Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
Cliver
Tue Aug 10, 2004 9:42 am
#79
Uhm how some people can compare docs with CM? docs is life saver, its full defensive and cant kill anybody as master doc.Cm has heals and alot offense, they are not even comperable...
surreal2000
Tue Aug 10, 2004 9:45 am
#80
JustG wrote:Travel: Decreased starport wait times to 5 minutes!!
/cheer
KauraMonser
Tue Aug 10, 2004 9:47 am
#81
the wookiee hunting armor already had high encumbrance, there was absolutely NO need to increase it. i can barely put on the chest plate and leggings without being buffed(maxed secondaries), not to mention the bracers. this is really going to screw things up when the combat revamp rolls out and people dont get buffed as much as they used to (which means my armor which drops me down to a few secondary points is worthless).
how does it make sense, to anyone, that wookiees can rip peoples arms off and yet they cant even wear armor made of HIDE AND WOOD?
YES our armor had lower encumbrance than composite.... WHY you ask?
well for one, our armor is only 4 pieces. even at 4 pieces we couldnt put on a full suit unbuffed (with maxed secondaries at cap of 550 or whatever)
secondly, our armor is made of HIDE... and WOOD... both are lightweight materials and both are a pain in the you know what to get.
that's the tradeoff. our armor resources are painfully difficult to aquire (ESPECIALLY resources with decent quality) and as far as i know, they dont use much, if any, metal.
/thumbs down for wookiee armor nerf
/thumbs up for the rest of the patch
yes, one star me trolls. at least post your arguments if you're going to one star.
how does it make sense, to anyone, that wookiees can rip peoples arms off and yet they cant even wear armor made of HIDE AND WOOD?
YES our armor had lower encumbrance than composite.... WHY you ask?
well for one, our armor is only 4 pieces. even at 4 pieces we couldnt put on a full suit unbuffed (with maxed secondaries at cap of 550 or whatever)
secondly, our armor is made of HIDE... and WOOD... both are lightweight materials and both are a pain in the you know what to get.
that's the tradeoff. our armor resources are painfully difficult to aquire (ESPECIALLY resources with decent quality) and as far as i know, they dont use much, if any, metal.
/thumbs down for wookiee armor nerf
/thumbs up for the rest of the patch
yes, one star me trolls. at least post your arguments if you're going to one star.
Message Edited by KauraMonser on 08-10-2004 10:12 AM
Nerj
Tue Aug 10, 2004 9:49 am
#82
Gee,
Wasn't there supposed to be a new spice to deal with Mind Poison? and now Holocrons will replenish the force bar.
29 April 2004 - Devs announce the majority of their long-awaited revamp plan for Smugglers
Thunderheartwrote:
Smuggler
What will smugglers gain in the upcoming revamp in regards to actually smuggling?" where you could go in detail about how you are making missions and such, giving an XP system it seems, or other things that will be good for them to know.
We are in the midst of putting together the design doc and looking at the alternatives now. The current plan to increase the fun-ability of the Smuggler Class is to enhance the existing skill onion. Since the communities focus is the desire to increase smuggling, the focus of the revamp will be on the underworld tree. We want to start with specialized delivery missions that provide both monetary and itemized rewards, but also special favors from the travel system NPCs. This would make smugglers an important hub in smuggling people from place to place by helping them get around the 10 minute Star Port wait, generate some cash flow and create a real value for Smugglers. The other edge of that sword is that tying into the travel system and creating new missions is a huge effort. Once that is accomplished, we will tweak the spices (and hopefully add a couple of new ones). After that the priority hits the Smuggler’s melee abilities. We want to increase the smuggler’s ability to use melee to move in and around superior forces and be able to work his or her way out of a tough spot. We can also further tweak the Smuggler’s combat role in the combat balance. That’s a pretty good overview of the current approach.
I’ll offer you some more details here, but ultimately, they will create more questions to which the answer is, “that work is in progress”. Some of the details for things we want to include are:
- Slicing features that would be a kind of equipment buff programs
- Datadiscs to further adventure similar to treasure maps
- Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)
- Adding new spices.
- Glitterstim: (Master Smuggler); Boost to Health, Strength, Action, Quickness, Mind, Force Power Max Force Power Regeneration
- Liik: (Spice III): Mind Poison Mitigation
- Slicing: Adding a vehicle durability slice. / A smuggler mission loot item might be required.
This is a peek at what we are working very hard to get into the game….<- Good one!!!!!
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=13305&page=1
I guess the best way to deal with the non-Smuggler Revamp is just to ignoreSmugglers. Good Going!!!
Message Edited by Nerj on 08-10-2004 12:54 PM
Flynn_Nomad
Tue Aug 10, 2004 9:52 am
#84
Thunderheart,
Can you please let us know what is going to happen with the weapon switch delay?
If nothing, then can you please explain why it was invoked in the first place?
You have to realize it's a hot topic.
