Development Cycle Archive
Thread: 19 Answers (6-3-04)
Fred_Skinner wrote:
Sush you
TheLoneBowler wrote:
eRAZORNew wrote:
Must be convinient to balance something against something else at least 4 months away. Makes sense. Really!
Don't complain until you've been a creature handler. It has already been four months and looks like it will be another 4.
. Rangers have been waiting for 9 months.
haha but you weren't nerfed to be in balance with a GCW overhaul that was 6-10 months away ![]()
Hey maybe if the creature handlers and the rangers and the lightsaber wielders got together and ignored everything else it would be in perfect harmony!
Downbeah wrote:
Lightsabers have been balanced against the system after the combat balance. For PvP specifically, Jedi Knights and above will be balanced for PvP play.
Thunderheart, you seem to be missing the point here. Armor Piercing is bugged. AP does not apply against something that is vulnerable to that damage type. Essentially putting lightsabers at AP0.
Perhaps the devs Think that sabers have been balanced against the system, but because of this bug they are not. Please review this, it is game breaking for jedi.
They don't know AP is bugged, because when two correspondents and a bunch of players collected a large amount of data illustrating the bugs in the armor system, the devs completely ignored it. They also ignored the weaponsmiths at publish 7 when we presented enough data to show that the distribution of repair results was drastically changed, and said that the system was not changed (LIE) and there was not enough data (LIE) so we got more data even though there was more than enough at first, and they ignored it.
If they won't listen to the correspondents, what the hell is the point of having them? I considered applying for correspondent at one point, but I'm glad I didn't now that I see how they're constantly ignored by devs and abused by players because nothing ever gets fixed.
WarFerret wrote:
So Swordsman bleeds were nerfed because we were getting too much xp from them ?
That's strange, I could have sworn that bleeds never counted towards xp, either way they're currently completely useless, they need to be reworked, TH's answer here that "the damage won't be increased" does not inspire me with confidence.
I expect they'll double the duration and consider them fixed - "hey, they now do twice as much damage as they did before".
Bleeds alone gave no exp, but if you were doing damage in addition to the bleeds (e.g. actually fighting instead of applying bleeds and running away or feigning until target bleeds to death) you'd get full exp, large bleeds let you to take down targets a lot faster than no bleeds.
That said, I think this is a really lame justification for the bleed nerf, and if damage is not increased then they'll be just as worthless as they are now. But, with nearly all the answers being bloody useless (COMBAT BALANCE WAIT AND SEE) or irrelevant (BROKEN COMMANDO SKILL SEAS NOT EVEN ADDRESSED) or wrong (WARCRY IS NOT DELAY ANY MORE), the swordsman answer is no worse than what everyone else is getting.
LLJK_Griz wrote:
Downbeah wrote:Lightsabers have been balanced against the system after the combat balance. For PvP specifically, Jedi Knights and above will be balanced for PvP play.Thunderheart, you seem to be missing the point here. Armor Piercing is bugged. AP does not apply against something that is vulnerable to that damage type. Essentially putting lightsabers at AP0.Perhaps the devs Think that sabers have been balanced against the system, but because of this bug they are not. Please review this, it is game breaking for jedi.They don't know AP is bugged, because when two correspondents and a bunch of players collected a large amount of data illustrating the bugs in the armor system, the devs completely ignored it. They also ignored the weaponsmiths at publish 7 when we presented enough data to show that the distribution of repair results was drastically changed, and said that the system was not changed (LIE) and there was not enough data (LIE) so we got more data even though there was more than enough at first, and they ignored it.
If they won't listen to the correspondents, what the hell is the point of having them? I considered applying for correspondent at one point, but I'm glad I didn't now that I see how they're constantly ignored by devs and abused by players because nothing ever gets fixed.
