Development Cycle Archive
Thread: 19 Answers (6-3-04)
garvin wrote:
Thanks Caylin...
Do you even realize what a tragedy it is that you are considering leaving us...Since the short time I've known you, I've seen the fantasitc job you do...
This hold true from all of the Smuggler community as well. If Caylin goes you will see more and more Smugglers leave. Caylin works his butt off for us.
As it stands right now because of TH's and the DEV's continually lying to the Smuggler Community we are losing members left, right, and center. The Community has been waiting for "lovin" since beta.
Once the grinders go, have fun trying to find a Smuggler to supply your needs.
garvin wrote:
Iwill keeppushing for the Smuggler Revamp to come as quick as possible...not because I feel they are any more important then any other deserving profession, but because they tend to be used my so many professions...
How many Smuggler/Other Profession templates do we see out there...I often push the Commando community to consider enhancing themselves with Smuggler and Pistoleer...I know tons of Pistoleer/Smuggler Templates...
Fixing Smugglers goes way beyond helping just one profession...it goes to helping all those who dabble the profession...It also helps those not even associated with the Smuggler profession as just about EVERY combat profession uses Smugglers for slicing...I can't tell you how much love I have for Smugglers who put up with my "slice" /tells...It takes a rare breed to put up with that type oftell hell...
So again...any improvement to Smugglers is an improvement to all Combat Classes...Their Revamp should be a PRIORITY!!!
Thanks for the support Garvin. It's nice to hear that there are others out there that realizes the situation that we are in.
TH and DEV's,
Question 20! When are you going to quit lying to the Smuggler Community and do what you said you were going to do since Beta? By Christmas there will not bea Smuggler around to enjoy the Revamp! Or is Christmas another lie!
PadreBook wrote:
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
What Padre said... I'm very surprised Keldarin hasn't been handed his walking papers. I can't help but wonder if he's a pathological liar...
But the biggest problem isn't that AP isn't working. The biggest problem with our sabers is that it appears they have been balanced against every other combat proffession for damage. We're talking about a weapon that should kill in one shot... lob off an arm, lob off thier head (remember how Jango's rolled in AotC?). I'm left wondering, with the massive mega-nerf that's on TC2 right now, what happened to the statements "Jedi are supposed to be unbalanced", "It should take a large group of elite proffessions to take down a Jedi Master(current system, what becomes a Knight in the new system)", and "4444guardians will be as powerful under the new system as they are under the current system". I can't help but wonder if that 3rd quote came from Keldarin as it's obviously a lie... a current 4444guardian loses 8 skill boxes and alot of skills in the conversion to Knight, so it's not the 'box to box conversion' and 'as powerful as you were' that it's supposed to be.
Too bad Jedi aren't a large enough % of the playerbase to weild any real influence (economics) here. Everyone I've talked who was 4222apprentice or higher is not happy with the new system... everyone who's not yet gotten the padawan box loves it.
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".
No, all bleeds were nerfed because you could use them to get too much xp. Of other types.
Prior to the change, you could overlap healthshot1, healthshot2, as an example. Then switch to a gaffi stick for 1h exp.
When the critter died, largely because of dots, you'd get it ALL as 1h xp.
Do the same thing with the big ticket sword bleeds followed up by other weapons (or even grenades, for all-of-it-as-combat xp).
tada!
Thus the too much xp aspect. Now, vastly reduced overtime, and an up-front damage hit to make this a lot less likely.
