Doctor Archive

Thread: HAM revamp opinions

Roustabout
Fri Jul 23, 2004 6:27 am
#1

HAM Revamp Discussion


A brief summary of the article is that there will be new pools for special attacks. These pools will refill quickly but will functionally disallow any spamming of specials. Also, secondary buffing will have a soft cap so that there will always be costs to perform specials. From the looks of it you will still be able to buff yourself to 1k+ in your pools but it will never completely negate HAM costs.


My question to doctors is this good enough? Does this appease (sp?) those of you who think that buffs are overpowered? Do you think this coupled with, say, a 10-15% reduction in buff power is enough or should there be more of a reduction? If you don't agree with the basic tennants of this proposed change what would be a better alternative?


I think if we start brainstorming now and getting a feel for how the community feels that we will be better prepared in the long run when the actual changes start being finalized.
SpunkyKuma
Fri Jul 23, 2004 7:54 am
#2

"From the looks of it you will still be able to buff yourself to 1k+ in your pools but it will never completely negate HAM costs."

If this happens, I can go without buffs using foods (garmorl, accargym, vercupti, won-won, etc.) unless I want to go do some hunting for 3 hours (if buffpacks will still last that long) which I don't do much of.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
Chickenbone
Fri Jul 23, 2004 8:18 am
#3


Since the maximum level of the specials pool is related to the level of the HAM, then the action and health buffs are still good. We would get a bigger specials pool when buffed (correct me if I misinterpreted TH's post).


Maybe players will just request an action/health buff and use a combination of food/spice for their secondary stats. I really need to see a live test though to see if an all stat buff is still good.


Message Edited by Chickenbone on 07-23-2004 08:32 AM



*********************
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Dragonian
Fri Jul 23, 2004 9:07 am
#4

A recap of my response in that thread

I remember when this was on test center back in Dec-Jan. As I recall, it didn’t solve the problem. It just changed it.

The real flaw in the combat system, in my opinion, is that so long as a player can heal damage, or be healed, while actively engaged in combat makes balancing the system impossible

Here are two possible ways to balance healing.

For one, make combat work differently. Currently, if someone takes a shot at you, your suddenly in combat whether you can do anything or not, whether they hit you or not. Make combat active only if you’re taking hits. Make healing while engaged in combat a no-go. Let buffs and what not increase the regen rate and/or reduce the specials costs however necessary to balance it out, but remove the ability to heal in combat.

How about if you haven’t been hit in say 10 seconds, break combat automatically until your enemy successfully hits you again. How about a /disengage special move that, if successful, breaks combat for 3-5 seconds allowing the player to catch their breath and heal.

For the second (my personal preference), what about making a players defenses drop drastically while healing to make it tactically difficult to do while actively in combat? Or a success/fail on a healing attempt?

If you have a bantha trying to step on you, hitting that vein with that stim pack has got to be difficult. Have the difficulty based on the mobs level vs. the player’s med usage. A MD should be able to hit that vein more accurately than a novice medic. Right now, it's a given that a heal will go through without a hitch so long as a stim is in your inventory.

If this were implemented you’d see far fewer novice medics at the higher level of play because they’d almost never land the heal when fighting other high level players and mobs. MD’s and Master Medics would become much more valuable to combat groups then they currently are.

Even with buffs, PvP wouldn’t be the stalemate it tends to be right now. PvE wouldn’t be the push over it currently is. Those who retain novice medic would have to last long enough to break combat in order to heal. Against the higher level mobs, that’s no easy task and against other players that’s almost impossible.

Even if you made no other change to combat balance but this second method, it would change the face of combat in SWG and would give the Dev’s a much better place from which to really balance combat.

For some background for this suggestion, I also play Asheron’s Call.

Heals via magic involved casting delays (the wind up) and a success roll (landing). There are serious tactical decisions that have to be made while in combat about healing. There is no free lunch. Will I survive the wind up? Will it land?

Heals via healing kits also involve risks. It forces peace mode, which severly lowers your defenses for a bit and there is a success roll here too. Plus your success is modified by how badly damaged you are at the time. Again, no free lunches here. If you’re down much past half your health it’s kill or be killed or run like hell.

Any thoughts?



-----
Oovik Nokook (Master Armorsmith, Master Artisan) at your service
Roustabout
Fri Jul 23, 2004 9:08 am
#5






Chickenbone wrote:


Since the maximum level of the specials pool is related to the level of the HAM, then the action and health buffs are still good. We would get a bigger specials pool when buffed (correct me if I misinterpreted TH's post).


Maybe players will just request an action/health buff and use a combination of food/spice for their secondary stats. I really need to see a live test though to see if an all stat buff is still good.



Message Edited by Chickenbone on 07-23-2004 08:32 AM






I wondered this myself if higher secondaries would increase your overall special attack pool. From the looks of it that's how it currently is. That's also an interesting observation about just getting health and action buffed...that might be an option but I'd imagine people would still want full sets for the regen since armor will be getting a hit.


Overall I think that it's sounding like a good balance. Doctor buffs will lose importance and not negate special costs, but they will still be useful in the new system.

