Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-8-04)

Slagrath
Mon Mar 01, 2004 11:22 pm
#53


there are no buffs, spices, foods, armors, inherent skills or any combination thereof that can stand up to CM's at this time. nothing, nada.


things only get more out of whack when you have the rifleman / cm template. In my most recent PVP battles, i stood up just fine to all the other classes i fought. the fights lasted a goodminute or twobefore one of us fell.Without fail,idied within seconds to the rifleman / cm combo...aduo of them were the only people i died to after fighting for at least an hour. Every battle, i see more and more of this template, soon every single pvp'er will be a rifleman / cm, and there is simply no denying or ignoring this fact.


it is the truth.


i have been hearing many people say they are going to stop PvPing for this very reason. too many for me to ignore it. I love pvp, and i win and lose all the time. The last thing i want to see are hordes of identical templates, or less people doing it. This issue is the most serious threat to the GCW the devs have managed to cook up. The future of PvP in this game is literally at stake.


i would like to see the following...


1. CM's range decreased to 20m across the board. (you can leave everything else the way it is)


2. Riflemen givena couple newstate change attacks, and must get one to stick before using the high-powered mind shots.


3. shorter effective duration on KD's and dizzy (im a carbineer, so **edit**)


3. Dying in pvp makes you clone at the FARTHEST static city, covert, with no other options for reclone location. ( and so ends the clone wars and clone center camping)


4. turrets either decreased in cost, or re-deedable (no more losing your turrets in the middle of the night)


5. WoV's to stay THE SAME AS WHEN YOU PLACED THE BASE. (again, this eliminates the middle of the night ganks)





------------------------------------------------------------------------------------
"Sit me in the lap of the Gods, babe..cover me with skin and hair...
write a number one on my forehead....screw you if you think i care."
------------------------------------------------------------------------------------
Bosch Kreiger (RETIRED)
Operations Command
Southern Krayt Legion
Radiant Rebel Alliance
Thunderheart
Tue Mar 02, 2004 1:59 am
#54




Last Week'sThread:





http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=6222



Welcome to the Weekly Discussion Thread.


I'll do my best to go through the previous thread and answer some questions.


I hope everyone had a great weekend





Kurt "Thunderheart" Stangl
Community Relations Manager
DVader539
Tue Mar 02, 2004 1:59 am
#55

First Link
Second Link
Third Link
Fourth Link
Fifth Link


Here's a real, real, real simple fix for you.

Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damage



Click here for proof that the Devs hate Riflemen. And here's the kicker! (Seperate thread)
Making a controversial point: Ignored
Making a good controversial point: Locked
Making a great controversial point no one can argue: Thread Deleted
There are few things you can post, for everything else, there's a CSR waiting.

AudioOrgana
Tue Mar 02, 2004 2:33 am
#56

Are you really going to name this patch "The Droid Invasion", or a more appropriate, non-droid centered title to more accurately reflect the content most players will find in the publish?


Audio


RogueKairi
Tue Mar 02, 2004 2:57 am
#57

For the love of god please fix the self healing action! Whenhealing yourself while in combat I know that you need to deselect your target (even though it remains in your target windos) to heal yourself, -except when attacking base camps-


Even when I try to deselect the target camp to heal myself, I cannot.It wont even let me peace on the camps fast enoughwhen Im being attacked by npc's. What I do is end up running around hitting the peace button in a mad frenzywhile being shot at just to heal myself before I end up dead.


Can you guys fix this? To put in some code where you will heal yourself even if you have an npc or some non-player itemtargeted?






ARAMAXIS
±Bounty Hunter±
Brryn Starwind
-Master Ranger Veteran -Teras Kasi Master Veteran -Master Doctor Veteran
There but for the Grace of God go I
Morgath
Tue Mar 02, 2004 3:49 am
#58

Again I'm posting about wookiees. I've been one since launch and I am amazed that they are still the weakest race in the game. this has frustrated me immensely. How can a whole race be so broken? I have tried to reroll and start from scratch, but really that isnt an option for me because I'm what you might term a 'casual' player, and have put a lot of time into raising my toon. I therefore have decided to take a break from SWG and only come back when wookiees are fixed. This is pretty extreme I know, but i figure that I'm not enjoying the game anymore and a break would do me good. I wish that I hadnt been forced to do this but I can see no other way.



