Fencer Archive

Thread: Results of the Vote 10/10/2003

Raphayl
Fri Oct 10, 2003 7:20 pm
#1

Here are the results of the vote for the priorities of the primary Fencers issues as of this time:






TOP Priority Fencer Issue:


Altering the speed cap for Fencers (0.5 recommended) *Note: Or a suitable alternative to compensate for the damage loss from the current 1.0 speed cap if altering the cap is not feasible.






Top 5 Fencer Issues:



  1. Reduce HAM costs, with emphasis on lowering Mind costs.

  2. Effective method of stopping/slowing fleeing opponents.

  3. Better selection of viable One-handed weapons.

  4. Restoration of the functionality of our status attacks (Blind, Dizzy, Down-Position)

  5. Improved Melee/Ranged Defense and/or One-handed Toughness





Order of RemainingFencer Issues:



  1. Improve the effectiveness of Dodge, or perhaps add a One-Handed Weapon Dodge/One-Handed Weapon Evasion.

  2. Extend the maximum range of One-Handed weapons to at least 5m (the current range of Vibro-Knucklers.)

  3. Impliment a /stick command, or other viable alternative to compensate for client-vs-server synchronicity issues.

  4. Improve One-Handed AP values and/or add more damage types.

  5. Eliminate the "Attacked while Running" animation stutter.

  6. Improve the usefullness of Fencer Status Defenses.

  7. Impliment a craftable version of the Rantok Sword worthy of its level of certification.

  8. Rework the Vibroblade graphic (extend theblade length.)





Issues already addressed (or at least appear to be... I kept track of where they originally were on the above list if we discover the problemremains.):



  1. Eliminate the "Begin Combat" animation stutter.

  2. Eliminate the "Changing Weapons" animation stutter.





I appreciate the time all Fencers donated to consider these issues and place your vote. I will make your collective voices heard. Due to my duty to represent thecommunity's desires and not my own, I have withheld my own vote.However, I am not displeased with the results shown here.The only thing left is to have faith, and patiently await our turn. It's been a pleasure collecting this information, and I'm thankful for having the chance to serve you.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Cruseydr
Fri Oct 10, 2003 7:42 pm
#2

nice work



__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
Korelle
Fri Oct 10, 2003 9:16 pm
#3

There is a huge problem that is not addressed in this list. I am unable to defend myself while being attacked....let me explain. I am walking through Theed minding my own business, and for some reason, I was tagged as TEF. Not a big deal. Someone decides to begin attacking me, and realizes I am coming after him, so he decides to run. I in turn, chase him, and use speedburst to get up on him. The whole time he is attacking me up until, and after this. When I go to attack him, it says I am unable to target him......I can not hit while he, or I is moving. It did not matter that I was less then 1 meter away from him, it would not allow it. What is the point in being a charecter class, if they are in all ways inferrior to the majority of other classes. This is disheartening, because I enjoy my charecter, but if I can not defend my self while walking in town, that is garbage. Now, I know many are going to say, "Don't go overt, it is your own fault." Now before you say that, think of how dumb you sound. The problem is not whether one is overt, or covert....that is a personal choice....it should not effect though, the ability to play a charecter. It should not be reason for me to be unable to protect myself in battle, or deffend myself if need be. Must I restart and be a Master Commando/Master CH like everyone else in this game....and maybe I should also get 1200 AT-STs to travel around with me....just so I am protected....and if that isnt enough, I should have Composite Armor as well...I do not thank that is the solution to the problem. I know we are of the minority..face it. Most people at this time would prefer the handy blaster at their side, rather than a blade causing them to get up front, but shouldn't we have the option, to decide to be different, and play a legitamite charecter of a different class. I think this is a huge problem, and should be addressed as frequently as possible. I don't read the formums as often as I would like, and will start to now, to follow up on this issue, as well as others. I did not realize the valuable tool I had before me. Please respond if you feel I am wrong, out of line, or just have any comments or concerns. Thank you.



Korrelle

Raphayl
Fri Oct 10, 2003 9:43 pm
#4

You aren't out of line. It's a real problem.However, it is on the list, just not stated as such. The problem you describe is merely one symptom of a much larger issue. More than anything else, it has to do with discrepancies between the realtive positions your home pc (client) thinks is correct, and what the server believes is correct. There have been anumber of remedies proposed from extending our range to 12m in order to compensate for the discrepancy, to our proposal of a /stick command to force the server and client to agree. Now that you know this, re-read the above votes and you'll see that this issue was covered.


Still, it's good that you caught what you believed to be the absence of something vital. I'm really in hopes that this issue get addressed quickly, whatever the final method.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Korelle
Fri Oct 10, 2003 11:29 pm
#5

Thank you for the efforts, and the response. I will keep reading, and my fingers crossed in hopes of brighter days.