SpunkyKuma
Fri Jul 23, 2004 9:26 am
#6

Another question, with those suggested situations Dragonion- if one of those goes live, will people stop going to theme parks? Probably, unless they have a large enough group.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
SpunkyKuma
Fri Jul 23, 2004 9:27 am
#7

" Another question, with those suggested situations Dragonion mentioned" *

no edit button



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
Roustabout
Fri Jul 23, 2004 9:41 am
#8

Dragonian this is a really great idea in my opinion. Question though: will only the person involved in combat not be able to heal or can someone else do it for you? For instance - a CM throws an area heal...will that person's med use also be factored in? I think that's what you were getting at but I was a little unclear.


I agree though that this would definitely make HAM and regen much more important and would add another layer to combat. Very interesting....


**Nice to know that the changes didn't really work back in Dec/Jan so you wonder why they're even trying them now.
Dragonian
Fri Jul 23, 2004 9:53 am
#9

Hmmm, I think Combat med use should stack with the normal med use.

So a A doc would have a master medic's med use plus their own. A CM would also have master medic's med use plus their own. A CM/Doc would have it all and virtually no chance to fizzle a heal in combat. Of course if you're not in combat than successful healing should be a given regardless of your skill.

As far as theme parks go, they were rather ment for groups. Not necessarly large groups, but if the suggestion were to go live, some content would have to be re-examined and balanced.

I wasn't implying this would balance combat, but give the Dev's a better jump off point to properly balance the system.

Edit: Boy my grammer sucked. English is my first language, really!

Message Edited by Dragonian on 07-23-2004 12:55 PM



-----
Oovik Nokook (Master Armorsmith, Master Artisan) at your service
Iatieojeo
Fri Jul 23, 2004 8:51 pm
#10

Personally, I think it sounds overly complicated. It's going to confuse people new to the game, because the way it sounds, you're basically going to have 6 HAM bars. Why not do something similar to what they've done for Jedi, with a Force Pool, and have it relate only to special moves. An unbuffable, unattackable, unhealable pool. Perhaps this is simplifying things too much... but it just seems the solution needn't be so complicated.



-=IatiojeoLaesas=-

Elder Forum Troll off of a long Hiatus.


MasterNerfSlayer
Fri Jul 23, 2004 9:13 pm
#11






Dragonian wrote:
A recap of my response in that thread

I remember when this was on test center back in Dec-Jan. As I recall, it didn’t solve the problem. It just changed it.

The real flaw in the combat system, in my opinion, is that so long as a player can heal damage, or be healed, while actively engaged in combat makes balancing the system impossible

Here are two possible ways to balance healing.

For one, make combat work differently. Currently, if someone takes a shot at you, your suddenly in combat whether you can do anything or not, whether they hit you or not. Make combat active only if you’re taking hits. Make healing while engaged in combat a no-go. Let buffs and what not increase the regen rate and/or reduce the specials costs however necessary to balance it out, but remove the ability to heal in combat.

How about if you haven’t been hit in say 10 seconds, break combat automatically until your enemy successfully hits you again. How about a /disengage special move that, if successful, breaks combat for 3-5 seconds allowing the player to catch their breath and heal.

For the second (my personal preference), what about making a players defenses drop drastically while healing to make it tactically difficult to do while actively in combat? Or a success/fail on a healing attempt?

If you have a bantha trying to step on you, hitting that vein with that stim pack has got to be difficult. Have the difficulty based on the mobs level vs. the player’s med usage. A MD should be able to hit that vein more accurately than a novice medic. Right now, it's a given that a heal will go through without a hitch so long as a stim is in your inventory.

If this were implemented you’d see far fewer novice medics at the higher level of play because they’d almost never land the heal when fighting other high level players and mobs. MD’s and Master Medics would become much more valuable to combat groups then they currently are.

Even with buffs, PvP wouldn’t be the stalemate it tends to be right now. PvE wouldn’t be the push over it currently is. Those who retain novice medic would have to last long enough to break combat in order to heal. Against the higher level mobs, that’s no easy task and against other players that’s almost impossible.

Even if you made no other change to combat balance but this second method, it would change the face of combat in SWG and would give the Dev’s a much better place from which to really balance combat.

For some background for this suggestion, I also play Asheron’s Call.

Heals via magic involved casting delays (the wind up) and a success roll (landing). There are serious tactical decisions that have to be made while in combat about healing. There is no free lunch. Will I survive the wind up? Will it land?

Heals via healing kits also involve risks. It forces peace mode, which severly lowers your defenses for a bit and there is a success roll here too. Plus your success is modified by how badly damaged you are at the time. Again, no free lunches here. If you’re down much past half your health it’s kill or be killed or run like hell.

Any thoughts?





You're assuming that stim packs aren't being balanced as well.




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Unlocked April 1st, 2004

Dragonian
Sat Jul 24, 2004 7:08 am
#12

No, I wasn't really assuming that actually. The magnitude of the heal, be it a stim-A or a stim-d isn't really so much the issue. As long as it's a given that it will land, then you'll last as long as your meds do. I know in practice that isn't quite true, but it's close enough.

You have a point though, I've still got a crate of stim-B's from my novice medic days that would heal 400+ at a pop. Now I've got stim-E's that do 1500+ at a whack.

Nerfing, er "balancing", stim pack output would help, but it would still be a given. No chance of failure brings it down to timing.

I dunno, but it's a small change that I think could make a big difference having seen it used elsewhere.



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Oovik Nokook (Master Armorsmith, Master Artisan) at your service
Thakkin
Sat Jul 24, 2004 10:49 am
#13

You do realize what this means....no more tumblers


Also, assuming these changes affect dancers and musicians as well, this means no more cantina docs
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