Bye for now


Reztarn
Tue Mar 02, 2004 5:46 am
#59

Wookiee issues


Wookiees are severly disadvantaged compaired to other races when it come to the mid to upper end game. The problem is almost exponental as you gain skills and desire advanced content. Wookiee start out ok with about a 13% bonus in our stat points. The problem is that this 13% bonus is only good for Health and Str. All our other secondary stats cap pretty low.


To compound the problem wookiees can't wear any type of armor besides personal shield generators (PSG). This causes a few problems.
1) PSG are useable by all characters so isn't effective in bringing wookiees up to the level of other races in combat.
2) PSG are broke in that their stats change while even just walking around doing missions
3) PSG are only good for a few fights at best meaning you have to carry crates of them
4) PSG are expensive for the protection they provide. ~35k when you can find them on Bria


Most PvPers on Bria are using high end, 75%-90% composite armor with many having a helmet with high stun resists. This means that these players can last up to 10-20 times longer in PvP then a Wookiee. This often is the difference of lasting 3-6 seconds for a wookiee before being incapped and a normal race lasting about 45seconds or more before they would be incapped. Healing is viable for normal players but with incaps happening within 6 seconds for wookiees healling is often not even an option.


Another problem is Skill Enhancement Attachments. The problems are as follows
1) Wookiees only get a max of 24 sockets while other races get Max of 52 sockets
2) Wookiees can only use Skill tapes thus taking 1/2 of the skill enhancements out of reach by wookiees
3) Many combat skill bonuses are only found on Armor attachments thus Wookiees have no chance of even getting these bonuses.


To those that say "No one would ever wear 52 attachments" I beg to differ. If the devs would fix SEAs (put a SEA with 2 bonuses on a item with 4 available sockets and watch 1 randomly fade away and i don't dear even try if they work with wookiee wear because my battle padding have gobbled up to many SEAs with nothing to show for it.) I bet you would se many players with maxed out wardrobes.


Lets look at the interum solution of giving Wookiees AR1


From the new, just published, armor guide.


Vulnerability:

Vulnerability denotes Damage Types in which the armor offers no protection whatsoever. The bone gloves have quite a few of these: Kinetic, Blast, Stun, Heat, Cold, and Acid. Whenever the armor is hit by one of these Damage Types the damage done by the weapon is neither increased nor decreased. It is as if a weapon with an Armor Piercing value of None is used against a target with an Armor Rating of None. Unarmored Player Characters are considered 'vulnerable' to all damage types.


Now lets look at this

As it stands now Wookiees are AR0 with all vunerable (as are all characters) So a hit of any type for 400 hp will do

AR0 weapon - 400hp (see text in green)
AR1 weapon - 400hp (see text in green)
AR2 weapon - 400hp (see text in green)
AR3 weapon - 400hp (see text in green)

If we get AR1 what happens?

AR0 weapon - 400hp (see text in green)
AR1 weapon - 400hp (see text in green)
AR2 weapon - 400hp (see text in green)
AR3 weapon - 400hp (see text in green)

Hmmm seems the same.


If you actualy take away all our vulnerablity well actually take less dmg to AR0 weapons, AR 1 weapons remain the same and AR2 weapons will do 500hp and AR3 will do 625....worse then having AR0 with full vulnerablities


Lets look another player wearing bone armor AR1 17% eff Restraint Electric, 27% spec to energy, Vulner to rest. Weapon does 400 hp (note wookie takes 400 hp by ALL weapons no mater what the natural AR level is)


AR0 weapon Restraint | Electric (400/2) * 83% = 166hp (400/2 for the weapon being AR0 agianst a AR1 armor. only 83% of the dmg remaining get thru because of the 17% eff.)
AR0 weapon Energy (400/2) * 73% = 146hp
AR0 weapon other types 400hp (see green text)