Thanks
BrainMandinga
Tue Aug 10, 2004 9:56 am
#85
I am a wookiee and I am all for the increase in encumberance. We now have armor that is on par with Composite and Ubese, therefore our encumberances should be on par with Composite and Ubese. We have more stat points to work with and require very small buffs in order to get the armor on. I have friends that play humans that need muon or a mind buff just to get their helmets on much less the rest of their armor with Composite of equal resists to the Hunting Armor. I have other friends who will not even take off their Comp Armor because they don't want to get rebuffed and spiced to put it back on. If we are going to have increased stats, with armor that is equivalent to the rest of the species in the game in terms of resists, then it is only fair that the encumberance be at least equal to, if not greater than what they have.
Please be sure of checking your facts before you complain too much about what you got. It is better to have the armor that requires buffs to get into and be able to resist 80% of the Kinetic Damage that comes at you (or 35% stun/70% Kinetic) and suffer through some encumberance. Be happy that more than a year after launch, we finally get something to help us out.
huan_the_destroyer
Tue Aug 10, 2004 9:56 am
#86
FINALLY!
a good update!!!
cm has finally been put in its place and the rest of the galaxy can move on and enjoy ourselves.
it's horrible that it took so long, but i'm glad it is finally here. (it is why i reactivated my account btw)
as far as the ham increases it really isn't a problem - though i haven't been able to see the numbers.
1. you can get sliced low ham sets with great resists.
2. you need to be buffed for high end armor anyway
3. you should check your stats and make sure you have points allocated to your secondaries
Message Edited by huan_the_destroyer on 08-10-2004 09:57 AM
Message Edited by huan_the_destroyer on 08-10-2004 10:09 AM
JediMelvis137
Tue Aug 10, 2004 9:58 am
#87
Flynn_Nomad wrote:
Thunderheart,
Can you please let us know what is going to happen with the weapon switch delay?
If nothing, then can you please explain why it was invoked in the first place?
You have to realize it's a hot topic.
Thanks
What I have noticed from my experience, my weapon switches as soon as I clear the combat queue, so if there are no specials waiting, there is no delay. Just like healing - it enters the queue...
KauraMonser
Tue Aug 10, 2004 9:59 am
#88
as a wookiee you should know our extra stat points are worthless due to our low stat caps. if the caps were not so low i would not complain about encumbrance nerf. you should also know that buffs are going to be drastically reduced in the combat balance. my complaint is not about the present, its about the future.
also you should realize that comp has more pieces and covers their entire body. our armor has 4 pieces and leaves some areas of the body undefended. i can promise you that 9 times out of 10 the chest plate, leggings, and bracers on a wookiee hunting armor will be higher than the same pieces of composite. if other species can get the chest/legging/bracers on without buffs, why can't we? we are supposed to be a strong species.
also you should realize that comp has more pieces and covers their entire body. our armor has 4 pieces and leaves some areas of the body undefended. i can promise you that 9 times out of 10 the chest plate, leggings, and bracers on a wookiee hunting armor will be higher than the same pieces of composite. if other species can get the chest/legging/bracers on without buffs, why can't we? we are supposed to be a strong species.
Message Edited by KauraMonser on 08-10-2004 10:08 AM
PhiGon
Tue Aug 10, 2004 9:59 am
#89
Tstorm wrote:
I know the decreased starport wait times are popular, but I have mixed feelings about this. As a player, I want to *play* and spending lots of time getting from point A to point B is annoying.
Starports, however, provide an important roleplay function as well as just plain making it more realistic. Decreasing the wait time where travel time when you board the shuttle is already instantaneous causes the roleplaying galaxy of SWG to effectively shrink instead of being the huge galaxy full of wonder and adventure that the marketing people want it to appear as.
This doesn't provide a justification for me. I have role-played in SWG and one thing I wouldn't do was wait (as a role-player) in the landing area. I wouldn't want a ship to land on me!
By not seeing the shuttle (only hearing it) you can use the terminals inside to your advantage from a role-playing standpoint saying you have a few minutes before your flight gets in.
Kajidax
Tue Aug 10, 2004 10:01 am
#90
I would like to say something about immersion here real quick. I love to RP as much as the next guy but heres my thought. If you want to wait for a while to roleplay waiting on a transport then wait in the lobby while a couple of ships pass and talk with your friends or heal or make deals...whatever you want. Let the people have the 5 minutes wait and if immersion is what you want then you can always tell yourself that this transport isnt going where I am Ill wait for the next one.
JediLowe
Tue Aug 10, 2004 10:02 am
#91
I know it is much debated, but I appreciate the middle of the road approach to the combat medic debate! The solution could just as easily been to dramatically alter stats or such, but now just like the overt/tef system and buffs and armor, if you are prepped for disease you stand a better chance, if not you are still in trouble. I would not consider this a nerf, just a simple balancing of a huge combat advantage. It also adds to the game by giving docs more money making chances, and probably will mean that we don't all kill the combat medics first anymore 8).
Thanks!