Doctor Archive

Thread: Can someone translate what Thunderheart wrote?

Songe
Fri Jun 11, 2004 8:15 am
#14






DerelictTanee wrote:

I agree with you there LordOfFatness, the buffing system shouldn't be about a total "point " number but rather a percentage of the target's base HAM value.


I've been wondering for a little while now whether the buffing system would work if it was modified to something like this:

Buffpack-A = 20% of target's stat

Buffpack-B = 40% of target's stat

Buffpack-C = 60% of target's stat

Buffpack-D = 80% of target's stat


Or there abouts anyway... Then add on the factors of:

Wound Treatment skills = 5-10%

Droid's medical capability = 10%

Food if you have anything = 5-10%


Then the most you can get is 110% of the target's base HAM value. This will make Wookiees get a better buff than everyone else. This will also serve a purpose that since Wookiees can't wear as good armour as the rest of the population, they get a better buff result.


And to tell the truth, and what I tell my customers who bemoan about an 1800 buff. "Realise that any buff given to you which surpasses the 900-1000 mark you will not notice the overall effect. You will still be able to spam your specials without a care to worry about."


I've actually tested this. I've made and given myself a 1000 point buff on all 6 stats, then I gave myself my (current packs) 1800-2100 point buff on all stats. Both I ran missions with. I didn't take longer to complete a mission with a low end buff as compared to a high end buff.


Face it - being able to tank and repetatively taunt an Ancient Canyon Krayt Dragon while your mates with their guns peck at it safely is something that shouldn't be done. Yet... somehow... I've managed it... many a time...





I don't like it... There needs to be a difference between good and bad buff packs. I think a lot of my fun in game would be gone if quality didn't matter anymore in buff packs.


Now, I don't care for the nerf at all, we will just be more useful in the field and sell more stims, it's fine with me as well But yes it will 'force' docs to be crafters as well if they want to make some money, so I would guess a lot won't like it... But IMO there will always be good demand for buffs, even nerfed.


And yes armor is going to be nerfed too, it was in the last week questions.





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Novice Lekku Stomper
IlyaMasool
Fri Jun 11, 2004 8:23 am
#15






KamaKuro wrote:

You know.. if people are worried about the dependency on doc buffs leading to less demand, one though I had is that it may increase our demand as in-field healers, which would be just awesome..




Thats how I've read it as well.


It doesn't matter if buff give you 2000 or 1000, it's something people can get and forget about it for three hours and give them advantage. they will still want it.


But this strengthen everything I heard about the combat balance, which is that honeymoon of getting full buff, armor then waltzing thru any mission they want is over. You either get a good healer in your group or you stay away from Dathomir, Dantooine, Endor or Yavin-4.


If I never see another "solo-group" in adventure planet it'll be too soon.


Erithil
Fri Jun 11, 2004 8:41 am
#16

The translations of the esteemed Mr. Thunderheart seem on the mark. He's basically saying that buffs are going to get decreased in effectiveness to go hand-in-hand with combat balancing.


As to the conversation about speculating good systems for buffing, I have only one initial concern regarding the percentage system that was suggested. What it will do is accecentuate the standard HAM differences. For instance, if a wookiee has a 900 Health to begin with, a 100% buff for him would be +900, whereas a human with a 600 Health would only get +600...2/3's of what the wookiee got. The thought process here (I'm speculating now) is that we don't want the toughest HAM species to get even tougher as compared to the others using buffs. Since armor encumbrance costs are not subjective based on species, you *might* create a situation where a wookiee can wear full 90% armor with a buff while humans can't.


Using a flat enhancement actually ends up being more of a benefit for weaker HAM species as it is, creating equality or parity between them (thus lessening the impact of the difference in the unbuffed stats). I'm not saying it's the right way, just illustrating the difference. Depending on how the developers want the game to go, one way is better than the other.


I would love to see a system which encouraged people to want to bring doctors along with them in PvE fights. And to derail this thread even further, I definately supported removing the huge variability for buffing, but I didn't exactly want it to be a flat rate. I mean, a little variance is fine, and introduces a random element into the game. Games are designed around random elements, so having a buff pack enhance 2300-2500 per hit is fine. What I (and perhaps other people in the community) complained about is buffing range going from 900 to 1900...that was just ridiculous.



---Kalavar Rihn
IlyaMasool
Fri Jun 11, 2004 8:56 am
#17






Erithil wrote:


For instance, if a wookiee has a 900 Health to begin with, a 100% buff for him would be +900, whereas a human with a 600 Health would only get +600....


...I definately supported removing the huge variability for buffing, but I didn't exactly want it to be a flat rate....





I am not sure what new system of buff will be, but I am not too creazy about putting the variation back. I like the consistency.


