Development Cycle Archive

Thread: Publish 7 Update for the FWG5, Scatter Pistol, and Launcher Pistol

wickedHangover
Tue Mar 09, 2004 9:22 am
#66

I agree with you Norda, I am going for master bounty hunter and my weapons that I started with at novice marksman are still fine, and I did the marksman trees prior to the scouting, plus my fist pistol I am still using is one leftover from when i mastered smuggler. Pistols don't decay that quickly unless you're just spamming overcharge one after another, in which case you deserve to go through crates of pistols to master because you obviously don't know what you're doing.





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Akinoor
Tue Mar 09, 2004 9:35 am
#67






Leonae wrote:
All comes from the simple fact that SOE has not the will to take away overpowered things from players. Any GM worth his or her salt in a tabletop game knows that if you have something overpowered in your game you either have to adjust all of your world to compensate, or remove/adjust the overpowered thing. Any sane person will remove/adjust the lone overpowered thing, not beef/altera ton of thingsjust to handle it.

SOE, why don't you just make hard caps on all this stuff? Make it so that no matter the stats, a blaster can only do x damage, a piece of armor only absorb y %.





This is only my opinion, but if they did that, they'd take away tons and tons of work done by players with the goalto create the best possible items that the current _system_ allowed at the time. That's ahuge part ofwhat a mmorpg is about to many people, to become the best that the system allows.

In trying to accomplish this, a few actually becomes better than what the controllers of the system thought was possible, aka they break it.

Those who controls the system must therefor be very quick to react when this happens to minimize the damage/unbalance.

I don'tthink SOE have acted very quick in these cases. Perhaps because they are whipped a little too hard by something/someone withtoo muchdollars in mind, or perhaps because the system have become more complex than what they thought was possible, or maybeI don't have any ideaaboutanything concerning this.




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nojediiam
Tue Mar 09, 2004 9:42 am
#68






NordaIspe wrote:


They WERE made using a type of exploit, not in the true sense but the projectile feed mechanism was bugged and gave out unreal stats and when Weaponsmiths found out they made crates like there was no tommarrow and then thats why the Scatters were too powerful. And on the FWG5 you were able to add an additional power adder to it to make it more powerful.


Norda






Wrong! Don't post if you don't know what you are talking about.


Projectile feed mechanisms were bugged, but the bug was having no minimum damage and being inconsistent when being experimented on. Typically they were 0 min, 38 max damage, and -.38 speed.


The fwg5, scatter, and launcher pistols all had a blaster power handler and a proj. feed mech. from the beginning of the game. They were designed that way, there was no bug. I believe it was late October when they nerfed the schematics and tried a similar crafting change. They used the excuse that the weapons were never meant to have 2 power sources. Some dev. designed the schematics, so they knew what was going into them when they were created, so this sounded like a weak excuse. That change went in and at least it made some sense, now everything has 1 power source, fine (except rocket launchers). No more of them can be created and eventually those around will break so there is no need to do what they are doing now.


Also, they are moving on to messing with things that multi-line crafters don't want, as in the crafting changes, along with this pre-nerf crate change. It has gotten old. And don't forget, the posts from a few of the correspondents against the crafting change currently on test center were deleted, creating distrust in the player base. I have lost faith in the devs.



_Posli on Talus near Dearic: Master Weaponsmith (+29 Exp / +24 Asm)
_____My Current Weapons Menu_____
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Just use /waypoint 1525 -2700 once on Talus, look for the Arch


TroThorns
Tue Mar 09, 2004 9:57 am
#69






Arnwald wrote:





Thunderheart wrote:



I have a quick update for the FWG5, Scatter Pistol, and Rocket Launcher crates. These itemswill befixed(you can remove them from crates) when we release publish 7. For anyone with the old "pre-nerf" versions of these pistols with two power supplies, they will use the single power supply schematic when you pull them out of the crate.






If I understand well thismeans the weapon willuse only one power supply schematic instead of twice.


In clear words you canpull your "per-enerfed"weapon but you won't get the damage output it had before, it would be lower.


If I'm wrong I'd be glad to hear a Dev Explanation on this.


Deewe








You are correct. Even better you will have guns with names like 80-220 damage FWG5 that will now only be 175 max damage (I just made up those numbers). I am sure customers will love buying there 220 max damage labeled gun only to realize it is actually only 175 damge



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Palimor
Tue Mar 09, 2004 10:08 am
#70






You are correct. Even better you will have guns with names like 80-220 damage FWG5 that will now only be 175 max damage (I just made up those numbers). I am sure customers will love buying there 220 max damage labeled gun only to realize it is actually only 175 damge






A Dev reads this and says DOH, we didnt think about that!



-----------------
Palimor
-----------------

"Imperials aren't people to me, they are just NPC's with weird AI chips installed." - Criminalus

Hero_DarkJedi
Tue Mar 09, 2004 10:14 am
#71

Greets ...