I remember all of that. We have a saying in the profession I'm in that how do you know someone is lying his lips are moving. Apparently SOE follows the same rules. Argh! I mean, they want to eliminate older high end weapons with the drastically reduced rate of minor blemish repairs (i.e. 5% reduction in condition). The AP, they just can't figure out why it doesn't work remotely like they want it too so they are going just plug their ears and go 'lalalalalala it's all fine.' Considering that Dave 'Keldarin' White is one of the main culprits involved with both ap in general and the Jedi revamp in particular (being that he's in charge of it) that's a significant portion of the problem there. But hey he must have a good contract and/or know some dirt on some people with his track record dating from Beta.
Padre
Thunderheart responded to:
Creature Handler
We have been told that there must be a delay on calling petsdue to "exploits." However, the existing timer on calling pets after combat seems to negate any possible exploitive behavior already. Further, this creates a problem when running missions in a group... as players usually travel on vehicles (which most pets can't keep up with), causing the Creature Handler to wait 15-45 seconds at each lair for his 1-3 pets to appear. Most groups are unwilling to wait this long at every lair, and start attacking before the CH is ready.
Will you consider removing the timer on calling pets when combat has not recently taken place? And if not, please explain exactly what kind of "exploits" you think are possible that the combat timer alone isn't enough to prevent
I will never discuss the details of exploit techniques in an open forum As far as removing the timer on calling pets, it is something that the devs might consider removing, but it is a major hurdle to winning that discussion. The difficulty is measuring when and how combat begins and ends. Controlling that programmatically is a high level challenge. The machine can’t predict when combat is going to begin and end and can only react to it once it has begun and that is usually too late to prevent an unfair player death. When do you stop and start combat. I’m very open to hearing your ideas on how we might solve that issue so I can present the options to the team
Once again, it is painfully obvious that you and the developers have no kriffing idea what the game mechanism is that you're addressing. It's explained to you insimple terms, as part of the question, what mechanism is in place to address the perceived issue of exploits and how the 15 second restriction is at best redundant and at worst does not even address the issue of the exploit because the 15 second timer does not apply to players in metropolitan zones, but instead you dodge and cover up your ignorance by saying that you'll never discuss exploit techinques.
If there is a n exploit that is addressed by the 15 second timer, then it's addressed, and explaining what the 15 second timer does to address it is not going to allow anyone to exploit. Unless, of course, you don't know, and the developers don't know, and have no logical explanation for it.
Why, if the issue is indeed that the machine can't predict when combat is going to begin and end, then why is CH the only profession that has to wait 15 seconds to "equip" its weapon? Why don't TKMs have to wait 15 seconds to equip a vibro knuckler? Why don't Jedi have to wait 15 seconds to equip a light saber? Why does a novice artisan not have to wait 15 seconds to equip a CDEF pistol? And why only outside of metropoltian zones? Why is it OK to pull a creature in a city without a 15 second delay, but not OK to pull one outside of one.
This explanation is simply not adding up, TH. I've come to expect, I'm afraid, poorly reasoned responses to questions from you, and you've not made me change those expectations one bit.
They delete all the time, especially when it's a non-ass-kissing post on the first page. Most of the players seem to be drooling retards who can't figure out how to use the NEXT PAGE button on the forums or in-game vendors, so they delete posts until the first page is nothing but happy horse**edit** to foolthe idiots into thinking everything is fine.
Squidwalker wrote:
Man I must be smarter then I thought. I posted a big reply here on the first page, stating my disappointment with some of the answers. Only one of which is a prefession I even have. I gave what I thought was constructive critisism and pointed out the flaws in the answers, if you call them that.
Well if you see my reply in here let me know. I just scanned all pages of this thread and I didn't see it. Guess they have the power to delete a single reply from someone that is more intelligent the SOE team, and logically/intelligently points out their flaws and lack of skills developing/maintaining a game like this.
This actually happened to me once before on a TH post, and I just thought maybe it didn't go through or I did something wacky. But now twice my reply doesn't stay in the thread, is to far.
Controlling that programmatically is a high level challenge. The machine can’t predict when combat is going to begin and end and can only react to it once it has begun and that is usually too late to prevent an unfair player death. When do you stop and start combat? I’m very open to hearing your ideas on how we might solve that issue so I can present the options to the team.