Game Guides Archive

Thread: I dont get it, combat question

DocMirrim
Sat Apr 30, 2005 2:53 pm
#14








Thunderheart wrote:



Creatures are using special abilities, so it may have just been a nasty critter. Though I will share this information with the team so they can look at it in case there is a balance issue here that needs to be looked at.






If a creatures special abilities dont SOMEHOW figure into a creatures level, then you guys really REALLY need to rethink your lack of logic. If you have two lvl 10 creatures, but one does 10x the damage, then there is NO WAY they should be the same level....

Boogies
Sat Apr 30, 2005 3:12 pm
#15

My guild matewas killing dune lizards after getting the mission. When arrived to the mission the lizards showed level 60, and he was level 63 (Master Rifleman). Was able to kill 2 lizards (lv 60) with taking abit of damagealmost getting incapped. A 3rd lizard appeared and i ran away after 4 shots. When got back to the mission, the same lizardwas now level 14. After killing it and going back to the lair the next ones popped out level 60. Heres the Question. How can the leveling of the creatures changed in the middle of a fight doing the same amount of damage. Is this going to be normal from here on out in this game?



BTW HOW CAN THE DEVS PUSH THIS CU OUT WHEN IN TEST CENTER 5 THEY HAVE NOT FIXED ALL BUGS. ALSO HOW CAN THEY PUSH THIS OUT WHEN THE JEDI BRANCH IS COMPLETELY BROKEN. ARE WE GOING TO HAVE TO PAY FOR THIS MONTH OF SERVICE, WHEN IT IS BROKEN AND SINCE I CANT PLAY MY CHARACTER TO THE CHARACTERS FULLEST ABILITIES PER CU.


ARE YOU GUYS TRYING TO KILL THE GAME OR SHUT IT DOWN.



BEFORE CU THIS GAME WAS AWESOME, EVEN THE VILLAGE GRIND I HAD FUN, NOW THIS GAME IS UNBEARABLE.



Boogies


Eclipse Server


Yonas Guild






____________Boogies________________________

DARK JEDI KNIGHT


--------------------------Home of the Newb Wand--------
Zatvorenik
Sat Apr 30, 2005 3:13 pm
#16






Nomorenerfs wrote:

Thought I'd share a similar but opposite problem.



All missions on our mission terminal in Mirage (Tatooine) on Corbantis are level 45 missions for me. I am a level 35 rifleman-wannabe. I take a level 45 rock beetle mission, hoof it out to the mission, and the rock beetles are level 18. I kill the two there, get 1 point each. Shoot the lair, two more pop out, kill them, one point each. Take the lair down to half, two more spawn, kill them, 1 point each. Blow up the lair (can you see a trend here yet?) 1 point. So for a supposed level 45 mission on a level 35 guy, I got a whopping 7 points of experience out of a few hundred thousand I need to advance.








I have had the same problem. I have taken mission at my level (57). When I arrive all the critters are gray and level 22. I have had a related problem where I took a level 59 mission, got to the lair and saw that they were indeed level 59 and con yellow; but when I attacked, they turned gray and became level 22. Anyone know what's going on?
davelope
Sat Apr 30, 2005 3:17 pm
#17


so if 80 is the max level anyone can be, animals like a 150lvl graul mauler simply can't be taken down by anyone besides a group of rifleman? but still 1 hit kills everytime, is it supposed to be that way now?



__ __
.--| |.---.-.|__|.-----..--.--.
| _ || _ || ||-- __|| | |

|_____||___._||__||_____||___ |
-- -- - - BISH -- -- - - |_____|

*Officially hijacked Davelopes Account*

Ko-aIri
Sat Apr 30, 2005 3:18 pm
#18


Thunderheart wrote:
Creatures are using special abilities, so it may have just been a nasty critter. Though I will share this information with the team so they can look at it in case there is a balance issue here that needs to be looked at.





Why are wild creatures able to use special abilities, but Creature Handler pets cannot?

We can't see the stats of our own pets, nor their special attacks, nor can we train them to use a special attack since the game seems to think they don't have them anymore.



Ko-a Iri / Aosa Oto / Heston / Si'ro Eti
Twi'lek Creature Handler / Rodian Dark Jedi Knight / Human Bio-Engineer / Ithorian Shipwright
Dark Order Guildleader


Creature Handler Correspondent & Combat Upgrade Alpha Participant
...has been recognized as having an exceptional biography (Ko-a)
...has been recognized as an exceptional soldier in the war (Ko-a, Aosa)

JCooper2
Sat Apr 30, 2005 3:21 pm
#19

Thunderheart


You mention here that pets are using specials abilities....what would those consists of ?



