Development Cycle Archive
Thread: In-Concept Open Discussion (Week Ending 4-12-04)
The impact of doctor buffs on gameplay needs to be normalized.
Without buffs: everything difficult and dangerous. A few specials and your HAM are down the drain. Not good either.
Cardco2 wrote:
RIFLEMANowerful, fast and diferent diseplines that are equal. remove sniper from this and make that a profession that requires MR and MM. rifleman should be powerfulll and the main troops. there should be 2 verieties of them.(ps:snipers use mind rifleman should use action. and hit health.) best all-round soldiers. guns have max range of 80 meters.(or 75)1 grenade sert.
1:the main troops, this would be the first 3 trees. they would be powerfull ,strong, and fast.
the most numerous.
2:support gunners(like in modern times and in the past.) more heavy rifles like the T21rifle.
CARBINEER:Spec-Ops forcess. like paratroopers. hit FAST, hitr HARD pin down enemies and hold buildings like starports with 5-10 troops. weeker guns but faster and more usefull specials, and special super specials to pin enemies down. good speed rather good damage. best soldiers for hit fast and hard attacks. to thin the enemy and hold ground in prep for the mains. costs more SP and XP then rifleman. shoots as far as rifleman with almost equal accuracy.limited grenade use. 2 serts. its special 0-6 metter mellee move were you hit the enemy with the butt of your rifle, or a sharp knife thingy (batana?) equiped on the end.(dangit cant remember the name, how imbarising.)
PISTOLEER: self defence class mainly. costshalf theSPas rifleman. fast and very hard to hit. they are veryu accurat at close range but terible at more than 30 meters. max range is 60 meters.
great addition to any class, but not that good alone, has 2 combo disiplines.
1:self defence moves and skills.
2:gunslingers. good in sudden bar brawls, and good at takein g out TKM's.
COMMANDO:same SP as now. heavy weapons experts. all grenades. eisily takes out turrets, and defences. cant take one on one and will die at close range do to the heavy nature of weapons, but wonderfull at 40-65 meters.(like on thje AH hill. own anyone in town with HW barages.
BH:good one on one. same as now, exept better defences and slightly higher accuracy witrh LLC and higher sp costs.
ALL mellee:self defencive by nature,wonderfull combo with any ranged. shorter hit distance with TKM 10 meters. 14 with swordsman and fencer. 18 with pikeman.
SNIPER: 4 trees 2 dedicated to accuracy moves and + bonusses to accuracy and defences.
this prof goes over the defences cap. tho at ranges 30 or lower it has a suddenly drastic drop in accuracy. and is nearly imposible to hit by anyone 50+ meters away.
impecable accuracy, and all weapons have near one hit kill atio's. the best ones kill in one hit easy, buffees take 3. all hits hit mind.theres a ranged DB but it has a40 second per use timer. no speed mods at all.(for balance.) this class is a great support class. and all weapons(eccept the lower level ones) have a max range of 70-85 meters.
Getoc wrote:
- Filters for the mission terminals.
Oh yes!. We could really do with this while we wait for more advanced missions to spring up. The missions need to be sorted into various categories such as:
- Reward offered
- Distance
- Direction
- Faction offering mission
- Enemy
- Enemy Type (Creature/NPC)
If possible it would be nice to also filter the results to say all missions listed by Jabba, to the North, no further than 1.5K away and only NPC targets.
While I think about it, Factions don't seem to play such a vital role as they could and possibly should. The present system also allows you to completely change your standing between two factions very quickly without any consequence. I had -3000 odd Jabba and +2500 odd Valerian. I wanted to complete the revised Jabba themepark. Obviously they weren't having any of it.However, about 45mins later (maybe an hour
) I'd killed enough Valerians to warrant Jabba's attention. This seems to negate any kind of consideration in keeping faithfull. Surely the process of entirely swapping sides should require some deep thought and time. Even as a temporary measure, perhaps the faction gain for slaying faction enemies while still negetive should be reduced further? As a long term measure, traitors should perhaps be listed as targets for factional Bounty Hunters? Perhaps a little strong? How about the chance of spawning NPC bounty hunters while in your previous faction's territory? These spawns could continue until you have died at least once? I dunno, just throwing out ideas. But I still stand by my statement that traitorous actions should result in some sort of pennance, countered by some rewardfrom your newly found factional friends.
I'd like to hear what other's think about the present faction system? And thought's for the future?
Wookies got some armor. When are Trandoshans gonna get some stat migration love? Trandoes are magorly gimped when it comes to migrating Action and Mind sub-stats... We are suposed to be the premier unarmed class i would guess with our +10 to unarmed damage, but fact is with 450 quickness and stamina we arent meleeing much of anything. Because of Action sub stats you can forget trandos making good carbineers or melee. Because of our lame Mind sub stats we dont make very good rifleman or medics either,..
In fact the only way I can wear composit armor is if all the main pieces are encumbrance sliced. 400 stamina wont let you get very far.
I propose that trandoshans Health sub-stats have there minimum lowered by 100 each, and raise Action/Mind sub-stats by 50 each. This would be a minor adjustment that would make a positive impact on the trando folks.
Trandos,... the NEW most gimped race in the game. "Good at nothing, ok at a few things"
Trando
Personally, I would like to see a "hide" feature. Much like what was mentioned earlier regarding Jedi, but not quite. In that instance, you are disguising yourself. In my opinion, scouts, rangers, or even every combat profession (not crafters... why would they need it?) would have a hide feature.
