Development Cycle Archive
Thread: 19 Answers 4-29-04
In regards to the section on smugglers:
This sounds decent enough, although I know the rest of the smuggler community (myself included) was expecting more. With that being said however, I do see this as a good start.
One thing that truly concerns me however is the mission system. What incentive do masters have to get involved here? And even more importantly, what incentive does a master have to complete the mission if they do get involved!? The only way such a system can work is if you get bounties involved. If a master smuggler decides not to complete the mission, then he should show up on the BH terminals. This absolutely HAS to happen. A majority of smugglers want something like this, so dont worry about forcing PvP onto them. Also, if you are truly worried about it, then you can put a prompt in the mission that warns the smuggler of the consequences of failure. This is extremely important TH, without it the whole system is absolutely worthless!!!
p.s. Stop posting in HTML, you make it impossible for us to quote you!
DeQuosaek wrote:
Rikilii wrote:
DeQuosaek wrote:
Are we sure that the Combat Medic's range is not being misinterpreted?
Example: Let's say I have an Area Poison that has an Area of effect 32m and there isenemyA is 64m away AND enemyB is 96m away and the poison is thrown at enemyA and also affects enemyB. I think enemyB might see that the CM is 96m away and assume the poison was thrown that far, when that isn't the case.
Can anyone verify?
Also, shouldn't the issue really be something like, "Combat Medics have no reduction in damage in PvP?"
It is definitely possible directly to hit a target at 96m. With AOE, I can hit an indirect target that is even further away.
The 75% PVP reduction has been discussed ad nauseum, and in combination with the upcoming 64m limitation, Mind Poison mitigation spice, reduced emphasis on Mind hits, would render poisonsutterly useless, and Disease a total joke. The best non-venom-enhanced poison (single target) currently can be crafted for 350 effectiveness with perfect resources. That's 70 dps when thrown by a master. If the 75% reduction is applied, it would only be 17.5 dps, which is right around the regeneration rate of a fully buffed target. Keep in mind, that's the theoretical maximum, not actually obtainable with actual resources.
So you're syaing that with both targets standing still poison can be thrown 90 meters? If this is true, it should be able to be reproduced with a single target poison as well. I'll have to find my best resources and give it a try. Last time I experimented all in range, it still wasn't throwable farther than 64m.
Don't get me wrong, I'm not advocating a 75% reduction per se.Just some sort of reduction. And yes, I know most claims against CMs are greatly exhaggerated. You always hear that someone was hit and 2 seconds later it ticked for 1200 damage, and that's simply not true. It takes several seconds for poisons to tick and they don't do that much damage.
You can experiment them up to 48m range, which will go 96m in the hands of a master CM. This will require putting all or most of your experimentation in the ADM and the final combine, into range.
I can't say that I ever use these, since I get about 80m on the packs I experiment for effectiveness. But the best way to test this is to have you and your target 96m apart, standing still for at least a few seconds (to avoid any deception caused by lag), and then see if you can hit him.
Ghost151 wrote:So basicly you're saying you're adding a new dungeon in a game with 30+ professions and only 4 are going to benefit from it? What's the point?
Thunderheart wrote:
mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I meanCerts for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader
From what I've understood there are more stuff than just mandalorian armor available from the deathwatch dungeon, like the new pistol, new TKA weapon etc...
Thunderheartwrote:
Smuggler
What will smugglers gain in the upcoming revamp in regards to actually smuggling?" where you could go in detail about how you are making missions and such, giving an XP system it seems, or other things that will be good for them to know.
We are in the midst of putting together the design doc and looking at the alternatives now. The current plan to increase the fun-ability of the Smuggler Class is to enhance the existing skill onion. Since the communities focus is the desire to increase smuggling, the focus of the revamp will be on the underworld tree. We want to start with specialized delivery missions that provide both monetary and itemized rewards, but also special favors from the travel system NPCs. This would make smugglers an important hub in smuggling people from place to place by helping them get around the 10 minute Star Port wait, generate some cash flow and create a real value for Smugglers. The other edge of that sword is that tying into the travel system and creating new missions is a huge effort. Once that is accomplished, we will tweak the spices (and hopefully add a couple of new ones). After that the priority hits the Smuggler’s melee abilities. We want to increase the smuggler’s ability to use melee to move in and around superior forces and be able to work his or her way out of a tough spot. We can also further tweak the Smuggler’s combat role in the combat balance. That’s a pretty good overview of the current approach.
