Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 4-19-04)

Atteke
Tue Apr 13, 2004 8:31 am
#92

Thunderheart could you guys put the combat balance on Test Centre in it's current condition like you did with the new HAM system in January? just so we can take a look at it.


-Thanks



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

Rookgraawl
Tue Apr 13, 2004 8:32 am
#93


TH:


Could you PLEASE make a statement to the community regarding the Jedi revamp?


Countless community members, including Arjun (the Jedi Correspondant), have been pleading for a little bit of information about what will be happening to the profession. PLEASE make a statement about the revamp, and what we can expect.


No one wants any spoilers or secerts here. We just want to know what we can expect, so that we can determine whether or not our efforts are in vain.


Giving this statement now will make your job easier! The rumors and concernes in the community will calm if you give us just a bit of info, and will leave you with less to sort through. Please, please address this.



Yours,

Mryla'lin Or'Suuk
Dancer Extraordinaire
Chilastra Forum Wartime Nurse
Tyrena Cantina, Corellia
EvoBeck
Tue Apr 13, 2004 8:37 am
#94






Thunderheart wrote:








10110110 wrote:

ON ARMOR


Hello.


Is the team going to do anything about the fact that everycharacter (including Jedi) wears composite? What's the use of having all these neat types of armor whenonly onekind is used byan entire population (excluding Wooks)?


Each armor type should have strengths/weaknesses against the spectrum of damages inflicted in SWG. Current composite resistance capabilitiesare far superior to any other type of armor made. Is this how you want it?


Also, do you plan to make your upcoming death watch armor a big waste of time like RIS? Broken, shifting stats and loot camp madness?


Basically what I am asking is are you ever going to make armors like Padded, Mabari, RIS, Death Watch (Mandalorian?), Bone, and Ubese worth wearing or are you going to let the composite craze run its current course? Its kind of sad when everyone standing next tomy toonis wearing the same stuff, only in different colors.



No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.


And for those of you who are following the Combat balance news story, we had a strategy meeeting yesterday and myself and a couple of others investigated what could be done to get the combat balance back in the mix. The programming team is putting together a plan that may get the "development sandbox" that JustG mentioned in his letter to accelerate this.











Thunderheart,


I believe that you are mis-interpreting the question here, and I don't belive it is fair that you are trying to push the blame back on the community.


Hispoint, I believe, is not that composite armor has reached 80% effectiveness, but rather has to do with vulnerabilities with particular armors.


Composite is only vulnerable to stun. RIS armor, which by all accounts is expected and announced to be armor of the highest order, is vulnerable to both stun and acid. How can an armor be expected to be better when it has more vulnerabilites. All other armors are not only lower in base resistance, but have more vulnerabilites than composite, but still always include that stun vulnerability.


A viable solution to some of these issues would be to make different armors have 'different' vulnerabilites. For instance make RIS only vulnerable to acid (but not stun). Therefore a person could choose to make RIS armor or use acid layers to make it better or at least different from composite.


Make ubese only vulnerable to heat/blast or something like that, so that stun/acid become part of the base resists or special protection. This way people have to conciously choose their armor for their situation, and so to would attackers when choosing their pvp weapon, just like you do when fighting creatures.


I can understand your point on experimentation if perhaps RIS was indeed supposed to be the only armor able to reach the current out of balance levels that composite has, but even so, with its additional vulnerability, a 50% composite > 80% RIS against an acid rifle (of which you guys so graciously added to the game).


With the current state of armorsmith it is not viable to craft armor for others until master anyway, so instead of making armor scale up in base %, instead make most armors have the same potential, but give them each unique special protections and vulnerabilites. Also perhaps give all regular armor 2 vulnerabilies (even composite) and have only rare quest armor such as RIS or mandalorian have single vulnerabilites.





Beck - Bloodfin
Thunderheart
Tue Apr 13, 2004 8:38 am
#95






Atteke wrote:

Thunderheart could you guys put the combat balance on Test Centre in it's current condition like you did with the new HAM system in January? just so we can take a look at it.


-Thanks



Not really. Not for now anyway. You see, if we put it on Test Center, we'd have to push it out in Publish 9 with the the way the process works. Once a clump of code is integrated, "its in there". Thats where the sanbox that we've been talking about comes into play. This sandbox would be like a second Test Center, but configured in a way where it would be insulated from the live code and we would be able to push different versions out much easier without interfering with current process.







Rookgraawl wrote:


TH:


Could you PLEASE make a statement to the community regarding the Jedi revamp?


Countless community members, including Arjun (the Jedi Correspondant), have been pleading for a little bit of information about what will be happening to the profession. PLEASE make a statement about the revamp, and what we can expect.


No one wants any spoilers or secerts here. We just want to know what we can expect, so that we can determine whether or not our efforts are in vain.


Giving this statement now will make your job easier! The rumors and concernes in the community will calm if you give us just a bit of info, and will leave you with less to sort through. Please, please address this.




I will be putting up a series of posts as we go forward. They are still in the planning phase. I'll be pushing that info as much as I can as soon as I can.




Kurt "Thunderheart" Stangl
Community Relations Manager
kimsdragon
Tue Apr 13, 2004 8:39 am
#96

1. What does ! and ? mean over a creature's head?

2. What is the difference between an item's assembly being a great success and an amazing success when crafting something?

