Development Cycle Archive
Thread: 19 answers (6-10-04)
DarthVillanus wrote:
The imbalance is that composite armor's only vulnerability is stun. Even specially layered the resists can only go up to 45%. If armor had multiple vulns then people would use multiple damage types and stun wouldn't be the end all.
Templatesrevolve around weaknesses. Rifleman, fencers, and pistoleers have become the staple they are today because they all have weapons that do stun damage. It's what makes them the most desirable.
It's not the rifleman's, the fencer's, or the pistoleer's fault though. Stun weapons don't need a nerf...armor needs a total revamp. You need to lower the resists on high-end composite significantly to around 50-60%so that using weapons other than stun isn't futile.
What bh wouldn't love to go back to using the scatter instead of the geo? What pistoleer wouldn't love to go back to using the fwg5 or dx2? What fencer wouldn't love going back to using the gad stick?
So to recap what I'm trying to say:
Armor has caused such imbalance. Armor is why the diversity of weapons used in pvp are so limited to stun.
Ethen_Roe wrote:
where do you ask the questions?
the questions are voted on and reccomended by the players in the professions forums each week before the questions are submitted by the correspondents to TH.
Thunderheart wrote:
Doctor
Are there any details about how buffs will be effected in the upcoming combat balance?
The only details available at this point are that we are going to look at all the numbers. The types of things that will change is that multi-thousand point HAM buffs will not be available. Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance. During the combat balance, we will look at these numbers and also post focus threads on any proposed changes. One thing to remember though is that the HAM revamp is going to change the dynamics of combat so it makes comparing old system and new system numbers difficult to realize in terms of raw game play.
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If you consider a person to be 'exceptionally smart' for simply gathering resources with the best stats and then using their experimentation points then no wonder this game has so many long lasting bugs in it.
Cailid010 wrote:
Thunderheart wrote:
Doctor
Are there any details about how buffs will be effected in the upcoming combat balance?
The only details available at this point are that we are going to look at all the numbers. The types of things that will change is that multi-thousand point HAM buffs will not be available. Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance. During the combat balance, we will look at these numbers and also post focus threads on any proposed changes. One thing to remember though is that the HAM revamp is going to change the dynamics of combat so it makes comparing old system and new system numbers difficult to realize in terms of raw game play.
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If you consider a person to be 'exceptionally smart' for simply gathering resources with the best stats and then using their experimentation points then no wonder this game has so many long lasting bugs in it.
It appears that the ability to read and understand those little boxes in the crafting windows that tell you what resource qualities most effect the final outcime is a sign of being "exceptionally smart".
Once again, the devs blame players for actually playing the game as presented, not as the devs intended.
Cailid010 wrote:
Maybe they should fire the 'smart' devs and hire some 'exceptionally smart' ones.
They'd just move them all to JTL and leave the current crop of devs on the live game.
DarthVillanus wrote:Thunderheart wrote:Weaponsmith
Are stun weapons going to see a major rebalance within the future?Yes. Stun weapons (particularly stun batons) were never intended to be “the weapon” that everyone wants because it is the most effective. SWG’s weapons were always supposed to have a variety of useful and efficient weapons available, but here again, with all the tweaks and changes over the last 8+ months have caused a series of imbalances. This is definitely something that will be looked at during the combat balance.The imbalance is that composite armor's only vulnerability is stun. Even specially layered the resists can only go up to 45%. If armor had multiple vulns then people would use multiple damage types and stun wouldn't be the end all.Templates revolve around weaknesses. Rifleman, fencers, and pistoleers have become the staple they are today because they all have weapons that do stun damage. It's what makes them the most desirable.It's not the rifleman's, the fencer's, or the pistoleer's fault though. Stun weapons don't need a nerf...armor needs a total revamp. You need to lower the resists on high-end composite significantly to around 50-60% so that using weapons other than stun isn't futile.What bh wouldn't love to go back to using the scatter instead of the geo? What pistoleer wouldn't love to go back to using the fwg5 or dx2? What fencer wouldn't love going back to using the gad stick?So to recap what I'm trying to say:Armor has caused such imbalance. Armor is why the diversity of weapons used in pvp are so limited to stun.
EXACTLY. So much whining about rifleman, like it's their fault, or it's them that's overpowered. Good to see someone else with a brain in their skull. Armor is a major headache for classes with stun weapons (Do I wanna be using a jawa for pvp? hell no!) And even moreso those without stun weapons.
Listen to this guy people, you might learn something.