Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)
Thunderheart wrote:
JoahSaett wrote:
The discussions on Stacking Defences seem to be an all or nothing issue. I do understand that balance is nessasary, but why not try hit a middle ground and spread ALL defence and state bonuses in a class throughout the four trees. This was done with the creature levels of the Creature Handler Profession, and I think it was a good fix for that problem, and it may work as well for this problem.
People who wish to play purely combat oriented classes should benefit from it over a person who is a Combat/Crafter (for instance).
A middle ground is being established...
I spoke of the pain of the Combat Balance in my "Art of Combat" post - - we are in that painful phase now.
I think the defense stacking issue is caused by the sametheory that runs throughout most of the game: How to build an überPvPtemplate of all strengths and no weaknesses. It's why people go Rifleman/Fencer... Pistoleer/Smuggler/TKA, etc.It's the same reason they buy AdvComposite Armor and then complain about the Jawa Ion Rifle, its only weakness. There's too much "neutralizing" of the professions (although I applaud the Chef revamp!). The strengths from all of the professions are getting removed or mitigated down to where everyone is pretty much the same... except the people that stack or dabble.
Have any of the developers considered going to a multiple skill point system? Ie. Here's 125 combat skill points for you to spend in combat professions... and here's 125 for you to spend in support professions. You couldmake the Bounty Hunter or Commando professions still obtainable, but at the expense of your remaining points, ie. That is your ONLY profession, like the Jedi.
On the note of my first paragraph, I think it'd be nice to also see all armor and weapons have distinct advantages and disadvantages. Layering Padded gives you Blast protection which is good, and Ubese gives you Kinetic... ok so far... then Composite and AdvComposite give you protection from everything but Stun (which can be layered in). There's no point to the rare armors like RIS if they aren't as good as really good AdvComp. I think varying the damage types of certain weapons (the rifles are a dead horse better left unbeaten by me) and even giving the Melee guys a bone with some other damages like heat, tangle, stun, cold, electricity to correspond with damage weaknesses in armor would go a long way towards shifting combat from a pooractiony RPG to a more strategy basedRPG.
I guess it can all be summed up with "More Yin and Yang, Less Affirmative Action".
Thunderheart wrote:
Welcome to the Weekly Discussion Thread.
I hope everyone had a great weekend
hehe would have been nice if the vendors didnt' go down for 15minutes every few hours.... or if when you buy stuff before the vendors die, then the vendors die, then you come back... and the item is relisted agin... so you have to buy things 2x. hehe would have been nice to have a CSR say soemthign other than we're sorry we can't help you because the servers were down.
Strikke wrote:TH, since the Huff Darklighter quest (ie, the Krayt Skull Quest) is having its loot 'upgraded' will there be a reset on it?I'm still gated between the Thale and Borvo missions (I gave Borvo the briefcase back in October, he wouldn't give me missions and he didn't give me Darklighter's gun, and I can't get another briefcase from Thale) and I really don't see why I should have to pay half-a-million credits to get a Krayt Skull (which others can get for a small investment of time and travel fees), just because of some bugs that weren't fixed properly.
Ditto here. I can live with elusive bugs that you can't track down, I guess, but things that work, then don't, then do, hosing players who have the bad luck to try them during the broken period is mighty frustrating. How can I and players like me with bad timing do this quest?
Healo wrote:
Everyone is talking about this is going to be introduced in build 6 or that is going to be introduced in build 7 etc... Where do we find it? I have 2 accounts, one with a FSCS, that I am not going to risk losing (again) until after the permadeath system has suffered a permadeath.
,,,,,
Also, when will we get an idea of the "compensation" that we're going to get for holo-grinding? Can we at least get an idea of what we're looking at, because if I have to drop all of Entertainer and other non-combat skills and rebuild combat skills, plus stat migrate again, in order to do combat quests,I'm going to need time, which puts me at a disadvantage to those people that no longer have to wait, even though I've spent countless hours grinding away to unlock my 2nd FSCS. End result, the compensation isn't worth the investment made to masterthe professionsthat to this point (in my opinion)have beenuseless.
1) there is no one post that has the info. Its scattered all throughout the forums, mostly the new dev forums. Also the given patch can, and usually does slip to the next patch, sometime in perpetutity. At the very least read the dev tracker when it works.
2) If you read the Jedi FAQ, its one per customer, so you've already wasted your time.
http://starwarsgalaxies.station.sony.com/content.jsp?page=Jedi%20FAQ
Crystalis_Jedi wrote:
I believe if you right-click the tab for the window, you can set different channel, including "instant messages" (tells) for each tab. Simply remove instant messages from the tabs you don't want tells to appear in.
If electricnomad has his way, smuggler will merely be a ticket to carry sliced equipment and thus have the best stuff. That shouldn't be the point of being a smuggler. Yes, keep the smuggling to smugglers. But that should mean *trafficing* in contraband, not mere possession of it. Crates of spice, for instance, not a few uses. Crates of weapons. Not individual sliced ones. Individual sliced weapons should be contraband, but the penalty (for either side) shouldn't be such that only smugglers can carry this stuff. It's bad for smuggling if non-smugglers can't carry anything illegal sometimes. Who are they gonna slice and spice for if people can't use it for fear of the consequences? Or is everybody just going to become a smuggler? Both cheapen the smuggler profession.
Now, Imperials shouldn't feel obligated to slice and spice -- they should have access to higher quality, military grade equipment via Imperial crafters. Rebels can slice and spice, because they can just turn tail and run in the wilderness, or bring friends and fight or group with smugglers when they have to visit an Imperial town. Thus, Imperials can obey the law that they live with day in and day out, and still compete with rebels, who can slice and spice a little bit without concern (a few doses of spice or one or two sliced item won't draw too large a force, perhaps), and then smugglers get to traffic in the contraband because they can hide it.
C'mon now...FIX FISHING!! I want something to do till all these other fixes are in place.
Nipe Ohe
Starsider
TWO ANNOYING PROBLEMS I HAVE TO FIX EVERY TIME I LOG IN