Development Cycle Archive

Thread: In-Concept Open Discussion

MristFello
Thu Jan 15, 2004 12:37 am
#1

I have a idea:

How about 2 handed fighting!! Like to 2 Blasters (like 2 FWG5s) or 2 1-handed swords (like2 lightsabers)!!!

I think it will be cool to have 2 guns out at the same time. Tell me what you think about that.



-Teco- ~MRifle, MCommando~ ~*Tarq > all*~
Thunderheart
Tue Jan 20, 2004 4:38 pm
#2

Please stay on topic in the specific threads. If you have general questions about the process, please ask in this thread.







Just checking to see if this is a typo or not, we are free to comment on this until...April?!? Sorry for my confusion, i was under the impression the combat changes would be done before then. If you're going to be taking our input for that long, does this mean it will be until summer before we see changes?




Two things. Whenever any development schedule looks that far ahead, there is no way to pinpoint a date. Rather than push things out, I've posted them now so people could come by and answer the questions at their leisure.


I put the long date in their because I don't know the answer. People always deman I make a rough guess and my rough guess for the time these might be reviewed is sometime between now and then.







Kurt "Thunderheart" Stangl
Community Relations Manager
AzSteve
Tue Jan 20, 2004 4:44 pm
#3

. Whenever any development schedule looks that far ahead, there is no way to pinpoint a date.


Ha! In my software company, we are not even sure what our department organization will be in two months, much less the development schedule.



Alyc Voleslayer of Kauri


Another **edit** computer geek

TygerBlueEyes
Tue Jan 20, 2004 5:04 pm
#4

Ho-hum....Smuggler never make the combat discussion or the crafting discussion...always caught in between....






[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
Lady_Outlaw
Tue Jan 20, 2004 5:17 pm
#5

TH - What is up with Smuggler not getting a combat profession thread?



The Devs have always considered us a hybrid fighter - what happened. Two line rely totally on combat to achieve. One lessens penalty for PvP - how much more combat do we need to make it into the threads?




Mayet Edjo, "Truth is the protector"

"We are smuggling, you just can't see it - that's why they call it SMUGGLING!"

Ex Master CH, Master Smuggler/Riflewoman (nowhere close to master yet) - praying every night to the Zabrak gods that they fix my smuggler profession.
PsychoticChipmunk
Tue Jan 20, 2004 5:24 pm
#6

I'd like to see a clock available in the game that shows personal time (EST, et al), world time (basically when it is on Dantooine to judge sunrise, sunset, noon), and coruscant standard (the time that shuttle departures are based upon). This way we can realize that it is time to log and head out to work, what time to expect streetlights to come on and snab a pic or when the sun will pop up so we can see the critters with ease, and what time we need to get to town.


Another thing that would be nice to add along with this idea would be a bus schedule. Shuttles arrive 10 minutes after they leave, well I've never bothered to check how long they stay down.So Ireally don't have any means of anticipating whether or not I'm going to be sitting for 9 minutes and 36 seconds or leaving on arrival. The clocks would really help but it would be nice if you could also get a tab or button that brings up, next shuttle isleaving at4 minutes 34 seconds at 14:26 CST.




0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
BabyRancor
Tue Jan 20, 2004 5:26 pm
#7

I'm really not clear on this one.


We're going through a combat re-balance now that is set to be done March-April. Around that time you will collate the opinions of all on the percieved roles of each class in combat and begin development?


At what point are each class' specific concerns with their current skills being addressed? At what point will you say "good enough" and start adding serious systemsfor generating content (dynamic player effects in the world for example)?





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
BabyRancor
Tue Jan 20, 2004 5:27 pm
#8






PsychoticChipmunk wrote:

I'd like to see a clock available in the game that shows personal time (EST, et al), world time (basically when it is on Dantooine to judge sunrise, sunset, noon), and coruscant standard (the time that shuttle departures are based upon). This way we can realize that it is time to log and head out to work, what time to expect streetlights to come on and snab a pic or when the sun will pop up so we can see the critters with ease, and what time we need to get to town.


Another thing that would be nice to add along with this idea would be a bus schedule. Shuttles arrive 10 minutes after they leave, well I've never bothered to check how long they stay down.So Ireally don't have any means of anticipating whether or not I'm going to be sitting for 9 minutes and 36 seconds or leaving on arrival. The clocks would really help but it would be nice if you could also get a tab or button that brings up, next shuttle isleaving at4 minutes 34 seconds at 14:26 CST.





Hit Ctl+Shift+G and you get some of this info (earth time and gametime plus some other system numbers)



Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
Haruspex77
Tue Jan 20, 2004 5:33 pm
#9






Thunderheart wrote:

If you have general questions about the process, please ask in this thread.





The role of faction pets, droids and creature pets needs space in the combat re-vamp concept discussion.