AR1 weapon Restraint | Electric (400) * 83% = 332hp
AR1 weapon Energy (400) * 73% = 292hp
AR1 weapon other types 400hp (see green text)


AR2 weapon Restraint | Electric (400*1.25) * 83% = 415hp
AR2 weapon Energy (400*1.25) * 73% = 365hp
AR2 weapon other types 400hp (see green text)


AR3 weapon Restraint | Electric (400 * 1.25 * 1.25) * 83% = 518hp
AR3 weapon Energy (400 * 1.25 * 1.25) * 73% = 456.25hp
AR3 weapon other types 400hp (see green text)


Now this is bone armor. Average Composite is like 70% to all but stun so lets look at the dmg now


AR0 weapon all but stun (400/2) * 30% = 60hp
AR1 weapon all but stun (400) * 30% = 120hp
AR2 weapon all but stun (400 * 1.25) * 30% = 150hp
AR3 weapon all but stun (400 * 1.25 * 1.25) * 30% = 187hp

Any stun dmg is 400hp to which most people I know have high stun resist helms. Because, unless someone corrects me stun is always a head shot.


So wookiee takes 400hp dmg no mater what but a 70% composite player takes 60,120,150,or 187hp depending on the AR rating of the weapon....want to see what the numbers look like with 90%?


If you give us something like AR1 and 5% resists then the dmg to us would look like this. Agian a 400hp hit

AR0 weapon- 47.5% of the dmg (190 dmg)

AR1 weapon - 95% of the dmg (380 dmg)

AR1 weapon - 118.75% (475 dmg)

AR2 weapon - 148.4375% (594 dmg)


So we end up worse if we get innate resists in almost all the cases we will come up agianst in PvP.






__________________________________________________________________________________
In Lady Regana's Service
Col Chowok : Master Creature Handler, Master TKA, Medic (Bria)
AudioOrgana
Tue Mar 02, 2004 6:05 am
#60






Reztarn wrote:


Average Composite is like 70% to all but stun so lets look at the dmg now






See, this is the flaw in most of these types of posts.


While some sort of minor armor enhancement should happen for wookies, when you say things like "average composite is like 70%" you show you have no idea how armor practically works.


Armor reduces your secondary stats. In order to even wear a suit of 45-50%, most humans have such high encumberance that they have less than 5 (sometimes just 1) point in secondary stats. This SEVERELY limits what you can do with armor - since the secondary stat pools govern how quickly you recover HAM and how much HAM you use per round. This means that your combat skills are severaly hampered. You may not be taking as much damage from the opposition, but you are doing damage to yourself many times over what you would without armor.


At this point, I wish they would just reset the HAM for all species to be identical and somehow rig it so Wookies can wear composite and see what it's like. And yes, I have played a Wookie before - I do know what it's like.


You completely ignore all the advantages that Wookies have in terms of HAM, and you completely ignore all the disadvantages that wearing armor gives other players.


Audio
Reztarn
Tue Mar 02, 2004 6:13 am
#61






AudioOrgana wrote:





Reztarn wrote:


Average Composite is like 70% to all but stun so lets look at the dmg now






See, this is the flaw in most of these types of posts.


While some sort of minor armor enhancement should happen for wookies, when you say things like "average composite is like 70%" you show you have no idea how armor practically works.


Armor reduces your secondary stats. In order to even wear a suit of 45-50%, most humans have such high encumberance that they have less than 5 (sometimes just 1) point in secondary stats. This SEVERELY limits what you can do with armor - since the secondary stat pools govern how quickly you recover HAM and how much HAM you use per round. This means that your combat skills are severaly hampered. You may not be taking as much damage from the opposition, but you are doing damage to yourself many times over what you would without armor.


At this point, I wish they would just reset the HAM for all species to be identical and somehow rig it so Wookies can wear composite and see what it's like. And yes, I have played a Wookie before - I do know what it's like.


You completely ignore all the advantages that Wookies have in terms of HAM, and you completely ignore all the disadvantages that wearing armor gives other players.


Audio





I do not ignore the advantage. The advantage is 13%. Lets look at the buffs that go out now 2-2.5k buffs. That bonus is now less then 3%. Throw on top that every race can now put on the armor and still have 1000-1500 2nd stats while wearing composite.


