Droid Engineer Archive

Thread: is the 'balance' set too low?

THJahar
Fri Mar 19, 2004 10:27 am
#1

With this farcical 'droid invasion' I hear the dev's throw the word 'balance' out again, and again as the reason the probots were NERFed.
I can understand their point of view.
With the healing packs, our original probot would have the ability to tank a serious lvl MOB.
But here's the crux of the problem..is the 'balance' set too low?
these cl10 droids are nigh on useless, even with stim packs.
Only n00bs will use them..and ask yourself what is the average life span of a n00b.
My estimate is that after 3 weeks of playing a couple hours a night with the odd day off.
A n00b will possibly have composite armour (i know i did), a decent weapon and be mid way to mastering an elite profession.
So ask your self why is the 'cap' for creatures (including CH pets, so low?
The dev's are stating that they understand that BE CL10 pets are overpowered and are due for a NERF.
I contest this...I state that they are entirely useful for the majority of people, and especially those that have played the game for more than a few weeks and probots should be brought upto the level of BE CL10 pets.
The devs should reassess their opinion of what is 'average' and raise the bar.
The window of usefullness for a CL10 pet spans a few days atmost, whilst a CL15-20 will always be useful.

/discuss
TheRealTK421
Fri Mar 19, 2004 11:29 am
#2






THJahar wrote:
With this farcical 'droid invasion' I hear the dev's throw the word 'balance' out again, and again as the reason the probots were NERFed.
I can understand their point of view.
With the healing packs, our original probot would have the ability to tank a serious lvl MOB.
But here's the crux of the problem..is the 'balance' set too low?
these cl10 droids are nigh on useless, even with stim packs.
Only n00bs will use them..and ask yourself what is the average life span of a n00b.
My estimate is that after 3 weeks of playing a couple hours a night with the odd day off.
A n00b will possibly have composite armour (i know i did), a decent weapon and be mid way to mastering an elite profession.
So ask your self why is the 'cap' for creatures (including CH pets, so low?
The dev's are stating that they understand that BE CL10 pets are overpowered and are due for a NERF.
I contest this...I state that they are entirely useful for the majority of people, and especially those that have played the game for more than a few weeks and probots should be brought upto the level of BE CL10 pets.
The devs should reassess their opinion of what is 'average' and raise the bar.
The window of usefullness for a CL10 pet spans a few days atmost, whilst a CL15-20 will always be useful.

/discuss



I understand your point of view. However, this isn't going to happen.

The Devs are pretty well 'set' on this. Unless they see extremely compelling and incontrovertible evidence, the BE changes will be coming.

I know that's not what you want to hear...but it is what is likely to occur.


/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


JavelinCatcher
Fri Mar 19, 2004 11:38 am
#3

I've said it before, and I'll say it again:





Armor module ratings should be:


lvl 1 = 12% AR0


lvl 2 = 24% AR0


lvl 3 = 40% AR0


lvl 4 = 12% AR1


lvl 5 = 24% AR1


lvl 6 = 40% AR1






I really don't think this would offset any serious "balance issues" and would make armor modules worth while again. It's not the AR2 we had, but it's a better "balance." Take it for what it's worth.




----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Javac
Fri Mar 19, 2004 11:48 am
#4

I think that armor lineup is perfectly reasonable given current droid HAMs. Unfortunately, I don't think the devs will see it that way.



Calis Exud - Droid Engineer Extrodianre - Retired
TheRealTK421
Fri Mar 19, 2004 12:23 pm
#5






Javac wrote:

I think that armor lineup is perfectly reasonable given current droid HAMs. Unfortunately, I don't think the devs will see it that way.




Nope, I'm pretty sure they won't.

I'm trying to see what kind of official, definitive and finalstatement I can get from them on this (for either me to post or for them to post).



/bow

Respectfully,






TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Haruspex77
Fri Mar 19, 2004 12:34 pm
#6

I have been trying to understand the dev's current concept of balance myself, and this is my latest thinking.


The core is the strength of the NPCs that form the background of combat risk in the game. There are (at least) 3 catagories of these:



  • Trivial - Intended as targets for newbies to take out, provide action and small risk to low-combat-crafters and newbies setting up or servicing harvesters. Agroinstances are distractors for higher characters since they cannot be distinguishedfrom real threats. Levels 0-11Example Kreetle.

  • Mid level - Intended to inspire fear in low-combat-crafters and solo newbies who will often lose to them, and give targets for newbie groups andmid levelcombat characters. Provide interest for cross country travel. Lv 11-35 (or so) Example Squill.

  • High level - Target for groups of mid/high level characters and make travel/harvester operation in spawn areaschallenging at mid levels and high riskfor low-combat-crafters and newbies. Lv 36(orso) up. Example Krate.

Now Lv 10 is about the top of the Trivial catagory which are the most common mobs on starting planets. The old Lv15 pets could easily deal with any of these, even in groups, with little or no support. Their idea of a proper pet for a newbie or crafter seems to be one that will be challenged by just one without support, and be completely useless against high level mobs (a prompt one-shot loss).


I think they do want droids to be sold to crafters, the current stats allow an armouredcrafter with a droid to ignore any trivial mob, but will make them still have to watch out for mid-level mobs.

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