3. What does a crafting tool's Tool Effectiveness do?

4. What does a crafting station's Functionality Rating do?

MonGiovanni
Tue Apr 13, 2004 8:46 am
#97






kimsdragon wrote:

1. What does ! and ? mean over a creature's head?







'?' means the creature has noticed you, but is not making any threats. '!' means the creature is telling you that you're too close, and if you don't back away (and it is aggressive), it will attack you. Non-aggressive creatures that shoot up a '!' will usually just charge you. If you ever see a'\ | /' above them, that means they have been scared, and typically run away from you.



-----------
Ique - Bria - Bounty Hunter, Pistoleer
Iryu - Starsider - Master Architect, Master Artisan, Master Merchant
Atteke
Tue Apr 13, 2004 8:47 am
#98







Thunderheart wrote:





Atteke wrote:

Thunderheart could you guys put the combat balance on Test Centre in it's current condition like you did with the new HAM system in January? just so we can take a look at it.


-Thanks



Not really. Not for now anyway. You see, if we put it on Test Center, we'd have to push it out in Publish 9 with the the way the process works. Once a clump of code is integrated, "its in there". Thats where the sanbox that we've been talking about comes into play. This sandbox would be like a second Test Center, but configured in a way where it would be insulated from the live code and we would be able to push different versions out much easier without interfering with current process.






So in English "No"


p.s This "sandbox" is it real or some kind of metaphor.





Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

mmaughme
Tue Apr 13, 2004 8:49 am
#99





Thunderheart wrote:


No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.




Put the crafting change in anyway. For the day it was live on the servers, most of the crafters in my guild tried it and said they preferred it.




Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

Atteke
Tue Apr 13, 2004 8:50 am
#100






MasterNitro wrote:

Did the dev will do something for BH ?



I think i read somewhere our Bounty Hunter terminals are now broke on Test Centre.




Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

SioBabble
Tue Apr 13, 2004 8:58 am
#101


Preface: Since the idiot software that the dev team uses puts in HTML code that cannot be copied directly onto Lithium, I'm not going to cite TH's post where he responds to armor imbalance questions by blaming those terrible players for thwarting the will of the devs, and then in passing mentions the much ballyhooed and scapegoated (by TH himself) combat rebalance that might get a look see after it was used as the catch all explanation for every question asked about a combat profession for the past four months.


This is just beyond ridiculousness, TH. It's those terrible crafters, especially the masters, who want to not change the expermentation system so that master crafters can put out the same overpowered stuff and the crafters grinding their way up have no economic status in the game. Becasue the devs frankly don't play the game, and are managing all of this from spreadsheets and have no real experience with crafting in game. This is utter nonsense, and the devs should know it if they don't.


As for the combat balance, you guys have already blown it. You nerfed the poodoo out of CH to start with it, and now you're debating how to get it back in the mix? Cripes. For MONTHS you addressed every question about combat profession issues with "will be addressed by the combat balance" and now you put it off indefintely? I guess you guys need more time to fly your Y wings around in the SE, huh?





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Akinoor
Tue Apr 13, 2004 9:10 am
#102






Thunderheart wrote:


No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.






TH, do you know that the stuff made on the "day of nerf" with the new system you wanted to implement, some stuff was made better than ever. Ie. Composite hit 74% base instead of 71% on my server. With not that much more HAM.


So your "nerf" would have made us all just a little bit more uber. And I'm saying "all" cause on my server top-quality composite armor (best as our history of resources allows) is down to a price where most people can afford it.



--
Ingame: Akinor, Erynh: Shop is in Sun City (Tatooine), at 6323 3707
"The older one grows, the more one likes indecency."
Hedek
Tue Apr 13, 2004 9:16 am
#103






Thunderheart wrote:

No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.





Are you kidding us ? The crafting experimentation change that were implemented for one day (if that's the one you were talking about) will change NOTHING to the fact composite protectsbetter than every other armor. The only thing this change would have infered is composite armors being "nerfed down" to be more HAM cost heavy but this again is pointless with docbuffs and chef mind buffs.


What would change how things are is REALLY changing the data behind the different armors not the experimentation system. By adding a real cap to the max protection % on composite for a given amount of resists while raising that cap on other armors.


For those who don't know there's a "max amount" of protection for each armor. So let's say Mabari quality is 100% shock resistance, if you managed to have ALL the resources with 1000 SR to make the mabari, the armor would NOT reachmore than predisignated cap set be SOE. This has NOTHING TO DO WITH EXPERIMENTATION.


You can nerf the composite armor schematic and make the chitin better if you wished so without affecting all the crafting system : you did so in the past when modifying the FWG5 and Scatter Pistol.


Besides you talk about "crafting experimentation bug" but this system has been in place since game launch and was always considered "normal". Then you posted a long post trying to explain why you want to change it but did not refer to it as being bugged and now you present it as "bugged". Something is wrong here : you are either lieing and taking us for fools, or don't know what you're talking about.

speardancer
Tue Apr 13, 2004 9:17 am
#104



hasibert wrote:


Thunderheart wrote:

This was a big request pre-launch too. Its always a big player interest, but the answer is that with the family rating, the lack of children has to do with keeping vulgar and/or upsetting images out of the game.



are you serious? The world is crazy!





I don't think it's the children themselves that would be upsetting, it's what some immature players might choose to do to them, or perhaps a situation where a child NPC gets randomly spawned into some situation no child should be in....



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
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