Doctor Archive

Thread: An Honest and Open discussion of Buffing. (LONG)

SakeO
Wed May 05, 2004 6:54 am
#40

I don't think the issue of nerfing buffs has been brought up as the answer for making PvE more challenging. PvE becoming more challenging happens to be a side effect of reducing buffs that answers a common complaint. The real issue is the stratification that occurs between buffed and unbuffed characters. If you are not buffed(doc,food,spice) you for the most part cannot compete with someone who is, especially if they are wearing highly protective armor that otherwise could not even be worn.



Many are tired of seeing half of the population in the same type of armor and the guy buffed, stuffed, spiced, and drunk Imp in 90% who can fight all of Anchorhead be cause there is no doctor available to buff(or the factional reverse stiuation). You could even blame doc buffs in part for makingstun weapons and mind attacksthe uber PvPattacks of choice as they allow heavy compostie suits that are all but invulnerable to other attacks and and are so suberior to entertainer buffs that mind is an even more attractive target.



The issue at hand is whether or not buffs should be the necessity they have become. Reducing them to a point of balance where they are a valuable edge but not required will obviously reduce demand for doc buffs. In effect, doctors enjoy a near monopoly over anyone who wants to fight, especially in PvP. Certainly there are alot in this thread who say it should be left as is but, keep in mind what forum this is. (Yes, I have a doctor character)



The question raised about what HAMs we are supposed to be playing with is a good one.I think looking at the enter buffs and where they total out to could be one place to look. Once uber buffs and armor became commonplace, wookiees became obsolete and the encumbrance hierarchy of armor became meaningless.The conning and mission systems do not seem to be able to deal with such large buffs. The buffs used to be random you would usually have one or two weak buffs. With the new system the average seems to be considerably higher and the issue not surprisingly has come to the forefront.



With the upcoming revamp there is probably little nerfing that should be done until after it hits. IfI were to have my way, one pack would buff both secondaries of a given HAM bar for the same amount as they do now but it would be divided in half and applied to each stat. This would make encumbrance matter again and reduce the outrageous levels of regeneration possible while compensating Doctors with lowered costs to offset the probable loss in sales. Improve some of the lesser used armor types with one really good resist type like ubese and we might even start to see some variation in the armor being worn.



SakeO


wer454
Wed May 05, 2004 12:20 pm
#41






SakeO wrote:

Unfortunately, reprogramming AI and reducing the PvP damage reduction will do little to the fact that it is prohibitively difficult to for an unbuffed player to even threaten an otherwise identical but buffed player. This is especially true if you are not a rifleman with a jawa rifle or CM and high resist composite is involved. Yes, player tactics can make a difference but, 2k+ buffs(especially to secondaries) tip the balance so far that even multiple opponents against 1 seem not to matter.


Hopefully the combat revamp will adress this issue but, if it is something similar to the current system, I would ask to see secondary buffs cut to roughly half the current level. If you want to keep the docs happy, make it one enhance pack for the two secondaries of each bar and split the curent total buff in half among the two stats. They would have their expenses cut by a third and would likely be able to charge most of what they do now.


SakeO





Well, there's the thing I see in almost every "nerf" post on the boards... a PVP vs PVE difference in gameplay. I am starting to wonder if the two are compatible in the same gaming environment, or more specifically, is SWG capable of handling both... and maintaing subscribers to keep it alive.


But to your first point specifically, why should a non-buffed player have an edge over a buffed one? I read on these Doctor boards once a great statement... "maybe we arent suppose to play with 1k HAM." It's that forced interdependency thing, where it is a Doc's role to put player's at the stats the dev's perhaps intended us to be at. I mean, Carniverous Nuna's have more HAM then players do unbuffed . Player HAM is pathetic unbuffed, and I also doubt it was intended for us to injure ourselves more in using specials then the damage we are dealing. Buff's get rid of that issue.


If most player's are wanting buff's nerfed because PVE is boring, I think the problem is the mob's AI. If player's want buff's nerfed because of no damage taken in PVP, I think the problem is damage reduction. Either way, I don't see how reducing or eliminating buff's are going to make things more interesting or exciting.Mob's will still be boring and PVP will be the same, though fights might last a few seconds longer. On the other hand, upgrading AI and tweaking the PVP game engine will make for a better overall game. Oh, and more content would be nice too... but that's another thread .



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FicoFeafip
Wed May 05, 2004 12:48 pm
#42

My concern is that if you do indeed nerf buffs and the challenge of the advanture planets is again in place, what would spurn someone to adventure there? You said it yourself, once you're elite there's nothing to do. What would increasing the challenge (exponentially in my mind) of such mobs do if there is no reward for even trying to defeat said mobs? It would just make the grind of reaching eliteness more difficult and probably take away all the adventure planets from casual gamers since you are forcing them to group.


