Fencer Archive

Thread: Holy Smokes!

LegacyISA
Thu Sep 18, 2003 1:00 pm
#1

Check out this post on Dev Tracker, entitled Combat Proposals:


Combat Speed Change Proposal:


So it appears that we have a problem at higher levels. The skill mods, combined with sliceability of all of our weapons results in all weapons (At higher levels), hitting our speed cap. This means that the fastest any weapon will ever be is 1 second, and it dimishes the differences between all of our weapons and skill trees.


My proposal is that we implement a variable speed cap based off of the weapon. So pistoleers and 1hswords would use a .5 second speed cap, while riflemen/pikemen would have a 3 second minimum speed.


The end result is that weapon/class differentiation would increase, which would allow me to enhance the functionality of each class. I could raise the damage on carbines/rifles because I would be guaranteed that they wouldn’t be fired as quickly as pistols. The DPS problems in pistoleer could be minimized by increasing the speed mods, as they would have more total effect on the firing speed.


Active Defense Modifiers:


Across the board we have seen complaints that the defense modifiers (counterattack, dodge and block) do not work properly at higher levels. This is true as the mods and rolls for those abilities do not scale properly compared to the toHit rolls they are being used against.


This is a known issue and we are in the process of improving all of these. However, we are modifying these numbers slowly so we avoid major disruptions to the combat system.


Melee Out of Range issue:


This is caused by the object on your client being drawn in a different location that it exists on the server.


The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.



Melee Damage Output:
I believe that melee damage is too low across the board. I will be investigating move abilities and look into bringing all melee class damage up to a more appropriate level.


Lack of melee weapons:


I think that we’re lacking melee weapons across the board. We added weapon certifications late in the beta cycle and didn’t add any extra weapons to our classes. The end result is that there’s limited choice, and not a whole lot of visually interesting choices for higher level weapons.


Of course, this doesn’t just affect melee. I think we could use more ranged weapons as well, and even more vibroknucklers with varying effects for Teras Kasi. I’ll see what I can get added for these classes.



For lack of words... Woot!


-Onei Linn

ashitaaka
Thu Sep 18, 2003 1:12 pm
#2

Two words:


THANK GOD

FalkonSwiftblade
Thu Sep 18, 2003 1:20 pm
#3

AMEN!



Try not, Do or do not, there is no try!
SatanX
Thu Sep 18, 2003 2:08 pm
#4

My left arm just went numb.......
Dillos
Thu Sep 18, 2003 2:10 pm
#5

Yeah, this is pretty nice. I'm very pleased that they have different speed caps, so fast profesions like pistol and fencer are actually faster than slow professions like rifle and pikeman. Glad they know defenses don't work and are trying to fix them. Not sure I like these tank abilities, but I guess its better than nothing. And new weapons is always a good thing.
Kinsei
Thu Sep 18, 2003 2:11 pm
#6

Were you sitting on it?


Anyway, sounds good. More weapons = more fun. And having the potential to hit twice a second is definitely nice.




* * *
- Slowly taking over the Universe, one profession at a time.
Former Musician, Dancer, Swordsman, Creature Handler, Combat Medic, Pistoleer, Bounty Hunter, Tailor, Architect, Rifleman, Pikeman, Fencer, Teras Kasi Artist, Image Designer, Carbineer, Smuggler, Doctor.

Currently a Spy.
Good bye, choices. We will miss you!

- "Don't feed the animals."
The_Swain
Thu Sep 18, 2003 2:24 pm
#7

I feel like a great weight has been lifted from my shoulders, embodied by the word "FINALLY!"



-"Sergi, King of Naboo"
StGabriel
Thu Sep 18, 2003 2:24 pm
#8

I think the speed fix sucks.

There is still the same problem where the last few points of speed give huge increases. It's a bad fix for a bad system. The system needs to change entirely to support a more robust equation for speed bonuses.

speed_percent = .99^(k*speed_bonus)
OR
speed_percent = 1/(1+k*speed_bonus/100)

---
StGabriel



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

The_Swain
Thu Sep 18, 2003 2:32 pm
#9

In reading the pistoleer forum, I found something regarding yet another proposed fix to overall weapon speed bonuses that is supposed to repair this issue. I didn't save a link so you might have to fish around for it.



-"Sergi, King of Naboo"
Enevitable
Thu Sep 18, 2003 7:57 pm
#10

2 hits a second would be nice.. that way swordsmen arent doing better damage at the same speed as us... fencers were made to go ape**edit** with a sword...


I think we desperately need more weapons...


Combos will be interesting... lunge lunge stab... woot!




-Vicrock Tame-
Eureni
Thu Sep 18, 2003 9:23 pm
#11

I sort of like the speed changes, although i think it will be too much for ranged classes unless HAM costs for specials is raised dramatically. Its bad enough in pvp i am one or two shot incapped by BH's using eyeshot, or smugglers using last ditch. Now take that and cut the time between them in half and you've got a dead Abrodan in 1 second rather than 2.


For all the good things they mentioned, i can think of several others they didnt mention that are seriously broken. Such as, special attack effectiveness(blind/lunge/dizzy not taking effect), being able to stop a ranged attacker or close the gap(yes they mentioned attacking while moving, but what happens when they are already outside the increased melee range?), PCs and NPC's able to stand from a lungeAND/OR a knockdown(lunge/dizzy actually worked!)immediately while we wait 5 seconds to attack again,and Unarmed melee range vs. all other melee ranges.


Along with the things that sound good, and the things they mentioned, there are other things i really dont like. Why do i need to have a defensive move in order to survive an attack? I dont want to have an invulnerable move that i need to activate or even worse, spend HAM on to use whenever i'm fighting. It really sounds like a cheap fix toa broken defensive mod system.


I'll stop my ranting... any bone is better than none at this point.


Abrodan En'Tran


Fencer of Flurry

PikNic
Fri Sep 19, 2003 1:16 am
#12

There was mentioned nothing about a defensive mode that should be activated before any attack of any kind, rather he mentioned that there would be slowa modification of the current defense system to make it better suit the to-hit already implimented in the game, you know level things out..



I think what was mentioned aboves sound terrific, I know we still need a lot of work before everything is chipsy daisy, but it's a good start, and I am sure that our other subjects will be adressed in "near" future, such as our, in my opinion, way to high HAM cost , the kiting isue that is on everybodys lips, we should be able to /stick to an opponents, and maybe a way to close the gab between us andthe soon to be minced meat (Opponent) such as a 20 meter charge.




war does not determine who is right, it determines who is left.
--------------------------------------------------------------------------------------
Never argue with an idiot, they'll just drag you down to their level and then beat you with experience!!
--------------------------------------------------------------------------------------
Clane Souljha
Fencer/Creature handler/ Dabbler
Wanderhome
Shadusdarkmour
Fri Sep 19, 2003 4:57 am
#13

Eureni read the whole post. The combat balance dev thought it would be best to move eye shot as we know it to master BH. then replace its absence with a weaker version. BH to keep their current level of power will have to master their craft. If these changes go through it will be a great day indeed.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
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