Development Cycle Archive

Thread: 19 Answers 4-29-04

zounds_klaxons
Thu Apr 29, 2004 3:53 pm
#40

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?


ahhh well. just some ideas.


i would just hate to see camps fall by the wayside, as ive always considered them an interesting aspect of the game.



Zounds Klaxons
Kettemoor

All the dead ghosts of rock and roll
Are gonna follow you wherever you go
SioBabble
Thu Apr 29, 2004 3:54 pm
#41

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!






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


DeQuosaek
Thu Apr 29, 2004 3:55 pm
#42






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?"






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Thunderheart
Thu Apr 29, 2004 3:57 pm
#43






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....







Kurt "Thunderheart" Stangl
Community Relations Manager
macnider123123
Thu Apr 29, 2004 3:58 pm
#44

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.




...has mastered the Pilot profession

Jmaac / Master of all 9 Pilot Squads
Jmac / Master Trader (Structures)
Space Loot Vendor: moved 1.9k NNE of Keren Naboo... WP on the way
Ekhvram
Thu Apr 29, 2004 4:01 pm
#45

Liik: (Spice III): Mind Poison Mitigation + Mind Disease Mitigation too plz


I agree Ranger will need some combat mods/specials given the opportunity cost for the skill pts.


1 SL idea I liked was a 'Smoke 'em if ya got 'em' morale command to boost Mind regen.


I am glad you told Pikeman there's reason to hope, but disappointed in the lack of love for Carbineers. They need their area dizzy to stick better, area KD to have a chance in heck, new weapons like others receive, and in their role,a machine gun type special like the 'sniper/assassin' has (x5-x5.5 AoE.)



The CB forms the foundation for much of the game, from noob to elder.




_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
Skeptic666
Thu Apr 29, 2004 4:02 pm
#46

Wow Im glad I waited a whole week to hear what I knew th was going to say about commando.


Pretty much wait for the CB. Thanks you know you just lost a good portion of that profession today hehe at least there will be fewer to whine.





Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
WarFerret
Thu Apr 29, 2004 4:05 pm
#47

Am I right in saying that answer to the Swordsman question was basically "All your specials are the same because the mocap moves are all the same" ?


You're aware we have SEVEN attacks that all do the same thing (posture down) and that that same thing is currently broken ? (2 posture downs cancel out instead of forcing something from standing to prone, if I hit a kneeling target with a posture down it stands back up again).


Does it really take such a big change as the combat balance just to get that fixed ?



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
VipEVX-Nine
Thu Apr 29, 2004 4:06 pm
#48

I understand You are still working out the details but maybe you could answer a question that is on every jedi's mind and may get many of the jedi to rest peacefully for a while if answered....

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?




Wnn]]]tGrachuSt[[[nnXgggggggggggggggggggggggggggg)


NecrozDarksoul
Thu Apr 29, 2004 4:08 pm
#49

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...




Necroz Darksoul


VLord of Darkness and Slave of WykydV


Obi007
Thu Apr 29, 2004 4:08 pm
#50






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.

WarFerret
Thu Apr 29, 2004 4:08 pm
#51

Sorry for the DP, but this thing doesn't want to let me edit my post.


I know that comes over as a very negative ranty post, I'm just frustrated at the same non-answer everyone else got which was "wait for the combat balance", we are waiting for the combat balance, like everyone else we've been waiting for it for some time now and I expect we will continue to do so, you won't push it through until it works and as a balancing change it's going to take a LONG time before it works well enough to push it through, like everyone else I'm expecting the combat balance to constantly be put back such that we won't see it for another six months, I would rather see minor changes made in the meantime rather than waiting until November for the change to take place.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
mythronde
Thu Apr 29, 2004 4:09 pm
#52

TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean



Peacekeeper
Master Bounty Hunter -since August 2003
Master Carbineer
Combat Medic 4-0-0-0
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