Thanks






Riverwind Flyingdust - Earth Alliance - Scylla
Elder Master Creature Handler

Konner Thomas - Scylla
Elder Master Creature Handler
Lethian_Tulkhas
Sat Apr 30, 2005 3:26 pm
#20


I have had the same problem. I have taken mission at my level (57). When I arrive all the critters are gray and level 22. I have had a related problem where I took a level 59 mission, got to the lair and saw that they were indeed level 59 and con yellow; but when I attacked, they turned gray and became level 22. Anyone know what's going on?



_________________________________________________________________________________________________



I would imagine everyone is having this problem. I know i am

I would also like to know where all my waypoints are going , they sometimes are there and then they arnt.

How can a creature change its combat level mid fight, i had it happen, i was fighting voritors (seeing if pull a level 80 mission unless its voritors, when, you get to the lair they are ALLWAYS level 40 or so...anyways...) i get like 950xp or so, same problems as everyone else, takes forever, eats all my force...but then what the heck suddenly they change to level 40 or so, stay just as hard as they was(maybe a bit harder) but only gave me zero xo, RIGHT IN THE MIDDLE OF FIGHTING THEM THEY DID THIS


WTH?



NO RETREAT-NO SURRENDER
IGN's:
Lethian Tulkhas

Vendor:"Pick up and Delivery"
Neldoroth City on Dantooine -1444 -5141


KalashnikovDude
Sat Apr 30, 2005 3:30 pm
#21






Thunderheart wrote:






KalashnikovDude wrote:

okay, i am doing my thing on tatooine, i take 2 missions that are exactly the same, same cl, same creatures. the first nest went great the mob was only damaging me 20 to 30 points a hit, so i proceed to the second nest and start to attack. suddenly i notice the mob is hitting for 130 points a shot and i was incapped before i could reach my bike. is this some sort of bug or is there something i am missing here? please dont start ranting about the cu since there is nothing we can do about it. thanks



What was your profession and what were you fighting?









I am novice commando and novice pistoleer (CL18)and i was fighting weequays (CL17). they were all CL17 and i didnt notice them doing any specials, it would just say "a weequay thugs hits you for 130" or something. Its nice to know that i am not the only one having this problem.



Joined SWG on June 27, 2003, quitting on May 24, 2005 unless something changes...
hockeyrules
Sat Apr 30, 2005 3:41 pm
#22

I don't understand the 1xp thing. Why can't I just get normal xp for low level creatures to at least give me a chance on leveling some low level marksman boxes. I'm a swordsman, and am unable to kill any creature 10 levels below me with a gun. Even if it were 3...still only 1xp. Why? Give me some xp like normal...50xp is good when killing capper flies.


and don't get me started on the "well get a group". My guild is nowhere to be found, and everyone else is dueling on Cnet. Besides, I may only have a1/2 hour to hour to play each day. I save my grouping time for when I know I can commit to a group on the weekends.


Please allow me to play this game. I did pay the $15 a month, right?
Osawa_Scylla
Sat Apr 30, 2005 3:42 pm
#23

On Thursday, I took several level 11 missions with my level 13 character (4140 Brawler, plus some medic and scout boxes). Against level 11 creatures (eopies and cu pas, not sure of the others) they were hitting me for 98 when I didn't have Center of Being active and 36 when I did. Last night, I went out to a level 11 mission I'd picked up before logging out the night before. When I got there, I found a level 2 womp rat and a level 4 womp rat. Both were grey to me. I started with the level 4. Without Center of Being active, it would hit me for 124. With it active, I was getting hit for 48. The level 2 didn't hit me as hard, but I only got 1xp from it.

I would hope that all mobs of a particular level would be doing about the same amount of damage, and be able to take the same amount of damage. Otherwise, their levels need to be looked at.

To top that off, no matter what I've attacked level 2, 4, 8, or 11, every time my Melee Strike does 127 points of damage. Yet, the level 2 and the level 4 have approximately the same health (actually the level 2 had more health than the level 4 I fought). Unless there are other numbers figuring in elsewhere that don't display in the combat window, it's going to take me the exact same amount of time to take down a level 2 or a level 4. I hadn't looked at the health of the 11s I fought on Thursday night.