Korelle

Drazzoib
Fri Oct 10, 2003 11:39 pm
#6

I think we should get some sort of KD, we are almost the only combat class that does not have one. This would eleviate the fleeing problem a little.
Awon
Sat Oct 11, 2003 1:02 am
#7

My only problem is that non of those issues address damage because we seem to be out damage by every melee class in the game and they are just as fast as us. besides pikeman


I would just like to see something that helped us out with damage also because in realality last time i checked a person could hurt you alot more with a sword than he could by punching you.

Ilooli
Sat Oct 11, 2003 5:53 am
#8

Thanks for all the hard work on this. /cheer.I hope when fencer's turn on the profession review comes up that this list will help shape what the developers do. I am in awe of how much time and effort you spend one this. Please just do not burn yourself out.



Eiloo'li Ze-Zasu
Twi'lek of Eclipse
Master Of Dancing and Fencing
Raphayl
Sat Oct 11, 2003 6:02 am
#9

Awon,


Out top priority issue deals with damage in the primary method in which it was taken form it, speed. Changing our speed cap from 1.0 to 0.5 would double our damage. A couple of other issues would also help, the additon of more viable weapons, the additon of better AP, and the addition of more damage types.


Thank you, Ilooli. You guys deserve and are worthfar more thancould ever be accomplished in myterm of office.


~Lyahpar~


La Femme Fencer


"Thrust if you love Fencers!"

Falric
Sat Oct 11, 2003 6:20 am
#10

Raphayl:

Okay here is my oppion on the changes to speed issue. It would help us out alot in the long run no dout, having our damage doubled. But thier is a nasty little catch to changing the speed delys as such with current ham costs or adjusted ham costs that may come to bare.

Fencers, expessly master fencers chew though thier own hams at a faster rate then any other class in the game. I can chew though so many moves that eat my mind an health so fast, in a matter of 20 seconds of just pure skill use I run out of mind. Keep in mind my mind is 800, focus is 550, will power 500. I am trying to regenerate my mind fast an make my skill use low.

The only way you can achive a balance in fencer moves vs the speed issue is to drasticly lower the the cost of fencer moves. The base fencer moves with meleehit3 is roughtly 45 to 55 depending on if your wearing some armor or none, of if your focus is up or not. Thier are many factors that make the play in this game. But here is my idea's to help with ham an speed issue.

1) Change the move use from Health + Mind to Health an Action. I see swordsmen using action an health, thus having a huge resovor of mind to heal themseleves. Thier surivivablity rate is aleast 2.5 times longer then us due to were using our mind so much we have no way to regen it any faster then our max stats can handle.

2) If you cannot change the useage of the ham costs but keep it heatlh an mind. Why not drop the ham costs down litterly to 20 per use. No matter if the player is wearing armor or not. Have a ham use cap set up for fencers, this is acutly the easiest an dirtiest way to program the code persay. Altough it would fix many of the issues very quickly with fencers killing themselves by using thier own moves it would aslo give them a .85% incress of surivablity.

For one I would love to see changes to ham costs as well as faster moves. I get so stick an tired of being called a usless gymp that cant fight. Or when bugs show up like the one we currently have with melee/range is only doing 41pts of damage thus making pvp impossible. An having a combat medic tossing poisons an deasies on you with a 100% chance to hit rate cuase you cant dodge at all!! Then having them give you a 30 min lecture on how much of a sorry gimp you are for being melee is annoying. (sighs) Well lets see if dev's will address anything, it seams TKA's are their favorates as they been getting all the hook-up's since day one.
AltairPolluxRigel
Sat Oct 11, 2003 6:24 am
#11

to Erebr-

a stick command would alert the server, that unless the target is faster than the player, once the player reaches a certain distance, that distance will not change. fairly simple really, from what i understand. the server would then calculate distance based on starting position, speed of two objects, and movement of two objects.

/stick 5; /burstRun; /melee1hLunge1; /melee1hKickAss;

and there you have it. unless they burst run, too, they'll be caught and have to fight us face to face.



(74% of the time, /stick is confused as a fencer knife attack)



-Altair
General_Reedy
Sat Oct 11, 2003 10:32 am
#12

Arrrg, I was hoping /stick would be the top priority Oh well..eventually.



_________________
Rhylin, Rynaurr
Call Number: RYN-371
AltairPolluxRigel
Sat Oct 11, 2003 10:42 am
#13

10-4 good buddy. maybe next cycle. stick is really all we'd need to start winning PvP, and kiting NPCs and creatures. that's democracy for you. this is still better than getting NONE of our requests.

no real complaints here, just friendly pouting. and yes, i know it's not adorable when i do it.



commonly unknown fact: 27 beers makes anything Altair does adorable



-Altair
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