Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-29-04)
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Thunderheart
Mon Mar 22, 2004 10:05 am
#1
Last Week'sThread:
Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.
Kade_Deveron
Mon Mar 22, 2004 10:14 am
#2
I'd like to comment on the issue of armor. Armor in SWG is clearly too powerful. It encourages soloing to virtual exclusing of grouping, makes being unarmored an unviable option (esp in PvP), and creates a cookie cutter environment where everyone is wearing their 70%+ composite. It also leaves factional armor (and uniforms) unviable (the cost on faction armor doesnt help).
The fundamental problem is that the "penalty" for wearing armor isnt really a penalty. Buffs are so powerful and easy to get that everyone runs around in their armor and buffed. In order to balance armor, forget penalties to secondary stats. Try penalties to defensive skills (ie ranged/melee, KD, dizzy, etc..) or to weapon speed. Armor is cumbersome and should make players easier to hit as they are less mobile (but allowing the armor to absorb damaage of course), leaving unarmored players options for pvp or for, heaven forbid, factional armor.
The fundamental problem is that the "penalty" for wearing armor isnt really a penalty. Buffs are so powerful and easy to get that everyone runs around in their armor and buffed. In order to balance armor, forget penalties to secondary stats. Try penalties to defensive skills (ie ranged/melee, KD, dizzy, etc..) or to weapon speed. Armor is cumbersome and should make players easier to hit as they are less mobile (but allowing the armor to absorb damaage of course), leaving unarmored players options for pvp or for, heaven forbid, factional armor.
Ragnaat
Mon Mar 22, 2004 10:16 am
#4
Things bothering me since the last patch...
* Spices that buff primaries no longer restore stats when the downer lifts. Instead the max is restored but you appear "white barred" or damaged - even if you were fully healed when taking the spice and took no damage in the full 12-15minute cycle.
* Buff icnos for food now clear on deat *BUT* this was done blindly without consideration for food whose effects last through death. So, the problem that everyone had with doc buffs and brandy pre-patch now exists in revers for foods like Synsteak (worse too, because theres no visible indication on when these effects are over now)
* NPC MOBs all thinking they're TKMs now... bad, very bad
I think that's all I got... my template is in mid-change so haven't been doing all that much fighting lately.
* Spices that buff primaries no longer restore stats when the downer lifts. Instead the max is restored but you appear "white barred" or damaged - even if you were fully healed when taking the spice and took no damage in the full 12-15minute cycle.
* Buff icnos for food now clear on deat *BUT* this was done blindly without consideration for food whose effects last through death. So, the problem that everyone had with doc buffs and brandy pre-patch now exists in revers for foods like Synsteak (worse too, because theres no visible indication on when these effects are over now)
* NPC MOBs all thinking they're TKMs now... bad, very bad
I think that's all I got... my template is in mid-change so haven't been doing all that much fighting lately.
RabidEwok2
Mon Mar 22, 2004 10:17 am
#6
Can't you allow the biggest cities to have its own starport? Or perhaps even spaceports ala Theed?
Doral
Mon Mar 22, 2004 10:21 am
#8
The DE profession is on the verge of flatlining or has already flatlined... please listen to them...
Formica
Mon Mar 22, 2004 10:22 am
#9
Kade_Deveron wrote:
I'd like to comment on the issue of armor. Armor in SWG is clearly too powerful. It encourages soloing to virtual exclusing of grouping, makes being unarmored an unviable option (esp in PvP), and creates a cookie cutter environment where everyone is wearing their 70%+ composite. It also leaves factional armor (and uniforms) unviable (the cost on faction armor doesnt help).
I agree with your fundamental point, though I must admit I do enjoy the kind of solo viability armour and buffs afford me
That being said, I think this is a multi-angle issue. Adjusting encumbrances and including penalties to things like Defense vs. States is a good idea, but I think making factional armor more viable and, in particular, moving to a crafter-based faction armour system would be an effective means of addressing the problem, as well.
The fact that all mobs do Kinetic doesn't help, either - more variance in mob damage combined with revamping armour encumbrances, along with new crafted factional armours, would definitely work well together to address the situation.
KillahFrog
Mon Mar 22, 2004 10:22 am
#10
What is the current status of the static NPC bases that are suppose to be "flippable." Are the bases flippable or not? I've heard a few yes's and a lot of no's on this one. We were in the imperial base in the SW of Naboo (Tarquinas) trying to flip the base to rebel yesterday. We had all the professions/skills that are currently listed in section 16.3 of the online manual. I've seen people say they've needed higher levels than the manual states, or a different order of operating the switches. We found and had access to all the terminals; however, when we each tried to do our thing.. we got nothing... No confirmation when we used a terminal, no success message, no failure message... Nothing.
I know this is on the GCW bug list, but I haven't heard anyone say anything about this since December.
Are they still borked? Is the order listed in the manual correct? Are the necessary professions/skill levels correct? I plan on getting my group together again when we have more time to sit and try all different types of combinations, but I'd hate to waste my time if it is completely screwed up...
Brekk
ITEC Council Member
www.itec-hq.com
Yec
Mon Mar 22, 2004 10:22 am
#11
Bug with this board:
Community Veterans can't edit their posts because they lack permission. I guess this must be because we lack permissions to post a thread to the forum (In Live) in the first place, but I see no reason why post edit permissions should be the same as thread creation permissions. Perhaps the Lithium guys should fix this.
Yec
Mon Mar 22, 2004 10:24 am
#13
Combat animations... I know they're coming up with new combat animations for the dual wield. Would it also be possible to take a look at the Jedi combat animations? Right now they're all based off the fencer/swordsman/pikeman animations, which were animations developed assuming the weapon is corporeal. Lightsabers are corporeal only to other lightsabers; they go right through anything else as easily as they go through the air. Could this belooked into at all?
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