I have a very strong feeling that something needs to be looked into here.

Osawa




Osawa Thabri, Master Dancer, Scylla
Osawa Thabri, Master Dancer, Bria


Cyleco
Sat Apr 30, 2005 4:05 pm
#24






hockeyrules wrote:

I don't understand the 1xp thing. Why can't I just get normal xp for low level creatures to at least give me a chance on leveling some low level marksman boxes. I'm a swordsman, and am unable to kill any creature 10 levels below me with a gun. Even if it were 3...still only 1xp. Why? Give me some xp like normal...50xp is good when killing capper flies.


and don't get me started on the "well get a group". My guild is nowhere to be found, and everyone else is dueling on Cnet. Besides, I may only have a1/2 hour to hour to play each day. I save my grouping time for when I know I can commit to a group on the weekends.


Please allow me to play this game. I did pay the $15 a month, right?





I agree with this. I think that the exp should scale but not to that extent. I think that that the exp should be highest a few levels above the character and scale alot more gradually for characters under. An example that I think would be ncie is if I am level 70 and kill a level 20 that it give like 500-600 exp, level 10 give like 100, if its equal level give around 4500, if its a few levels higher give around 5000. This could probably be done with percentages fairly easily. I would just like to be able to run around killing stuff instead of getting missons to grind. There is alot of hurrtons and critters around my player city but there is no point in killing them if they only give me 1 exp heh.



Cyleco Eekoarz
ShipWright - CyTech Industries

Imperious Novus, Dantooine
Intrepid Real Estate Authorized Agent

Vendors located at -2283 5350 Dantooine

GrandPotato
Sat Apr 30, 2005 4:08 pm
#25






Thunderheart wrote:






AvimSaba wrote:

I was on Tatooine this morning with a new character, I had Brawler 4/0/4/0 and was working on getting TKA.


I'm CL 10, so I took a CL 10 mission to kill some Eopies. I'd been killing white-con Imperial NPC's all day, so I didn't think there would be a problem.


The single Eopie I fought destroyed me. I never stood a chance. I taken away maybe one fourth of his health when I got incapped. Two more tries were also unsuccessful. I used traps, center of being, lunge, and cycled between Melee Hit and Melee Strike to get in the maximum number of attacks. I had only 4 BF and no wounds. It just didn't seem right, for a CL 10 Eopie to be about five times as strong as a CL 10 Imperial NPC, or that I should be ganked so badly by a mob equal to my level.




Creatures are using special abilities, so it may have just been a nasty critter. Though I will share this information with the team so they can look at it in case there is a balance issue here that needs to be looked at.





TH, our abilities increase our CL, so should creatures. If they have nasty abilities above and beyond their CL, then their CL should be raised. That's bad design, and makes the con system not work effectively.

(On a sidenote... kick those lithium guys and get a fix for Firefox!)




oOjow Eeno Labs Erbo Anyi Ojow Eeno Labs Erbo
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Eeno Labs Erbo Anyi Ojow Eeno Labs Erbo Anyi

Treguard
Sat Apr 30, 2005 4:13 pm
#26


SaleusCorwen wrote:





Starcloud wrote:


The big problem with NPC con and experience is fairly simple:


The person who designed the experience/risk system is incompetant at Game Design.



Let's go back to the basics. Advanced Dungeons and Dragons, 1st edition.


As a 1st level fighter, you required 2000 xp to get to second level. A typical foe for a 1st level fighter would be a goblin. Each goblin had a base XP value of 5, plus 1 point of xp per hit point. Goblins had 1-4 hit points each, so each goblin was worth 6-10 xp. In a group of 4, these goblins were a serious threat. If he prevailed, he would get on average 30 experience points. It would take 267 goblins to advance to second level.


Now, let's drop in on the same fighter at 10th level. Goblins at this point are no threat to him. He's much more capable with his weapons, and his equipment is much much better. Goblins, with their 1-4 hit points each, fall by the score before him. How much XP does he get?


He gets 6-10 xp per goblin. Just like the first level fighter.


However, he's not learning much from fighting goblins. In order to get to 11th level, he needs 250,000 experience points. In order to get that, he will need to fight 33,334 goblins, or move on to much tougher targets, like Hill Giants or Ogres.


