Development Cycle Archive

Thread: Jedi Feedback 6-23-04: Core Combat Change

Ramona_Garcia
Fri Jun 25, 2004 12:30 am
#92

SOme people don't do it cause they don't like to grind. But you can do many professions while afk... doctor, medic, entertainer, dancer, musician... even combat profs you can afk grind. There are macros for most professions.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
DarthGhaleon
Fri Jun 25, 2004 12:37 am
#93






Ramona_Garcia wrote:

SOme people don't do it cause they don't like to grind. But you can do many professions while afk... doctor, medic, entertainer, dancer, musician... even combat profs you can afk grind. There are macros for most professions.







Not everyone AFK'd every profession they grinded out. Quit lumping everyone together into the same group. I myself had to do all 32 professions. Took me almost 1 year to do them all and the only 3 I AFK'd were the Entertainer professions (Ent, Dancer, Musician). So thats 29 profession I did without the use of a AFK macro, where I actually had to sit there actively manipulating my toon. Don't tell me I didn't earn or work for my Jedi because I did.


Did I enjoy grinding? No.


I had a goal and I achieved it.It reallypains me to see people like you takingother people'saccomplishments and telling them its garbage because they put no actual effort into getting their slot. Not everyone buys their Jedi on Ebay or AFK's to glory. Their are many of us who put plenty of hard work into getting Jedi.

Message Edited by DarthGhaleon on 06-24-2004 12:44 PM




Kayyakka ~ Wookiee Jedi Knight

WarlordRhawn
Fri Jun 25, 2004 12:58 am
#94






Ramona_Garcia wrote:

SOme people don't do it cause they don't like to grind. But you can do many professions while afk... doctor, medic, entertainer, dancer, musician... even combat profs you can afk grind. There are macros for most professions.







I didn't use a single crafting macro, don't belittle my accomplishment or the accomplishment of any others with your ill informed opinion. While that macro may exist, that does not mean we did it as your implying. Nordoes that mean the majority ofpeople used the said macro. While it may make you feel better to believe that other people got their jedi by macroing, some of us didn't do it and its blatantly unfair for you to even suggest it.


With that said that is not germaine to the issue of should a Jedi Knight be more powerful than any one combat class. To any who follow the star wars universe the answer to that is a hell yes. You have movies where Mace Windu takes off a master bounty hunters head in one swipe. You have Zam Russel who is disarmed (no pun intended) in one stroke of a jedi's lightsaber. You have luke skywalker taking on 10-20 people aboard Jabba the Hutt's Luxury Yacht and he was not a jedi knight yet. If this is Star Wars, then I would suggest to the devs that they need to start making it Star Wars. This means Jedi Knights are few. This means Jedi Knights are hunted. Where is Darth Vader? I remember the dev posts saying you would be hunted by Boba Fett, Mara Jade, AND Darth Vader. That has not happened yet. This also means that Jedi Knights should be much more powerful than any one master. It shouldn't even be a contest, the jedi knight wins.


Since you haven't unlocked yet Ramona and that is obvious from your opinion let me again qualifty what I am saying for you specifically. I am saying a Jedi Knight should be that powerful. I am not saying a Jedi Padawan should be.




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Phoenixrage
Fri Jun 25, 2004 7:30 am
#95





I might agree with you that lesser jedi "in training" don't deserve to be as powerful as 4 or 5 masters, but certainly Jedi Knights do. That sir is also consistant with the Star Wars Universe. One final thing, I do agree that there needs to be something to insure that this game doesn't turn into Jedi Academy. I think that the devs should now hardcap the jedi on every server and in order for you to get a "jedi" character the number of characters on the server needs to be less than the cap.







The problem with this is that toons dont delete when accounts are canceled. Many acounts that have been closed since month 2-3 of the game are getting reopened by people, and low and behold their character is STILL there with all their stuff.


You cant put a cap on jedi/server that way else the cap will never be other than max... and if you start deleting old jedi that get canceled, it will just cause even more issues for SOE.


Either way its a loose loost situation.




xxxxxxXxxxxxx
Phoenixrage Rising s The Adversaries s Phoenixrages Rising
s Dancer/Musician
s Doctor / Heavy Swordswoman s
You don't know the power of the Dark side




Hazard69
Fri Jun 25, 2004 9:38 am
#96

Once again we will band-aid code for the entire game and all its people to suit the minority of jedi. And then once we get used to it, it will probabaly chance once again in the CB.


At least this is what it sounds like.
jdmaldo
Fri Jun 25, 2004 8:53 pm
#97



Thunderheart wrote:

thingy



**edit**ing beautiful. the combat rebalance will be comprised of several "thingies" which, hopefully, will accomplish something that should have been done long ago.

Pthdora
Sat Jun 26, 2004 2:28 am
#98






annelid0 wrote:
How do weapon range mods factor into this, if at all?

As it stands now a master pikeman with +150 accuracy using an LVA (roughly -30 accuracy) still misses more than a master swordsman with +120 accuracy using a 2-handed curved sword (roughly +10 accuracy).

Will a pikeman in this situation miss even more now due to the higher skill mod, despite the penalty imposed by an inaccurate weapon?