Bosyn-Dallas wrote:
For those of you who missed seeing it......here it is:
-snip-
Before I reveal our schedule, I want to shoot very straight with you. When I say things can and will change, I mean it. If we feel that we need to focus more on a particular system, we are going to adjust the schedule to allow it. My job as Senior Producer is to ensure that the overall project is successful, no matter what. This means trying to focus our resources on where they are most needed while keeping them healthy and happy. This also means adjusting the schedule and moving things out when other things are in jeopardy
We could take 4 different approaches in our communications with you
-Not tell you anything
- Give you the party line
-Try to get everything done and not do them well
- Do things right and tell you the truth
I want to tell you the truth. I want you to know what our priorities are, and what we are working on, and why things change. I guarantee some folks are going to scan this entire schedule, find the one line in it that refers to them, and go off about it. The truth is that we want to polish our game as much as we can, and we don't want to put out half-baked publishes. Part of the pain of hearing the truth is that it changes
Without further ado, I present you with our current schedule
-snip-\
The following have moved post-Jump to Lightspeed
-snip-
-Smuggler revamp - We want to do this right too... and proper smuggling is very much augmented by space flight
Best,
- Gary Gattis
SOE Senior Producer, Star Wars Galaxies
Th, it's like this (and this is far from an original position.
This is the like the 3rd push back and depending on how you look at it umpteenth out right lie to the smuggler community.
I find your lack of being able to keep a promise , any promise ....disturbing
the Capper is of course that they tried to pull it back and make as if this information isn't out there ...sort of belies the "I want to tell you the truth" comment eh ?
[emphasis mine] And just Who is being paid to run this game again? And who isn't?
Smuggler_Caylin wrote:My apologies to the smugglers as well,
It would seem that he decided to role with the non-answer question, instead of the spice one I know he acknowledged and I know I gave him the answer to...
Thanks again Caylin, we all understand =)
ADALIE WROTE:
Please tell me you will nerf the CMs before the combat balance in the fall or at least re-evalutate their capabilities. I'm sick of getting a great group together, to be destroyed by combat medics with 600-900 mind ticks. They just do suicide runs from the cloning center and the docs can't keep up.
Here is the big problem:
-Mind is the pool you can't buff or heal easily
-600+ ticks mean that a normal player will be dead in a few seconds. An elite player will be dead within a minute.
-The poison can hit multiple people at once. If you're indoors, such as a GCW base, then everyone will get poisoned. Entire groups fall prey to one combat medic this way.
-Docs can't cure fast enough to keep up with groups. When people just keep making suicide poison runs form the cloning center, you might as well kiss your raid goodbye.
I'm completely sick of taking large groups of 20+ elite players into a city and have them killed by 2 combat medics and 3 riflemen because they spam poison faster than anyone can keep up with and then riflemen finish them off.
If you wont nerf, at least give players better tools to defend against these types of attacks. Give them better poison resist food, or make it so CMs can only target 1 player offensively at a time. Or make it so combat medics can also cure poison from parties.
Right now, beyond a doubt, its what is KILLING pvp.
Easiest way to solve this is give the Doctors a new Medicine. Give them Area of Effect Cures. Area of effect diseas and poison Packs would seem to help in this situation.
-Sazo
So... TH messed up the questions for Squad Leader, Smuggler and used a STUPID question for Bounty Hunter that wasn't even on our 19 ?'s list. WTH?
Have fun in your free hotel room while your at Fan Fest THand don't forget to go to Disneyland. Maybein between trying to refill the vodka bottles in the wet bar with water and hiding the hotel pornon your bill from SOE you can get on a laptop and answer the questions we wanted you to answer.
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TH wrote in his 6/3 answer to the question about skill tapes" "The skill tree would then be used for something else (as of yet undetermined – there are some things on the table, but we wont know until the Combat Balance sandbox is live)."
I am very concerned by the implication that the designers have no idea what the coders will do until the code is completed! That would make design planning almost impossible. I strongly hope that it is not true, but unfortunately there are some indications in the current state of the game that it is. The same basic claim that no information on the design is available until the code is done occurs several times in these answers.
TH could your "we" mean "the players and I" instead of the devs? I would much rather believe that they are hiding their well documented plans from you (and of course us), than that they really don't know. The "code it up and see if anyone likes it" approach to changing large systems became obsolete in the 1970's, though it has taken a while for the word to propogate.