Hopefully, Creature Handlers will not be the only pet users, and pets can make a huge difference if they are even close in level to the primary combatants. Faction pets certainly can be even now, droids should be on their way. Creature pets have been toned down (esp. non-ch), but BE pets can still make a difference.



Renairdor
Tue Jan 20, 2004 5:37 pm
#10

Thunderheart, will we ever see any comments from the Development team on the future of the Jedi profession? It seems to be the highest profile profession, but with the least amount of development time.


We really need some LIVE testing on the Jedi to see if they meet whatever specification the development comes up with. I am not asking for 'PvP God' (though if you look at NPC Jedi you have to wonder...) but certainly a class that deserves some respect in combat. The development comment a few months back about Jedi being able to deal with 20 advanced professions is just not true at all.


Ren

darkmane
Tue Jan 20, 2004 5:39 pm
#11

Thank you for starting some threads in the In Concept forum... now how about some threads for the other Non-Combattant professions?


We all know that the SOE devs are hardcore FPS players and see no point in the other classes, but really, the other professions are paying thier money too and deserve some input into how everything will shake out.

atytula
Tue Jan 20, 2004 5:53 pm
#12

I was going to post this in the CM post, but it applies to more then just CM so I will post here.


I have been realizing that the medic professions are being heavily exploited right now (it is my opinion that it is an exploit, not necessarily SOE). Lets look at this from a roleplayers point of view. Lets say I want to be a combat medic. I work hard and spend a lot of skill points to become one. I do get some combat skills but overall I am weak in combat because I chose to become a doctor.


I go to a planet and look for a group that needs a doctor. There are always a group here are there wanting one but it is usually slim picking to get in a group doing something interesting. I go to the med center to heal people for $$$ but on most planets, med centers are deserted. I ask myself why that is and come to this conclusion:


There are combat templates out there right now that include some medic skills. Almost every combat player out there has some medic skills. Example: TKA/MD, Pistoleer/MD, Commando/Master Medic, and many more. Why do people do this. Well it really helps if you want to solo some creatures/NPCs as you can heal yourself. When you go to a med center to get healed, you don't have to wait for a doctor to heal you or have to pay a tip, you just heal your wounds yourself.


Right now, this has a) made some really powerful soloing templates and b) made being a medic to help others useless. So, what I propose to fix medics and bring back the need for people to be medics first, not combatants first is this.


1) Self Heal Damage: It isvery difficult for a medic to heal ones self. Typically wounds will remain when this is done. A non skilled medic should not be able to heal himself at all. At a novice doctor, they can heal themselves but they will cause lots of wounds. At master doctor, they still give wounds but not as much.


2) Self Heal Wounds: It is very hard for a doctor to do this. In the SWG universe, a droid typically does the basic healing, and the rest is done in a bacta tank with a doctor watching over the patient. In SWG, if someone wants to heal his own wounds, it would require a medical droid out (not an astromech unit with a medical module, but an actual medical droid). This would help DE out a bit . The medical droid would require power, and some other medical supplies in order for the self heal to work. This will make it more costly to maintain and in the long run, if there is a medic around, it would be best if they healed your wounds since they don't need a medical droid out to heal wounds.


Some people will look at this as a nerf to medic professions. While they would be correct, this is only true if they are combat first, medic second. This will be a huge boost to medics first as now they have a job to do, and in battle they are now extremely important as people won't be able to self heal (at least not without causing wounds to oneself) and will have to rely on medics to help out.


Of the people that complain, I expect to see many people say that they like to solo things and that even though this is a MMORPG, they should be able to choose a profession template that lets them solo. I agree to a point. While this is a MMORPG which requires multiplayer, sometimes it is hard to get a group of friends together, and getting together with just anyone isn't always wanted, soloing is required. But with this proposed change to medic professions, this only prevents people from soloing big game and dungeons. They can still solo lots of MOBs out there, but if they want to do the Warren, or some dungeon or take on a Krayt dragon, they are going to need some help. IMHO there is nothing wrong with requiring to form a group to do some advanced combat in this game.


Well, I have said it. I am sure some people will disagree (mainly those that are exploiting medic professions right now). I hope that the devs read this and maybe they can pull and idea or two from what I have said.


May the Force be with you.





General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
p4Samwise
Tue Jan 20, 2004 6:00 pm
#13






darkmane wrote:

Thank you for starting some threads in the In Concept forum... now how about some threads for the other Non-Combattant professions?






I'd just like to pipe up here and ask: when it comes time to discuss the non-combat professions, could we have a single thread to talk about issues that plague, for example, ALL crafters and ALL entertainers (as opposed to one thread for each crafting profession in which we can state the same issues repeatedly)? Problems like "the grind to master", usage XP, factory XP, role in the GCW, et cetera, affect all crafters to some degree in more or less the exact same way.


There are other issues specific to each class, of course, but I think the largest ones are ones that we could all tackle together rather than dividing our efforts. (For example, I suspect the current threads out there on Ranger and Scout are going to say almost exactly the same things.)




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
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