In short, the XP penalty for fighting low-levelgoblins is already built into the system, on the *ADVANCEMENT* side of the equation.



Now let's look at Star Wars Galaxies.


In both the new and old systems, to earn a first tier skill will take 1000 experience. A second tier skill takes 5000 experience. Third tier is 15000 xp, and fourth tier is 70000 xp. A novice Elite profession takes 125000 experience.


In the old system, there was a slight decrease in XP granted by low-HAM creatures as you advanced in skill, but overall you could be assured that you would recieve roughly the same XP from the same creature: an amount which varied by the HAM of the creature. What made killing Dwarf Nunasunprofitable as a method of advancement was the fact that you needed more XP to advance to each new tier of skill, so the time invested in killing Dwarf Nunascould be better spent in killing Giant Worrts, which gave far more XP per creature. If you were lucky enough to be in a group that could kill off a lair of Enraged Rancors, well, the XP you got for killing the Rancors was capped; you could not get *more* than the cap.


Sound familiar yet? Seems almost like the penalty for fighting low-level mobs was built into the *ADVANCEMENT* side of the equation, doesn't it? and that being lucky/skilled enough to kill a much higher-level creature didn't unduly advance your character rapidly.



In the new system, there is a dramatic disconnect between the Health of the creature and thus the time it takes to kill the creature, and the XP granted for the kill. A creature with 10000 health takes much longer to kill than a creature with 500 health, yet the experience granted for *both* creatures is the same: none.


Now the system penalizes you *twice* for killing low-level creatures; once by the penalty built into the *advancement* charts, and a second time by a penalty built into the experience grant tables. This is why I say the person who designed the experience/risk system is incompetant at Game Design.



To solve this problem you have to do two things:


First, fire the person who came up with the experience/risk system. I suspect that this person is Blair. Whoever it is will be an obstruction when it comes to the next step, which is dismantling and reworking the XP/risk system.


Second, redesign the xp reward system so that XP is granted solely based on the Health of the mob. This brings the skill advancement system back into balance and allows the player to choose what level of risk he is willing to accept in trade for the amount of time it takes to advance his skills.



Next, of course is the fact that the CL of a character is not accurate. The reason for this is simple: there are actually two combat "classes" in the game, Ranged and Melee. If you are a Melee class, in order for your CL to be accurate, your skills must all lie within the Melee professions. You cannot dabble in the Ranged class. If you are a Ranged class, then the obverse applies.


If you are both Ranged and Melee, then your CL does not reflect your actual capabilities, as roughly half of your special attacks will not work with half of your weapons. A level 80 Rifleman/TKM/Medic is not actually level 80; it would be much more accurate to place this player at level 45-50, as the player's melee specials and defenses will not work with his rifles, and vice versa.


There are a few solutions for this; one is to allow all specials to work with all weapons, with the limitation that Melee specials can only work within 6 meters. The other is to split the CL into two parts; Ranged CL and Melee CL.



The 'con' system itself does not properly account for the difficulty of creatures. Social creatures are more dangerous than anti-social or loner creatures, and this factor varies by the number of creatures in the spawn. Four "green" creatures do four times as much damage as one "green" creature would, and therefore should actually be considered "red" or even "purple". Add to this the problem that creatures *never* miss when they're above level 20, and go into "invulnerable mode" when they're more than 40 levels below you...



Finally, a note about testing future expansions; do not permit open "blue frog" testing ever again. While it's okay to allow the builder terminals to grant equipment and buffs, skill building should be limited to thebasic sixprofessions only, except for hand-picked volunteer testers. Focus tests must beorganized affairs that aredeveloper-led, QA-led, or Correspondant-led.


The massive PvE imbalances you are seeing come as a direct result of the lack of such low and mid-level testing. Most of the players who logged on to the Test Center during the "Blue Frog" periods were looking solely to test out high-end, double mastery templates for PvP purposes. As a result PvP is far better balanced for the minority of people who engage in it than PvE is for the majority of players who play this game.


Those of us who did try to test the leveling experience by copying our in Live mid-level characters were extremely frustrated and promptly ignored, buried underthe mass of "PvP R0xx0rz!" testing feedback.







This is probably the most comprehensive post on why the new system doesn't work well.. (but can work with some tweaking)..






Milk and Cookies for both of these people.

Message Edited by Treguard on 04-30-2005 04:14 PM

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