I should meantion that I've got a bothan with no real combat skills (ie no elite combat skills) that can sit there taking dmg from my wookiee and do dmg almost as fast as my MTKA/MCH wookiee. Difference being the bothan can sit and use Stim B's to heal while I have to have Medic 4,2,4,0 and use Stim D's to get a similar effect.


I know EXACTLY how the armor works thank you very much.





__________________________________________________________________________________
In Lady Regana's Service
Col Chowok : Master Creature Handler, Master TKA, Medic (Bria)
zealot13g
Tue Mar 02, 2004 6:29 am
#62






AudioOrgana wrote:


See, this is the flaw in most of these types of posts.


While some sort of minor armor enhancement should happen for wookies, when you say things like "average composite is like 70%" you show you have no idea how armor practically works.


Armor reduces your secondary stats. In order to even wear a suit of 45-50%, most humans have such high encumberance that they have less than 5 (sometimes just 1) point in secondary stats. This SEVERELY limits what you can do with armor - since the secondary stat pools govern how quickly you recover HAM and how much HAM you use per round. This means that your combat skills are severaly hampered. You may not be taking as much damage from the opposition, but you are doing damage to yourself many times over what you would without armor.


At this point, I wish they would just reset the HAM for all species to be identical and somehow rig it so Wookies can wear composite and see what it's like. And yes, I have played a Wookie before - I do know what it's like.


You completely ignore all the advantages that Wookies have in terms of HAM, and you completely ignore all the disadvantages that wearing armor gives other players.


Audio





Actually, before I gave up being a master smuggler, I sliced four suits of composite for a human. The end result was him having a full suit that came out with 35%-43% Encum slices and him being able to wear the full suit with no buffs and still have all of his Secondary stats above 50. In a fight, 50 isn't much. However, how many people do you know that run around, in a full suit of composite, that get into fights without being buffed? (PvP or PvE, doesn't matter.)







~I'm not staying because it's the best game available. I'm staying because of a severe lack of options.

~SWG is like nicotine. With each new 'patch', it makes you want to quit even more.
DeathLemur
Tue Mar 02, 2004 6:37 am
#63

Can we get more single-player content, please? Yes, I know that the second M in MMORPG is 'multiplayer', but some of us just don't like being forced to play in groups. Nearly all content in the game is lethal to even the most careful single player, and what little there that a single player can tackle tends to get camped to hell and back...


Perhaps you could work on a dynamic dungeon system? I.e. a cave or lab or something that gets dynamically generated when a player (in or out of a group) requests one (NPC or mission terminal), and only that player/group can go into it.





--
Mordus Crestingrider -- Fraggers Hall, Corellia
My hand's been cut off, my friend's frozen in a block of carbonite, and it turns out the guy that killed my teacher is also my father. But I have good news... I just saved a bunch of money by switching my X-Wing's insurance to Geico.
Fix the resource markets!
darmokVtS
Tue Mar 02, 2004 6:54 am
#64



RogueKairi wrote:
Can you guys fix this? To put in some code where you will heal yourself even if you have an npc or some non-player item targeted?






/clearCombatQueue;
/healdamage self;

Works for me all the time in all situations.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
The_Real_Che
Tue Mar 02, 2004 8:22 am
#65

I dont know if TH actually reads this stuff or not but here are some threads on the wookiee issue that you can take a look at.


http://forums.station.sony.com/swg/board/message?board.id=Kauri&message.id=91359&page=1


http://forums.station.sony.com/swg/board/message?board.id=Kauri&message.id=94766


http://forums.station.sony.com/swg/board/message?board.id=Kauri&message.id=94689





___________[ PURPLE WOOKIEE SHAMAN OF MYST ]_________
C H E B A R Y Y Y K
______________ Kufi Smacker Extraordinaire ______________
STOP THE PIE NERF!!

" Star Wars Galaxies really captured the elusive Star Wars feeling....
with every new publish you instantly think: I've got a bad feeling about this!" -DarthMynock
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