Development Cycle Archive

Thread: 19 Answers 4-29-04

Ghost151
Thu Apr 29, 2004 4:45 pm
#79






raz1337 wrote:





Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?








dungeon = content


content = something for any profession to go do even if they don't benefit from the best loot in the dungeon







You mean the same content like the Geo Cave and Corvette where a Pistoleer which who's damage type is resisted so much there is no point going. All the content being added to the game is catering to the same Combat Template everytime.


Sure a pistoleer can go along for the ride but they are contributing nothing to the damage dealing of the group and just there to take damage.

WarFerret
Thu Apr 29, 2004 4:45 pm
#80




Ghost151 wrote:

Yes, more weapons for the same old crowd. Pistol's, Rifle's and Swordsman. Nothing new there. The powerful get more powerful, the rest get screwed as usual.





Have you seen the stats on the executioner's hack ? It's identical to a scythe (I kid you not, when it was first introduced it actually used the exact same materials as the scythe), as for making us more powerful, I do hope you were kidding - the biggest weapon addition in the dungeon is the new Black Sun VKs which add an entirely new damage type to TKA.


At least other classes can hope they get something cool in the dungeon, we've already seen what we're getting and it's something we already have, another AP2 Kinetic weapon.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Obi007
Thu Apr 29, 2004 4:45 pm
#81






Ghost151 wrote:





Thunderheart wrote:





mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean




Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader







So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?







Why does a dancer need to wear Mandalorian armor Although would probably get better tips.
lifeisdeath
Thu Apr 29, 2004 4:46 pm
#82






meeuki wrote:


so instead of removing the archaic and inane scout restriction, which does absolutely nothing to serve the bounty hunter, we need to wait for a rebalance that potentially could never work properly due to the complications with dabbling? complications that we've seen before, let's see...8 months ago.

removing scout is a simple fix TH. it allows for real bounty hunters like you see in the movies, not the unimaginative carbon copy bounty hunter you see now. from there, it'd be easy to tweak the bonuses required at the master bounty hunter box.

you said it youself, balancing it is complicated, why not go with the easy solution? why hold on to a design that was flawed from the start? or if the intent is to hold steadfast to that design, then why not take dabbling out of the equation entirely and create all new weapon lines for the BH to pursue? hell, at least that would be something original and easier to balance.



and we could at least be placated with some kind of acknowledgement that the scout requirement is only there to fill up our skill points...i mean, to just ignore that aspect of the question? thanks.






screw that. i am rich from being master scout. docs that pay 175 cpu for avian are a godsend to scouts




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jedi; you want respect, but you haven't done a thing to earn it.
DiLune
Thu Apr 29, 2004 4:48 pm
#83

Errr, not to wander too far off the path here now. But from what I hear there is a new chef schematic in the dungeon as well. There are a lot of cool things to do in the dungeon. Mandalorian armor is very high on that list, yes. That doesn't mean the dungeon is useless if you can't use the armor...
ThorsAnvil
Thu Apr 29, 2004 4:49 pm
#84

With all the armor changing going around, will there be jedi only robe's/armor/ something?







Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
LLJK_Griz
Thu Apr 29, 2004 4:50 pm
#85






WarFerret wrote:




Ghost151 wrote:

Yes, more weapons for the same old crowd. Pistol's, Rifle's and Swordsman. Nothing new there. The powerful get more powerful, the rest get screwed as usual.





Have you seen the stats on the executioner's hack ? It's identical to a scythe (I kid you not, when it was first introduced it actually used the exact same materials as the scythe), as for making us more powerful, I do hope you were kidding - the biggest weapon addition in the dungeon is the new Black Sun VKs which add an entirely new damage type to TKA.


At least other classes can hope they get something cool in the dungeon, we've already seen what we're getting and it's something we already have, another AP2 Kinetic weapon.






they changed the stats, it is now worse than the scythe. the new pistol in there is also crap, and the new VK will be of limited use since nearly everything has heat resists.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
lifeisdeath
Thu Apr 29, 2004 4:52 pm
#86






meeuki wrote:


ooooh so that's the developers intent? bounty hunters selling meat to make a living. well hell, if i had thought of that i never would have posted.

....

if the restriction was removed you could still master bounty hunter and master scout, since you like it so much.



listen dumbass, if they remove scout then they will also remove the high off./med defense of us since we can master another profession. your request would be to basically nerf us and make us the same as all of the other combat professions. i for one want high offense and med defense, dont you?




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jedi; you want respect, but you haven't done a thing to earn it.
Ghost151
Thu Apr 29, 2004 4:53 pm
#87






DiLune wrote:
Errr, not to wander too far off the path here now. But from what I hear there is a new chef schematic in the dungeon as well. There are a lot of cool things to do in the dungeon. Mandalorian armor is very high on that list, yes. That doesn't mean the dungeon is useless if you can't use the armor...



