Development Cycle Archive
Thread: In Concept: One Sentence Combat Change Requests
Yrab
Sat Jul 24, 2004 11:53 am
#1119
Sheeeesh! This is not working. It's too chaotic.
He said combat fix....not profession fix.
For a prelude to the combat balance, I say give every combat profession a weapon for each damage type.
AriesFusion
Sat Jul 24, 2004 2:47 pm
#1120
Screw the idea of buffs in this game. make it so that your Ham bars go up with your characters progression in the game and then the combat itself will be balanced (composite armor restricts a great deal). Get rid of buffs-Revamp in itself, except the CM nerf
DajonJamore
Sat Jul 24, 2004 4:07 pm
#1121
Combat Balance: The weapons should be balanced, more powerful weapons should be actually slower than lighter less powerful weapons( not to be able to shoot a 5.6 weapon as fast as a 1.5 weapon)with ap0 weapons shooting faster than ap1,ap2 ,same go true for melee weapon faster less powerful ,powerful weapon slower..have strength and weeknesses for each profession ( pistoleer should beat a rifleman and carbineers within 20 meters,carbineers 20-40 should win at this range, riflemans at 40-60...melee...10 meters or less ONLY
KevinP
Sat Jul 24, 2004 4:39 pm
#1122
Make it where the only people who can participate in PvP is if they are overt. BH are an excetpion when it comes to their mark. The gtef covert gank has to end.
DeepScan
Sat Jul 24, 2004 7:30 pm
#1123
armor rebalance: why are the hardest armor to get in the game still not even comparable to composite. ex:RIS, Mando, faction.
(tired of seeing 90% of the server run around in the same gear. didnt know this was clone wars.)
Message Edited by DeepScan on 07-24-2004 07:31 PM
Message Edited by DeepScan on 07-24-2004 07:32 PM
Scarius
Sat Jul 24, 2004 9:42 pm
#1124
Fix the Consider system so that I should want to run away from a Red con, not run at it for the best xp, also if a mob is white to a TKM and the TKM groups with a Novice Marksman, the mob should not suddenly con red, it is still easy for the TKM.
PyscoJuggalo
Sat Jul 24, 2004 10:20 pm
#1126
My Next sentance since you are looking at the first
BalanceBuffs and Armor please, they screw up PVP and PVE.
(Oh and Armor and Buff reworks have to be done at the same time since they are connected in many ways.)
-Remember Hate and Love are both spawned from passion
Message Edited by PyscoJuggalo on 07-25-2004 01:23 AM
AriesFusion
Sat Jul 24, 2004 10:33 pm
#1127
I truely believe that this game has potential. But we're all missing the point of an MMORPG. Right now we have individuals, not groups, but individuals who want to be gods in this game. In an online roleplaying game, there should be no one person who completely dominates the rest. We have to aid eachother in combat and crafting and healing in order to appreciate a multi person game. The could have just sold "An empire divided", made it a single player game, and that's what it sounds like you people want. A single player game where you are god and can kill everything you want. This is a multi person game where in order to survive you have to DEPEND on others to help you out.
I've heard it said that we can't take buffs out of the game because we couldn't do the higher end stuff. I'm sorry but there's a reason there's higher end stuff. The reason for it is because YOU CAN'T DO EVERYTHING YOURSELF. People solo krayts. That should never happen. The deathwatch bunker, easy, take MORE friends. No more of this one buffed composited Combat medic teras kasi crap that can solo an entire elite dungeon. I think the devs need to give us less skill points so that we can not stack professions and defenses and eventually crafters will have to depend on warriors who will have to depend on medics. I remember back in the day when master elite professions were rare and in order to go INTO the narg cave (not conquer it but to survive in it) i needed a medic and probably another partner to help me. Those were the fun times when the dependency in the game was balanced. I think they need a HAM revamp and tweaks to other professions, but different professions are supposed to prosper over other professions, in certain circumstances. There's no way a teras kasi who attacks with his hands and feet should be able to do the output damage of a FLAMETHROWER. The same way a combat medic should not be able to throw a disease pack from 100 meters away while infecting half a city. I can see if a medic was close range and could throw something at ONE player that could disease him, but not 50 people spread out. Ever heard of an IMMUNE SYSTEM?
SO after all this ranting and raving, I think an entire combat rebalance is the problem. WE are the problem. we have to start depending on other professions for help, not trying to master all the professions we can and not need anyone's help.
majorslappy
Sun Jul 25, 2004 12:00 am
#1128
Yrab,
THis ia balance of the combat professions just as much as the base mechanics of combat. If pistoleers have broken specials (8 of 10), then they can't be effective in combat. Therefore, there is an imballance there.
RashDraco
Sun Jul 25, 2004 4:19 am
#1129
FIX CREATURE HANDLER
Faction Points not granted for pet kills of pet owner, forcing ch to take second combat profession to gain any FP for kills.
LVL 70 CH pets can be stompd on byany combat class with them breaking a sweat
Slayton
Sun Jul 25, 2004 8:23 am
#1130
pvp reduction in cm would not do any good. cm's dont do a whole lot of damage if much at all. in pvp its really dificult to win with poisons or disease they tick every ten seconds adn the highest poison ive sed was 350 eff. and at master i can only master several other profesions. ulnike a doc that can be a tkm/doc. in large scale pvp, cm's are always first target, and in large scale pvp you always have several docs to heal peeps. so if i get a 75 percent reduction to cm eff then how eff would i be? not at all, it would be a worthless profesion. i make a lot of sacrifises def wise to have the master title. thats just my two cents.
Slayton Ipi
Master Rifleman/Master Combat Medic
Aldrikoy
Sun Jul 25, 2004 10:14 am
#1131
Lower the filling of Blue Milk to under 10 and with experimentation to 1, thus easily providing Mind damage heals ( should not require massive coding changes I wouldn't think.)