Droid Engineer Archive

Thread: CU info is up!

MrTrag
Sat Mar 26, 2005 6:15 pm
#27

Well, I'm in the same boat as Nell with both of my characters. On Intrepid I am master DE, master pikeman, master artisan, and merchant 3/0/0/0. On corbantis I am master rifleman, master CH and ranger 0/0/3/0. Our characters were built totally within the framework of the game design. These are the characters thatour play styles are built around. The CU is going to take that away from us. On my intrepid toon I am faced with either dropping my hard earned combat mastery which takes away a major portion of the game for him...or I can drop my merchant skills (for what little they are worth since they were NERFED with the gwvs). My Corbantis character will probably have to drop his ranger skills...no more tracking. The tracking ability served three main roles...helping me hunt for resources, helping me hunt for babies to tame and helping ppl find npc's/creatures. Those will be gone and it bites hard!


I understand that the combat system needs improved for the long term survivability of the game. And many of the changes forthcoming look pretty cool. I don't know how this is going to play out, but it is a huge roll of the dice for SOE. They are risking alienating many long time players by forcing them to change their templates when they did not HAVE to do it that way. If there is not a skill point reduction for the professions not in the "combat professions" list, I think there is going to be trouble. Why should the combat upgrade also have to be the crafting/non combat nerf? In my opionion, to prevent triple combat mastery, they should have made a new special skill point with 2 assigned to each player. When you learn novice of an elite combat prof, you burn one up. Or alternatively, perhaps another combat only skill point could have been introduced used in conjuntion with the existing skill points. When learning a combat skill box it would take x amount of normal skill pointsAND y amount of combat only skill points. Both of these would have worked to limit players combat abilities without affecting their non-combat professions. You would also have many fewer upset players.


Trag
Jonthalas
Sun Mar 27, 2005 10:31 pm
#28

I agree with Jenden that we are in a wait-and-see holding pattern.


If the publishes follow the standard 80/20 rule, then you know that the release will only be 80% there and we'll have to go through patches, fixes and changes before it gets right.



Jonthalas "Jonni" Moonbeam

Moonbeam's Merchant Mall
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Zeranthos
Thu Mar 31, 2005 12:42 pm
#29


Waren_Xim wrote:
Well I hope they make very good backups of the servers before it goes live since it will ether be a improvement or a massive disaster.
Do you know if the Stimpack module be removed since everyone will be able to use stims?
With the changes to medical crafting and buffs I expect a down turn in medical/crafting droid sells. However, demand for combat droids will likely increase.



Hopefully they'll just change the stimpack module to work with the new Stimpack B's. That could actually increase the demand for that module, as people without medic skills, could load up a droid by themself with the new stimpacks, and save inventory space for other items, rather than wasting it on stimpacks.

I just bought a R3 Adv, from a DE in my guild, made as a pure utility droid for me to use in the JS2 (Jedi Starfighter 2) that I'm getting when RotW goes live. I ordered it with a few stimpack modules, as I currently have enough medic skill to use it, but as I'm grinding Jedi, I'll have to drop those skills, and I really hope those modules will be converted to support the new Stim B's, because that way I can save inventory space, by stacking the stims up in my droid!

Like I said, if they change the stimpack module to support the new Stimpack B, you DE's might just find that you have a larger market and higher demands for those modules, so all in all, this can turn out to be a good thing!



Wi'ihr Seh'ran
Dark Jedi Elder
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