Personally, I think the real problem is the game mechanics itself. The HAM system, the tree system, the combat system, everything seems obviously flawed. When the devs proposed the combat revamp and the jedi revamp the first thing that came to my mind is that they are basically saying they screwed up. Their original masterpiece of a game is so flawed when it comes to combat that the only way to save it is to pretty much begin anew. It is the same with Jedi. Don't you all remember the promises about the Jedi system, the almost smugness that the Devs presented to everyone on the forums about how they had it all figured out and how it would be challenging? It was all stupidity. Only as a developer of an MMORPG can you come up with a plan, talk about it for months as being a masterpiece, charge hundreds of thousands of people $15 a month to test it for you, realize (along with all those hundreds of thousands of people) that your plan is crap, and thentry to get people to continue playing and paying by promising to revamp the plan again.


In all seriousness, in 5 minutes I could come up with a better combat system than the one in SW:G. It is almost glaringly obvious that the Devs had no clue what they were doing when they wrote the code for this game since EVERY aspect of the game has gone through a rediculous amount of change in order to "fix it" (to fix something implies that it was broken to begin with).
Gooney
Thu May 06, 2004 2:43 am
#43







Daisame wrote:


You do not appear to be aware that the combat rebalance is more than just how much damage your D18 pistol does. It includes things like HAM, specials, Armor, and more. I would seriously wait until the combat rebalance happens and then, if needed bring this discussion up again.







Daisame,


I am very aware of that. Thats the whole point of the tread.The whole thread, my posts anyway are aimed at getting a discussion going in the community so we can be pro-active, rather than re-active.


Its much easier to get input into a design project prior to completion that it is to make changes afterward. Just look at the whole need for a combat revamp in the first place. It is painfully obvious, was really from the beginning that the combat system was lacking. It has taken over 12 months to get things going in the way of fixes for it.


There have been some pretty good posts here, an actual bandying about of ideas. Most have been terrified that a nerf was emminant and "digging in" others more objectivly try to see the "big picture" rather than how it will simply impact them in the short term.


There are alot of concerns about docs losing income, or power, etc. The overall premis I brought up is that the current system is detrimental to the game. And what does the doc community think? The thread has gone on a couple days with the "Dont Change A Thing" camp being the clear majority. Even though I believe they are wrong and being short sighted it is exactly the consensus I was trying to get.


A change is coming whether we want it or not. The question is can we have any influence or input in making this product better. We are the customer base, it is indeed we who ultimatly are the Requirement Setters.


This is why it is so frustrating that they are keeping such tight wraps on the changes. We have nothing but speculation to base our assumptions on. Having said that, given reasonable knowledge of the game we more or less play daily we very well might have some good ideas if they can only be refined and stated.


-Gooney




-Gooney


Message Edited by Gooney on 05-06-2004 12:44 PM

Message Edited by Gooney on 05-06-2004 12:45 PM



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Flynn_Nomad
Thu May 06, 2004 5:17 am
#44






Gooney wrote:




The overall premis I brought up is that the current system is detrimental to the game.


-Gooney





Again, not much more than any other profession.


Our current percentage of altering peoples stats over their base should be carried over to the comabt revamp.


Regardless if our buffs hit for 200 points each, that 200 points should carry the player as far as our 2400's currently do.


The combat revamp will address how better to knock those stats down, but that is not our concern. We pump 'em up, and it's the Dev's job to knock 'em back down.


They need to make AI, smarter, reconfigure calculations, etc, all the things they claim they are currently doing.


Wait till the revamps over Gooney


BTW the direct answer to your post is highlighted in green above.





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Tiberian74
Thu May 06, 2004 5:31 am
#45


this does need to be talked about i think ever doc will agree to that but i just dont see how you can say this, that or the other should happen untill we know what is happening with the HAM and how it will be set out.



right now we have 3 main HAM bars with 2 subsections, so for arguments sake lets say 'we' all decide that it would be a good idea to say make a 2k buff to the main 3 stats as a maxmum and a 1k buff is the maximum to all of the substats, then the revamp comes along the dev's have changed the HAM setup to something like this. (this is just an example btw i dont think this will happen)


you have 1 health bar and 1 subsection and then 1 bar with no subsections that is only used up when you use your special attacks. the health bar are your hit points, the subsection determins how much encumbrance your armor has and the effects it has to your specials moves bar,as for as buffs go you can only buff the health bar and the subsection the spacial moves bar cannot be buffed.


now all the descusion we have had and things we have agreed upon to be good ideas are now useless and we have to start all over again.



so yes i think this needs to be talked about but untill we are told how the new system will work and told how the HAM is set out and what has changed what can and cant be buffed, how buffs will effect the new HAM system i dont see how we can begin to have asensible discussion on the subject.


Message Edited by Tiberian74 on 05-06-2004 05:34 AM

Daisame
Thu May 06, 2004 12:43 pm
#46






Gooney wrote:

Even the combat revamp cant change the weighted advantage that Doc buffs give versus an unbuffed player.


3k HAM > 800 HAM.


So regardless as to what the combat revamp does Buffing has to be addressed.


What I am interested in is what other Docs think should be done. I ask because there is no way to objectivly look at the current buffing system and draw the conclusion that it is good for the game.


-Gooney




You do not appear to be aware that the combat rebalance is more than just how much damage your D18 pistol does. It includes things like HAM, specials, Armor, and more. I would seriously wait until the combat rebalance happens and then, if needed bring this discussion up again.




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