As for buffs themselves, I think Primary stat of Health & Action are fine and should remain as they are. After all if they lower these then it is another issue altogether, that being melee player's ability to tank vs. CH pet tanking.


Secondary buffs are just silly right now. Str, Con, Qui and Sta doesn't seem to have any gradual increasing effectiveness. it is either non-existant at 0-500, then mega high at 1500+. Since with buff it is either 0 or 2000, they definately need to be lowered for sure.


What I would like to see is maybe lower the secondary buff by 50%. BUT! add optional components.


1 for Buff B, 2 for buff C and 3 slot for Buff D.


And you can put in looted componets from dungeons or from medical harvesting skill we never use.


These will give additonal protection from all the stats we can cure which are


Dizzy, Stun, Intimedate, Blind, On Fire, Poison&Disease


I think that will well compensate for reduction in buff effectivess but still make secondary buffs popular.


And it will makemore loots in dungeons desireable.


Galoopa
Fri Jun 11, 2004 8:59 am
#18

I am very angry right now. TH has basically just blamed us docs for making good buff packs and unbalancing the game. God forbid they actually own up and say "Ooops, maybe we shouldn't have given them such high quality resources". But no that would be the truth and logical. They would rather blame the player base for playing the game we have and enjoy, which doesn't happen to be the game some spoiled DM of a Dev had in mind.



SOE: "Bringing a new generation to the world wise and demoralized stage ten years early."
KamaKuro
Fri Jun 11, 2004 9:02 am
#19






jfang wrote:






KamaKuro wrote:

You know.. if people are worried about the dependency on doc buffs leading to less demand, one though I had is that it may increase our demand as in-field healers, which would be just awesome..


Right now we buff, people go away, and docs are rarely needed in the field with the exception of the hardest POIs.. I would love for there to be more demand to 'Get a doc in the group'.


Gotta love the action!







Wow, that's interesting... That's exactly what about 1/3 of the anti-nerf-CMresponses say, "so you mean out of 20 combatants, you didn't have a single doctor???" I didn't realize that doctors felt the same way.


I swear there should be some profound statement here about single player game mentaility, not valuing doctors (not riflemen who can buff mind you, "real" doctors) no matter how muchpeople really need them (and then complaining when they *cough*unexpectedly*cough* die), and how hopefully the changes in armor and HAM will fix that. I'm too lazy to phrase it eloquently though.



Oh, KamaKuro is a MD-MCM. I didn't notice.I thought your name looked familear. Maybe I'm overgeneralizing from a single person...






/wave


Hiya Jfang.. I don't post in the CM forum too much..


and I have to admit.. my mindset is more the CM (Healer) in me talking than the doc.. I almost exclusively throw ranged healing while supporting a group rather than stims.. So it may not be a good thing to generalize based on my mindset only..


So I am curious.. about the role of a doc outside of being a buffing machine.. I mean.. do more docs want to see action? Do docs want to be part of a group and needed out in the field vs sitting in some safe house and healing, buffing, etc?


The other day I was standing in the SP.. and a group of rebs came up and asked if I could join them on a trip to the Geo caves.. I did.. we completed and it was a friggen BLAST! There is no feeling like a player turning to you and mentioning that they could not do it without you and that they appreciate your contribution to the group.. I live for that.





Kama-Kuro.:ION:. - CM - BH - Blue Robot - Redrobot Enthusiast
7 Jetpacks - 1 Mando Helmet Crafted
CU2 - How Fast Can You Click?
KamaKuro
Fri Jun 11, 2004 9:04 am
#20






Galoopa wrote:

I am very angry right now. TH has basically just blamed us docs for making good buff packs and unbalancing the game. God forbid they actually own up and say "Ooops, maybe we shouldn't have given them such high quality resources". But no that would be the truth and logical. They would rather blame the player base for playing the game we have and enjoy, which doesn't happen to be the game some spoiled DM of a Dev had in mind.







I didn't quite read it that way.. I think he was getting at Buffs + Uber armor + Uber food + Spice has unbalanced the game..


I mean.. I can solo a lot with just buffs, but only with good armor and good food for my mind as well..




Kama-Kuro.:ION:. - CM - BH - Blue Robot - Redrobot Enthusiast
7 Jetpacks - 1 Mando Helmet Crafted
CU2 - How Fast Can You Click?
Flynn_Nomad
Fri Jun 11, 2004 9:05 am
#21






KamaKuro wrote:

You know.. if people are worried about the dependency on doc buffs leading to less demand, one though I had is that it may increase our demand as in-field healers, which would be just awesome..


Right now we buff, people go away, and docs are rarely needed in the field with the exception of the hardest POIs.. I would love for there to be more demand to 'Get a doc in the group'.


Gotta love the action!






Thats what Combat Medics are for!



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Flynn_Nomad
Fri Jun 11, 2004 9:09 am
#22

Let's just ask this question.