Any MHS that uses a 2 hand sword is not too bright to begin with, lets talk about PH..average at distance mod is -45!


IMO if they make this change...then they need to change range modifiers of both pike and swordsman heavy weapons into the + for at range combat




- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
MagicalHAt
Sun Jun 27, 2004 2:26 pm
#99

Wont this just inspire defense stacking?


A player with 120 meele def will always get hit less and for less than one with say 50


now you take out meele damage mitigation and you have a far supieror player ( the one who defense stacks).


lets take dodge


with 115 dodge say you dodge 95% of the time - Defense stacker


with90 dodge say you dodge 70% of the time -Normal player


You decrease the whole range on to-hits not just the defense stackers


so 115 = 85%

90 = 60%


who really gets screwed here?



IGN: Magichat
Ethen_Roe
Sun Jun 27, 2004 5:38 pm
#100

This is my take on the JEDI front, please post in this thread, let me know what you think



AlaManQ5
Mon Jun 28, 2004 4:09 am
#101

PLEASE IN THE NAME OF ALL THAT IS GOOD AND RIGHT ON THIS PLANET AND BEYOND, DO NOT, I REPEAT, DO NOT ALLOW THIS COMBAT CHANGE TO GO LIVE!!!


This change affects everything, and at a very fragile time for this game. SOE is treading on thin ice with this game, and if they even hope to keep even a moderate player base on this game, things must be done properly.


Such a change is a widespread nerf to the entire game, from the noob player fighting durnis, to the casual fighter fighting some Nightsisters, to the hardcore PvP'er.


I was prepared to go with the flow when the Combat Balance hits, adapting and changing to the very widespread Mega-Nerf (a good mega-nerf mind you) that is so huge and ground-shaking that everyone would essentially be in the same boat combat-wise.


But this change is set in advance of the mega nerf, the new name for the combat balance i have just cleverly set forth here today.

Please don't let this enter the game yet, please. It is a heartfelt plea from this simple SWG player to the Devs of a very fantastic, and unique to say the least, game.


I know the code for Publish 9 is locked down, and this change will inevitably hit tomorrow, but a simple hotfix the next day can re-change it, Let us try it on Live like you allowed the crafters to try that crafting mega nerf months back. Let us have a brief glimpse of the combat balance, then return us to the old system until we are ready to go through with it.


Thanks




\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
\\\ Corbantis Mercenary and Freelance Pilot ///

Envoy3113
Mon Jun 28, 2004 7:07 am
#102

Ladies an Gents, can we see more testing, less arguing?



My take on the numbers is a signifigantly higher hit rate MoB vs player. To where a person with 125 meele def seems to be getting hit 125%-150% more. Nor do we seem to have very solid PvP numbers.



The more carp you guys fill this thread with, the more difficult it becomes to ascertain actual TESTING NUMBERS.




This is a feedback thread for a very importaint issue, step back and bring off topic ideas, fundimentals, and flames elsewhere.



There comes a time in every mans life when 86 years is just too damn long...
Beery
Mon Jun 28, 2004 8:03 am
#103

Apologies for posting this here, but I just didn't see anywhere else to post it:



I don't see anything specificabout a combat balance publish on any of the development schedules, nor do I see any posts about it on the In Development forum, or anywhere else where developers post. The combat balance issues were originallysupposed to be addressed in January or February of this year. Is the Combat Balance just vaporware? The combat balance is surelyTHE most important issue for players, so why are the developers only talking about new content and Jedi revamp? Whyisn't any developer talking more than vague promises aboutthe combat balanceissue? It needs to be on a definite schedule. If it's not, then I doubt we'll see it before 2005.


Please point me to (or let us know of)a definite schedule (not a date, just a schedule - i.e. something like "after publish 10 and before publish 11" would be nice).One thingmy experience with this game has shown me, it's that ifit's not on the schedule it ain't gonna get done.



--------------------------------------------------------------------------------------

Since June 2004, running one of the game's first completely nonviolent characters. Testing the limits of non-combat MMORPG play and trying to have fun into the bargain (although the developers make it difficult).

Combat is no longer compulsory.
Beery
Mon Jun 28, 2004 8:13 am
#104

"The problem with this is that toons dont delete when accounts are canceled. Many acounts that have been closed since month 2-3 of the game are getting reopened by people, and low and behold their character is STILL there with all their stuff."


Erm... that's what's supposed to happen. They're supposed to keep any character available for a minimum of 3 months before deleting it.


I'm glad of it, because I sure as heck don't want to spend $15 every single month to play a game that's as badly broken (yet as full of untappedpotential)as this one. So far I've been playing the game since August, but I cancelled for6 months of that timeso that I could save myself from putting too much money into what is still a big ol' lemon of a game. I came back hoping that my character was still available, and she was. If she hadn't been there, SOE would have lost another customer.



--------------------------------------------------------------------------------------

Since June 2004, running one of the game's first completely nonviolent characters. Testing the limits of non-combat MMORPG play and trying to have fun into the bargain (although the developers make it difficult).

Combat is no longer compulsory.
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