Development Cycle Archive
Thread: New difficulty levels for the Corellian Corvette
defense stacking?
SWG-Runesabre wrote:
I've solo'd the Geonosian Dungeon and the Acklay myself now, I guess, 30 to 40 times. I posted how to do it in the Game Guide Forums, you can check my posting history for the write-up. It uses no exploits, only a careful analysis of the Lab monsters behavior and using two Rifleman specials, Take Cover and Conceal Shot. When I kill the Acklay, it does not aggro me and I take no damage from other monsters in it's Lair.
Using AE abilities to cause the Acklay's minions to attack the Acklay will no longer work once Publish 7 goes live.
the devs are really doing a great job now!! TH, thanks for listening to us. i mostly just skim the boards and do not post a lot, unless it is something that i have a deep interest in, or think someone is getting the shaft. lol..
but, just want to say thanks to all the devs for really getting some good stuff out there. KUDOS to you all!!
Imarx
SWG-Runesabre wrote:
SonGouki wrote:
Just a quick question here, have you guys load tested this thing yet?
With players spawning their own dungeon there could easily be hundreds of these spawned at a time oncethis hits live! Will this impact the server performance at all? (Please tell me it's no where near the server that support Coronet...)
There are a limited number of instances that are allowed so as to prevent overloading the servers allocated to operating the corvettes.
so does this mean that if the max limit of instances is hit...anyone else trying to enter their own instance will be denied?
SWG-Runesabre wrote:
I've solo'd the Geonosian Dungeon and the Acklay myself now, I guess, 30 to 40 times. I posted how to do it in the Game Guide Forums, you can check my posting history for the write-up. It uses no exploits, only a careful analysis of the Lab monsters behavior and using two Rifleman specials, Take Cover and Conceal Shot. When I kill the Acklay, it does not aggro me and I take no damage from other monsters in it's Lair.
Using AE abilities to cause the Acklay's minions to attack the Acklay will no longer work once Publish 7 goes live.
Um, Taking Cover and Conceal Shot aren't AE abilities. I could solo a Dark Jedi Master with Taking Cover and Conceal Shot without using other mobs AE attack to aggro him. All it would take is a lot of coffee and patience.
Squidd wrote:
I have to cast my vote for backing off the increased difficulty of the Corvette.
I was pretty happy to see the note that the difficulty level was going to be increased. I'm a master Pikeman with a good weapon and a Master doctor with good meds; I go into something like this with a full set of med buffs and a double shot of Vasarian Brandy in my belly. With this configuration I've been breezing through the Corvette solo since it was introduced; I could do the place blindfolded. I was looking forward to a challenge, maybe even the welcomedreality that I'd need some buds to finish the place off.
I logged on this evening to see the changes and I get one-shotted by the second NPC I run into; not theheavy dutyguys mind you, but the guys roaming the halls. That's just too big of an adjustment.
I like grouping, and I'd like to try this dungeon with a group on live servers. When I say group, however, I mean three or four friends with non-maxed out, non-double master characters without legendary armor and weapons. We'd be eaten alive by this place as it stands now. With NPCs that can one-shot a buffed characterany group will require a Master Doc for resurrections, there's no way around it. Of course, this doctor won't be able to heal wounds or reapply buffs due to the nature of the dungeon, and evidently everybody deathblows now. And, of course, when you die and clone you go right back to the beginning of the dungeon sans any buffs. I died two more times just trying to make it to an escape pod so I wouldn't have to spend 55 minutes hold up in a broom closet hoping the captain's daughter didn't open the door and incap me with a TK leg sweep.
Irealize that even in this configuration there'll be a handful of players that will brag about soloing it, and several of them probably actually will be able to do so. But if the dungeon is going to be tweaked so high that even the most die-hard, min-maxer, with the best equipment ever can't possibly solo it, then it's going to be too high for most reasonable groups.
Where do you set the difficulty? I don't have a pat answer or a simple numeric rating to give you, but let's start by backing off frequent one shot kills, that's enough to decimate a reasonable group right there and it's no fun for anyone. How about a little more range in the opponents? Does even the janitor need 45% resists, light armor, and massive special attacks?
To sum up, how about a little finesse with the volume knob instead of just cranking it to 10?