Using this, one could hide in shadows, behind things, etc., much like the Mask Radar for BH's mentioned earlier, but not only BH's should be able to do this. Also, related to this isthe connection between OOC and IC. So often I see "You cannot see your target" and think then why the heck can I target him!?
I realize that this, requiring something much like the "scan" feature for the proposed changes to Smuggler, causing a good deal of lag. This would be because virtually every player around someone who is hiding would constantly be scanning as their character looked around. This would, indeed, cause a great deal of lag.
Also, as a ... VERY far into the future development, perhaps an expansion for it. This would include "time periods", commonly known as the Star Wars Eras. Currently, SWG takes place in the Rebellion Era, when there is a Galactic Civil War between the Rebellion and the Empire. I think we should add 2+ servers for each of the following Eras:
1) Clone Wars [not my choice, but people out there like it, so...]
2) Post-Episode IV [events occuring soon after Episode 6, i.e., Truce at Bakura]
3) Thrawn/Daala/Isard Era [Not technically an era, but just the times between Post-Episode IV and NJO... including X-Wing series of books, Thrawn trilogy, etc.]
4) New Jedi Order Era [Just because I, personally, would love to see this.]
I realize that more servers would mean more maintenance which would mean more money required. In this case, people who bought the expansion, and only people who bought the expansion, would have to pay extra per month. I further realize that programming things like the Yuuzhan Vong would take a long time, and thus, my point of this being in the distant future.
One last idea is that you give 1 free month at the beginning of each expansion, as with the original. While I understand this might be abused by new players (buy the game, free month, buy expansion, free month), I think it would give some of the players who have quit a chance to check out all the new things, especially at the Space Expansion. I think that's going to be the clincher for SWG. If it's good, you get all your players back, plus more. If it's bad (hypothetically, of course), you lose pretty much everyone.
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hi my name it oshsrostsven and can you guys do something for us all for hour berthday like a bag of goodies that has some good suff in it and a brthday cake that would be cool
WookieRebel wrote:-Paazak and Sabaac (in/near Cantina)-Finish/start line for bike race-animal Pit-Secuirty at entrance to check for spice
* A little card game would be so very nifty to have, with
turnaments and all
* To add or have access to finish/start lines, great!
* Animal Pit: sounds like a turnament here too
* Threre should definitely be some sort of check for illegal
goods when you arrive at a larger space-/star-port.
And I want to add:
A litte notice board in PC Cantinas or City Halls
Would be grand to be able to add a notice for
newcomers/visitors so they can get informatiion about
the city/suroundings.
until you decide to dye again).
I missed who posted it in here, but it's probably my favorite idea in the thread:
Make Faction armor a limited use schematic that can be purchased from a Recruiter. (Single use schematic, in fact)
You pay your FP, bring it to a Master Armorsmith, and he does what he can for you. Make the FP cost significant enough that it warrants powerful armor, but purchasing a hundred schematics to mass-produce or even mix-match slice results becomes prohibitive.
I realize that I am posting into a thread which is quite long, but I hope that my words may still be considered.
Now that the major combat changes have been postponed, I think we need to think about how and what changes should occur from this point forward. Without knowing what the rest of the changes were, I can see what direction the devs were going. First, creatures were heavily nerfed, AR was removed from lower level creatures, etc. Second, crafting was changed (then cancelled) to make experimentation less effective and thus, weapons and armor weaker. I believe the third part would have been to reduce overall damage output of all players and possibly put timers on special moves.
I believe this is the wrong direction. I think at this point, one of the easiest and most effective ways to balance combat in this game is to consider giving players more skill points to work with. I know most of you will think I am crazy, but this is not such a half baked idea.
Reasons not to give players more skill points:
A player could get defenses well above what was originally intended. well, this no longer applies, since defense is now capped.
A player can create ultimate combinations by mixing combat skills with medic skills that are just not possible now. Well, this is true, but with most players going into pvp battles fully buffed by doctors/musicians/foods/spices, I think that additional medic skills would be a negligable effect.
Reasons to give players more skill points:
Hardcore pvpers have top level armor/weapons, and in most cases, skill enhancing attachments along with fighting with buffs. These characters are already such good combat templates (at or near every cap) that additional skill points to combat would have almost a zero effect. remember, most professions do not have overlapping weapon skills...example: pistol aiming of 150 will not help you if you equip a rifle. By increasing the amount of points someone could throw into combat, a newer player, without the funds for 80% composite, skill tapes, and top lvl weapons would still have a chance of mixing and matching combat skills to gain equity with a hardcore character.
Armor has almost no disadvantages now that doctors have learned how to make top lvl buffs. By allowing more players to get near the caps on defenses without skill tapes, a character can at least have a chance to survive a fight against an armored opponent if they had none.
My basic argument boils down to this: There are "uber" (I hate that word) combat players in the game right now. They will always be there, they are near the top of the game. They got that way through skill mods, top quality items, and skill. They are cappedat the top. Newer, poorer players have little hope of competing with them as it stands. With more options for combat skills, this newer player could get to the same (or close) level without skill mods and top equipment.
Great idea. The only problem I can see is that it would make it difficult for those of us who occasionally use /afk to get out of tell hell when we trying to play the game.
DMFan wrote:
Grinding AFK isn't forbidden by SOE, but many of us have a low opinion of this behaviour.
My proposal is simple:let's block the HAM regeneration when AFK and let's introduce a HAM cost for looting.
No more AFK grinders/campers since after a while one would die/stop looting.