Not to knock you but this is exactly the point. Chef's already had an entire patch devoted to revamping their profession and got fixed. Now they are getting more. There are still things in this game that have been broken since day one with no estimate set on when they will get fixed.
WarFerret
Thu Apr 29, 2004 4:53 pm
#88




LLJK_Griz wrote:


they changed the stats, it is now worse than the scythe. the new pistol in there is also crap, and the new VK will be of limited use since nearly everything has heat resists.




True, but how many things have 100% kinetic, 100% heat resistance ?


There are at least a couple of things I can think of with 100% blast/kinetic resistance.


In my estimation ALL classes should have more damage types, I'm not campaigning for an AP3 stun hack, that's too much, but as it currently stands I can get my ass kicked by a mokk rockshaper because of these ludicrous resistance levels.


I don't mind being outdamaged by other professions against certain mobs, but when I get a pretty pathetic low level mob like a rockshaper on me that i simply can't do anything about, I take exception.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
Beast9156
Thu Apr 29, 2004 4:54 pm
#89

awesome stuff TH, thanx so much for compiling the answers for us. its really great to see open communication like this!


i cant wait for the jedi info to be decloaked! especially lightsabers!



Beast Darkstar
Master Armorsmith
Davinci, Tatooine
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My Shop is 2 minutes outside Bestine,Tatooine at -1411 -5623 in the middle of the mall!
Planetary map Vendor-> Armor-> Beast Darkstar
Aristoi
Thu Apr 29, 2004 4:55 pm
#90


Thunderheart wrote:


The Bounty Hunter Profession is worth 217 skill points; where as master rifleman, master TKA, or master swordsman only takes 92. Beyond upcoming overall speed/damage/HAM changes in the Combat Rebalance, what are the developer's intentions for Bounty Hunters specifically and is a Bounty Hunter Meant to be able to match anyone who has spent 217 (In augmenting Combat Professions) points evenly in a One on One Combat, if that is not possible is it possible to lower the requirements for BH as the Scout linedoes not provide any benefits to the profession?


One thing we want to address “prior to” or “as part of” the combat balance is to actually achieve the original design status of high offense/low defense of the Bounty Hunter instead of low/low.The point of discussion we are at with the BH Correspondent is that a High/Medium would be better for a BH to accommodate for the lack of variability in their skill sets and skill point allocation options and will be some of the first changes to the BH skill set in the CB sandbox.


The Bounty hunters do not have the flexibility of other professions to combine their skill set. Therefore it is difficult to balance the bounty hunter profession against various combinations that take the same amount of skill points. We are looking to rectify this during combat balance and also by working with the BH correspondent when the combat balance gets into full swing Further complicating the balance of Bounty Hunters is that while their flexibility is severely limited they can still benefit greatly from the acquisition ofadditional combat skills thatshareprerequisites with the Bounty Hunter profession.If we balance the power gained for the 217 skill point cost to reach Master BountyHunter to be the same as spending 217 skill points inother combat professions like Commando and Teras Kasi then Bounty Hunter may be overpoweredafter purchasing additional Pistol or Carbine skills. All thingsneed to be considered when determining the proper balance of a profession.




Many Pistoleers feel that their attacks are generic. Vanilla random HAM is a big issue. How do the developers intend to "spice up" the profession, in the near and distant future?


This round of questions is getting long in the tooth, so “it’s coming in the Combat Balance” is a busy answer, but it is the truth. One of the main parts of the Combat Balance is to examine all of the specials and make them fun and interesting. Beyond that, on a currently unknown timeline, Pistoleers and Fencer’s will be getting Dual Wield abilities and that’s uber-spice.




Its good to see it acknowledged that we're currently not up to par for the skill point investment. I cant wait till the CB hits live




Are there plans for other professions to get Dual Wield? Namely BH. WhenI 1st thought about getting SWG the thing that sold me was BH. I wanted to be a force sensitive BH (ala Mara Jade) that wielded 2 pistols (ala Jango Fett). If this isavaliable at Novice Pistoleer with skill mod's gained thur skill progression then the dream is still alive, depending on how many skill points it takes to be A) force sensative B) effective at Duel Wield.



Aristos Do'Urden} Master Bounty Hunter {
}|{

DeQuosaek
Thu Apr 29, 2004 4:55 pm
#91






FSCSexplorer wrote:

Hey TH,


Thanks for taking the time to do this for the community !


Even though some people are never satisfied, there's many of us out here that do appreciate what you and the devs are doing for our game !


I guess the slept through Yoda's Jedi patience class.


Man, I do envy your guyspositions ( working on ammorpg ) but I also don't envy your guyspositions !



I second this. Keep up the good work TH and everyone else. There are more people who appreciate the hard work you put into this game than you know. (Most of them are too busy playing to post here all the time)





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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