This worries me. I can appreciate the overall difficulty in a mob's ham or resist increase, but if the mob is going to one shot kill people, then we have no way of counter attacking anything. its just a suicide invasion for most... and with armor decay even if insured, most people would rather not attempt it much.
But what really concerns me is how is this dungeon going to stack up in difficulty after the HAM changes? The devs have said it will make combat more difficult (by not allowing you to spam specials).
Please dont make this another Geonosian Cave where just entering it is considered suicide for most people. I like to group, dont get me wrong Im not saying it should be soloable.. but dont let it be a requirement to have more than 5 good fighters in a team because I can only usually get 5 people top from my guild to go fight a dungeon at a time and I sometimes hate having to group with strangers and have to worry about ninja looting and not sharing any rewards.
Dracoblood wrote:
Heyo,
Are there 9 badges for completing the 9 various quests or just 1 Corellian Corevette badge?
I can confirm that there was a different badge for each of the three neutral quests, so that's likely the case.
Two questions:
Difficulty levels in these new dungeons seem set very high, this is really a kick in arse for those of us who haven't reached master levels yet, or don't have various advantages like ready access to master buffs or uber armor.
Are these dungeons just intended for uber players now? Are lower level players even considered anymore or do they have to hunt durnies all day for xp? I'm2 2 3 2pistoleer and 2 2 2 1 doctor, I can hold my own in most cases, but the sheer volume and tenacity of the genosian npcs means i cant get in the door without full buffs and a couple tanker freinds. Combat balance is part of the issue, but still overwhelming npcs will diswuade average players with bothering in this game. If one can't get into the interesting stuff without 24 7 grinding or months of average play time it gets damn tiring.
I think a group of 4 strong players or say 6 average players should be able to handle dungeons. Uber dungeons for uber players are all well and good, but we only have so many so far.
Second question: What kind of loot can we expect? I've heard of a new speeder, a lovely 2 seater, but nothing else.
SWG-Runesabre wrote:
There are a limited number of instances that are allowed so as to prevent overloading the servers allocated to operating the corvettes.
TeeBee wrote:
SWG-Runesabre wrote:
There are a limited number of instances that are allowed so as to prevent overloading the servers allocated to operating the corvettes.
I dont play TC, but does the dungeon respawn while you are in it? Are you on a timer while inside it?
If the answer is yes and no I can see groups of people camping it for the new loot and the number of instances sitting on its' cap during peak hours. Maybe worth considering a queue system if the number is capped?
Skedoozy wrote:
J2xC wrote:
unless this is harder than the geonosian dungeon it'll be soloable. Probably pretty tough with warcry gone, but since I doubt any of the humanoids would intimidate, shouldn't be too bad. (P.S. I'm actually hoping its really hard... need some good group content)
Im sorry, but anyone that can SOLO the Geonosian Dungeon is either exploiting or.. um.. exploiting. For one thing it is never empty. There are ALWAYS people there camping it. No one could truly solo it. Now let all the uber1337 wannabes come and tell me different.
Here's what I do: I wear composite armor with 80+ resistances. I'm a master swordsman, master brawler, with some medic skills, and TKA meditation. I get buffed. I also have an acklay power hammer(5.9 250-750'ish)several 2h melee speed tapes allowing me to attack at the speed cap(so I can hit mind pool for upwards of 4k a hit, or spin attack to hit each mob for over 2k damage).
I generally go there early on(when it's not packed... I've been there alone on several occasions) To handle geonosians, I hit Center of Being, run past all of em to get them to attack me in melee(where they can't use those nasty stun guns), then I spin until they're all dead(takes about 10-15 spins due to random pool damage and low accuracy on hammer... so 10-15 seconds). Any bleeds, etc I meditate off. Kwi's and klikniks I intimidate and warcry, and then mind hit till they die. Acklay is the only really tough nut, and my fights with him can last a long time due to his intimidation... I try to get a knockdown+warcry combo in him, stick the heaviest mind-bleed I can on him, and just hammer him in the mind as much as possible. It often helps that other stuff around aggros on him rather than me, but I don't rely on that.
Simple enough? I've seen CM's exploiting his ai in such a way he aggro's everything else in the cave, and a number of other similar things, but the place can be soloed legitimately by some characters, and I've done so a few times. Also, I hate 1337-d00dz, I don't consider myself uber, and I'm not particularly keen on PvP. I'm not going to intentionally limit myself either though.