

- A Special note on the Combat Balance: This has been pushed again to Publish 11. It has been fully designed, and we have gotten our secure server up. This is an extremely comprehensive change, including


Weapon Rebalance

-Speed Formulas

-Weapon Certifications

-Weapon Statistics<o></o></SPAN></P>


Ham Revamp

-Drain and Regen

Specials Drain and Regen

Damage Regen

Weapon HAM Cost

-Special Attack HAM

Profession Rebalance

Skill Mod Balance

Special Ability Balance

-Existing Specials

New Specials

Player Difficulties

Additional Balances

Armor Balance

Buff Balance

DoT Balance<

Again, we would very much like to get this out earlier. The simple truth is that it is massive, and needs the proper amount of time for us to develop and test.


The following have moved post-Jump to Lightspeed

>-Hutt Casino - We are REALLY excited about this social adventure, but we are running into art and design restrictions. Space is looking amazing... and we want it to be even more so! We are very strapped for Art resources at this time and can't create everything we want for this adventure until after Space

-Hutt Asteroid Base - For similar reasons, and we really want this to be something you reach by flying through space

-Smuggler revamp - We want to do this right too... and proper smuggling is very much augmented by space flight


I know there will be some disappointment regarding the schedule shifts. Please remember that we want to open our schedules up to you as much as possible so you know what to expect. Live Service is an inexact science (to say the least!!) and will always include some shifts. Things have changed. They will continue to do so. We are giving you our best approximations. All along the way, smaller but vital enhancements are constantly being fixed and come out before and after these main publishes

We are fully focused in making SWG the best MMOG there is out there. The game is very strong due to you, the players. The next few months have some revolutionary changes occurring, and I hope you are as psyched as I am


Finally, some of the team is gearing up to head out to Anaheim this week for the Fan Fest! I can't tell you how excited we are to hook up with the players, and see you folks meeting with each other. There are some great things planned, including several panels where you can grill us on all sorts of topics. Please be gentle ;-)


Best,


- Gary Gattis


SOE Senior Producer, Star Wars Galaxies



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Mischa Zarovich - I AM the scum of the Galaxy!
Master TK/ Master Smuggler - Tempest
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