Could you solo what you are soloing now WITHOUT armor while buffed?


I say no...


It's not the buffs...


Buffs just mean you can survive multiple 500 point shots instead of getting 1 shotted at 500 or so points.


Usually against a tough enemy, your seconday stats arent gonna get your Health or Action up as quick as need be.


Although the secondaries will help you spam specials.


I am almost better, NOT buffed, WITH armor, than I am buffed with NO armor.



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Songe
Fri Jun 11, 2004 9:29 am
#23

Yes and they are nerfing armor.


They want to prevent people from spamming specials mostly... I think we will still get decent action and health buffs.



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Novice Lekku Stomper
Auraveda
Fri Jun 11, 2004 10:01 am
#24



Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance. During the combat balance, we will look at these numbers and also post focus threads on any proposed changes. One thing to remember though is that the HAM revamp is going to change the dynamics of combat so it makes comparing old system and new system numbers difficult to realize in terms of raw game play.




I just find this statement to be very strange. Maybe it's a case of hindsight being 20/20, but I fail to see how they couldn't see all of this coming. It really doesn't take a genious to figure out that the better resources one uses while crafting = better product. Naturally over a few months of players harvesting resources some folks would build up a good collection of all high quality resources and be able to make outstanding products.

Did they not realize that 2500 pt buffs and 80% composite were possible? Or did they just think that these would be ultra-rare? If this is what they really thought, then I guess their whole attitude towards Wookiees makes sense, that our few hundred extra points would be enough.

In the future, for any new system they design, they really need to test it's boundaries. Given the worst resources, how bad can it be? Given the absolute best how good can it be? They should then assume that everyone in this game is playing to "win" and will try to be the best fighter/make the best products, and that eventually the best possible will be the norm. Then they should balance according to that.

Or, they could have just written into their program that controls resource spawning that nothing will spawn with a higher than 500 stat.





I had a Force sensitive character, with 23 and a half boxes ground out.
I had a master creature handler.
I had a high lvl crafter character.
I had a Bounty Hunter that I hunted PC Jedi with.

My game is dead.

Galoopa
Fri Jun 11, 2004 10:28 am
#25






Auraveda wrote:





Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance. During the combat balance, we will look at these numbers and also post focus threads on any proposed changes. One thing to remember though is that the HAM revamp is going to change the dynamics of combat so it makes comparing old system and new system numbers difficult to realize in terms of raw game play.






I just find this statement to be very strange. Maybe it's a case of hindsight being 20/20, but I fail to see how they couldn't see all of this coming. It really doesn't take a genious to figure out that the better resources one uses while crafting = better product. Naturally over a few months of players harvesting resources some folks would build up a good collection of all high quality resources and be able to make outstanding products.

Did they not realize that 2500 pt buffs and 80% composite were possible? Or did they just think that these would be ultra-rare? If this is what they really thought, then I guess their whole attitude towards Wookiees makes sense, that our few hundred extra points would be enough.

In the future, for any new system they design, they really need to test it's boundaries. Given the worst resources, how bad can it be? Given the absolute best how good can it be? They should then assume that everyone in this game is playing to "win" and will try to be the best fighter/make the best products, and that eventually the best possible will be the norm. Then they should balance according to that.

Or, they could have just written into their program that controls resource spawning that nothing will spawn with a higher than 500 stat.






Thank you, that's what I was trying to say earlier, but I let myself get mad and incoherent. It just really annoyed me that they put the resources in the game for us to make these very powerful buffs, and yet expected us not to use them that way. When we did use them that way, they say we have pushed them beyond their limits. To me that smacks of "it's your fault things are out of balance now, despite the fact we are the ones who provide you with what you used to make these buffs". These are buffs we make without exploiting the game in anyway. I bust my butt every good avian and herbivore spawn to hunt these guys down and take their meat. I pay attention to the boards and websites so I can put my harvesters in areas that provide the best of the resources I need. I hunt Janta's mercilessly for their blood, ok for fun too, and when I put all of this together I get a 2500 buff pack. That's just me using the games resources tothe best of my ability.


I agree that buffs and armor certainly have a large portion of the blame with the unbalance in the game. Of course saying that, everyone has the same opportunities to get said armor and buffs, so the only unbalance really is with NPCs. So if the Devs feel the best way, or easiest for them as seems to be the case usually, to even things out is to nerf buffs and armor, fine. Just don't point their finger at us the playerbase using their game the way it is, as the fault for the unbalance.




SOE: "Bringing a new generation to the world wise and demoralized stage ten years early."
Galoopa
Fri Jun 11, 2004 10:29 am
#26



Sorry double post Lithium freaked out again.

Message Edited by Galoopa on 06-11-2004 01:30 PM



SOE: "Bringing a new generation to the world wise and demoralized stage ten years early."
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