I didn't read the whole thread but as a master weaponsmith I can tell you the guns will be *less powerful* then what they were.


When something is made the *sum* of the components is added up ... if one of the components is not there, then the *sum* is less.


In the case of the FWG5 it's missing an Advanced Power Handler ... which generally accounts for 40 points of damage ... so I will bet dollars to donuts that when you pull the prenerfs out of the crate they will be about 40 points less damage then they are labeled by the WeaponSmith in the title.


You at least are not losing the guns ... they are just in line with what us WS's make today.






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csplat
Tue Mar 09, 2004 10:36 am
#72

Ever notice that when people start complaining about nerfs, the CSR's and DEV.s never reply?
Thunderheart said 2 things.. people started in and he never answers back. It's a waste of time for anyone to even say anything.
Mohr
Tue Mar 09, 2004 10:40 am
#73






nojediiam wrote:



Crates are probably just objects that contain pointers to other objects in the database. There would be pointers to the resources used in the crate's construction and then a pointer to a schematic in the database so that when the item is pulled from the crate, the schematic is called on to craft the item and uses the resource pointers located within the crate to retrieve the resource stats for that crafting. Since they removed the prenerf schematics, when the crate goes to craft, it does not find the schematic and gives the current error message.






/sarcasm on


If this is true shouldn't factories make crates a lot faster since none of the work is being done until items are being de-crated?


/sarcasm off


This game is teaching me patience...and once I have learned patience I will no longer have need of it.
Mohr
Tue Mar 09, 2004 10:44 am
#74






Marcalus wrote:

Bunch of drama queens...


"Oh my! My guns might only do 250 points of damage instead of 300! How will I ever survive? Every crafter and combat character will quit over this outrage!"


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.


If these changes are causing that much heartache, get out. Seriously. Leave. There's still plenty of people playing who can roll with the attempt to make the game better.






Is SOE's idea of new content going to be the same old content just harder. Kind of like playing Diablo on Nightmare Level except instead of making mobs harder they are going to make us weaker? I don't know if I'm ready to have a fifteen minute brawl with a Durni, or having to get the raid group together to go take out a nightspider lair.
Marcalus
Tue Mar 09, 2004 10:53 am
#75






Mohr wrote:





Marcalus wrote:

Bunch of drama queens...


"Oh my! My guns might only do 250 points of damage instead of 300! How will I ever survive? Every crafter and combat character will quit over this outrage!"


The game is too easy. Part of the problem is overpowered gear (both by bug and design) and the complete joke of a death penalty. Since the community squealed like Ned Beatty in Deliverance over the still lame decay, the other logical place to balance is in the items we use to cause Death and Destruction.


If these changes are causing that much heartache, get out. Seriously. Leave. There's still plenty of people playing who can roll with the attempt to make the game better.






Is SOE's idea of new content going to be the same old content just harder. Kind of like playing Diablo on Nightmare Level except instead of making mobs harder they are going to make us weaker? I don't know if I'm ready to have a fifteen minute brawl with a Durni, or having to get the raid group together to go take out a nightspider lair.






No, I don't think that's their plan.


I think their plan is that a person starting today won't blow through the content at the same rate that those of us who started back in June/July did. I think that their plan is to be able to introduce new content without having to factor in "mudflation"...see Everquest for a fine example of how continually pushing up the power curve on the player through adding levels, skill and better gear can trivialize stuff that used to be hard.


Yeah, this does mean that pre-existing critters and encounters will be harder than they used to be. How that is a bad thing is tough for me to comprehend...especially considering that SWG isn't a particularly challenging game to begin with.




Marc
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Naufragus
Tue Mar 09, 2004 11:02 am
#76






csplat wrote:
Ever notice that when people start complaining about nerfs, the CSR's and DEV.s never reply?
Thunderheart said 2 things.. people started in and he never answers back. It's a waste of time for anyone to even say anything.





no no no...he is not responding because he is feverishly working on composing the posts from the TOP 5 ISSUES for October.
PadreBook
Tue Mar 09, 2004 11:17 am
#77



Palimor wrote:

You are correct. Even better you will have guns with names like 80-220 damage FWG5 that will now only be 175 max damage (I just made up those numbers). I am sure customers will love buying there 220 max damage labeled gun only to realize it is actually only 175 damge

A Dev reads this and says DOH, we didnt think about that!





No they read it and said 'oh, too bad for them see the in-game knowledge base for more information'

Padre
ChunkyMunky
Tue Mar 09, 2004 11:31 am
#78

So pistoleer is going to suck more than ever now?


/disarmingshot2


take that!



ChunkyMunky - Chilastra
Clan Immortal, Naboo

Who are you, why are you naked, and how did you get in my head?!
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