I’ll offer you some more details here, but ultimately, they will create more questions to which the answer is, “that work is in progress”. Some of the details for things we want to include are:
- Slicing features that would be a kind of equipment buff programs
- Datadiscs to further adventure similar to treasure maps
- Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based and focused on…well…smuggling So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP. If they didn’t, well, it would be an XP hit, but they would keep the item…)
- Adding new spices.
- Glitterstim: (Master Smuggler); Boost to Health, Strength, Action, Quickness, Mind, Force Power Max Force Power Regeneration
- Liik: (Spice III): Mind Poison Mitigation
- Slicing: Adding a vehicle durability slice. / A smuggler mission loot item might be required.
This is a peek at what we are working very hard to get into the game….
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=13305&page=1
==> VERDICT = NOT SMUGGLING; BUFF BOT STATUS
==> VERDICT = NOT SMUGGLING; CDEF RECOVERY FOR JAWAS
==> VERDICT = HALF SMUGGLING, HALF THEFT, ALL BORING
==> VERDICT = NOT SMUGGLING; MORE METH LAB
==> VERDICT = NOT SMUGGLING; TURTLE WAX
==> VERDICT = NOT SMUGGLING; ALLOWING PEOPLE TO CUT IN LINE
==> VERDICT =POTENTIALLY USEFUL IF THERE WERE EVER REAL SMUGGLING
Now that we've reviewed what HAS been mentioned, let's get to the even more important list - what HASN'T been mentioned. If the Devs have good news, they typically like to toss it all out for people to see. Considering that in another thread, Caylin noted that "that wasmost of the revamp doc," you shouldn't expect that the Devs have any Aces up their sleeves that they aren't playing, and what you see is what we're getting.
Tuanga wrote:
Wow, thats a big middle finger to the AS profession, and everyone else who wanted Mandalorian. Proof that the devs have no freaking clue.
mythronde wrote:
TH, can you kindly answer on which professions, if certs will be added, will be able to use mandalorian armor? BH's would love to have some lovin' sooner than later if you know what I mean
Certs for Mandalorian armor will be: Bounty Hunter, Commando, Ranger and Squad Leader
Kurt "Thunderheart" Stangl
Assistant Community Manager
This includes wookiee's right??
woolie
"Get over it, only a handful of people should be wearing Mandalorian, the only problem I can see with the new certs is the number of Commando/TKAs we see running around wearing the things, I guarantee you this will be the template du jour when the armour goes live. "
Actually my feelings are no one should be wearing it. I haven't wanted it in the game from the start. Only way it should ever be in is have 2 full sets where all the pieces are broken up and scattered all over, and you have to be extremely lucky just to find one.
The_Great_Destroyer wrote:
Yikes, there's some big discussions going on in here. My only real question is if Mandalorian armor is supposed to be a big treat for BHs, what happens to us Wookiee BHs? Shafted again?
Don't tell me Wookiees (well, Wookiees orther than mine) were actually expecting to wear Mandalorian armor? They're 8 foot tall walking carpets; they'd be lucky to fit a helmet over their hands. Wookiee armor was a necessity (and not necessarily incontinuity), but Mandalorian armor for Wookiees... Whatever, serriously.
I find it odd how the same community that constantly lists 'doesn't fit SW continuity' as a major SWG fault also expects features to be inculded that just don't fit continuity or basic logic.
I suppose Imperial Rodian Pikeman are still requesting that the Empire hand out Royal Guard helmets to army recruits that magically fit over their dust-buster faces...
Tuanga wrote:
Actually my feelings are no one should be wearing it. I haven't wanted it in the game from the start. Only way it should ever be in is have 2 full sets where all the pieces are broken up and scattered all over, and you have to be extremely lucky just to find one.
Thunderheart,
By your own admission almost all the response's say wait for the Combat Rebalance. This should say something like maybe the rebalance is needed now and not later.
Nearly everything in this game revolves around combat in one form or another, be it the actual combat oriented players or the crafting professions that support them or the support professions that heal them. Why is the combat rebalance not the highest priority on the Dev's list of things to do? I understand that the Jedi community has some issue's, I have a Jedi myself, but overall they are a minor portion of the player base at this point.
The whole concept of adding more before fixing what is broken make's little sense becasue in the end you simply add more broken things to the list that need to be fixed and pushing things that have been on that list further down in priority.
Combat Rebalance is needed now not later.
Thanks.