Development Cycle Archive
Thread: 19 Answers 4-29-04
my opinion of camps:
the game has progressed to the point where camps are obsolete.
1)the advent of high quality buffs has basically negated group downtime.
2) vehicles, droids, and creatures no longer need to be called from camps
3) no one uses an entertainer in the wild, and rarely do we see doctors without medical droids.
fear not! i have a solution to these problems...
perhaps, on adventure worlds, or new planets (that might come out with the space expansion) characters, "storms" could do damage to characters. maybe vicious wind storms on lok, or cold storms on yet undiscovered cold worlds (or lightning storms on undiscovered planets) could damage a characters HAM, as well as introduce large amounts of battle fatigue and such.
maybe the only way for a character to survive these storms is to use camps, as vehicles might also suffer from the effects (and most characters would rather not have their vehicles destroyed).
or maybe...
just increased that rate that characters experience battle fatigue? thus somewhat forcing them to use entertainers more often, and possibly, take one along with them on long forays into the wilderness?
So, the answer to nearly all the questions is, as it has been for the past four months, "that will be addressed in the combat rebalance".
What this means, TH and JustG, is that the combat rebalance had better deliver. No more excuses. No more postponements. No more delays.
GET IT DONE!
The patience of many players is being sorely tested by the seeming inablity of the development team to follow through. You've nerfed the poodoo out of creatures, rendering CH powerless in high end PvE and in PvP; you've got dozens of specials that have no visible effect on combat now due to other adjustments, or they never worked at all in beta or since release, and you've got the absolutely unbelievable idiocy of lightsabers doing kinetic damage.
GET IT DONE!
Thunderheart wrote:
Combat Medics
It has been seen in past patch notes that Combat Medic range was to have been capped. Currently, Combat Medics have the ability to throw up to 96m, farther then any ranged profession. Will our range be decreased to max 64m, and if so, will the fact we are rooted for the entire throw animation be removed
To this, I can say that the Combat Medic throwing range should not be 96 meters. It may however be reduced to 64 meters in the near future
My best estimation at this time is that it will most likely happen in the Combat Balance. We're not certain what the exact range for Combat Medics but it will need to be 64 meters or less.
Are we sure that the Combat Medic's range is not being misinterpreted?
Example: Let's say I have an Area Poison that has an Area of effect 32m and there isenemyA is 64m away AND enemyB is 96m away and the poison is thrown at enemyA and also affects enemyB. I think enemyB might see that the CM is 96m away and assume the poison was thrown that far, when that isn't the case.
Can anyone verify?
Also, shouldn't the issue really be something like, "Combat Medics have no reduction in damage in PvP?"
DeQuosaek wrote:
Can anyone verify?
Also, shouldn't the issue really be something like, "Combat Medics have no reduction in damage in PvP?"
The correspondents are helping me verify the details now....
Does the revamping of the lightsaber mean some kind of damage change? Or will they remain kinetic damage?
What I got out of your answer was another question or 2....does the revamp mean a change in crafting woes (rare loot), Damage Type, Armor Piercing or ALL OF THE ABOVE?
I realize this doesn't matter too much to a developer but we had a staged event last night, and one person inside a base destroyed the entire event. He was a Master CM in the bottom of a base. He was literally tossing the poison from 90m away.
The problem here is in the heat of combat you barely even notice until it ticks, especially at night during a fight. I can certainly understand a little thing like a mind being eaten away is very minimal in light of all the cosmetic interface changes etc, but how is a person so inherently powerful allowed to continue unchecked. Could there not be some sort of damage reduction temporarily for a SUPPORT profession. there is noone who can convince me a simple change or "hotfix" for a dmg reduction to CM cannot be done.
I would simply ask for this, tell me Combat Medic works as intended. If it does, I have no problem going back to a FPS. While I understand the dynamics of the large scale battles, I also know that the CM can toss their poison as fast as a doctor can heal them. That means everyone has to be a doctor in a group to compete with 1 CM who is moving back to stay 90m away.
Consider this for a second...
macnider123123 wrote:
Please tells us why Bounty Hunter hasa Master Scout pre-requisite. Dropping this (or even scaling it back) will go a long way to balancing bounty hunters.
He told you professoins will be balanced on the number of skill points used and what skill points they have left to spend on other combat professions.
Look at smuggler it doesn't have any bonuses to pistol skills even though all its specials and XP are based on pistols. Its because smugglers can pick up master pistoleer.
If BH gained back the master scout skill points then they could master BH and another combat prof that would mean effectively that BH would have to lose all their weapon mods for balance reasons.
I know BH have some problems but I don't know why some BH's request to get rid of master scout thats your best card for making BH's better and you still get all the neat things from being a master scout.