Game Guides Archive

Thread: Tuesday Tips May 24th Stopping Shot

Thunderheart
Thu May 26, 2005 8:52 am
#261






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.





No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.






Kurt "Thunderheart" Stangl
Community Relations Manager

AnXdiety
Thu May 26, 2005 8:53 am
#262



Thunderheart wrote:


Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.


No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvP should be working correctly (and fairly).

The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.







See my above post





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

MrWizzard
Thu May 26, 2005 8:56 am
#263



Thunderheart wrote:


Giftmacher wrote:


Thunderheart wrote:


riotcontrol wrote:

Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.


Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.

Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).
Going forward, the first and most important thing to consider is the timer associated with the root.
Wouldn't the simplest thing be to associate the timer with the target and not the targeter? That way you couldn't perma root anything, and you could even reduce the stopping shot timer to allow pistoleers to really fufil the crowd control role they are meant to; instead of perma rooting one mob/player pistoleers could temporarily root a handful of targets. That way everyone wins, no perma rooting, and groups become less pistoleer-centric as one pistoleer should be enough to help create breathing room when a score of mobs attack, or more resposively act to limit kiteing when melee players need to go after a new target..
There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.
Glad to hear it, right now the timer just seems to be applied at the wrong end and in doing so not only does it leave the door open for an unintended permaroot it also limits the pistoleer prof to a single target control rather than a crowd control role.
Gift.



As I understand it, the target is what the timer is associated with (and also being looked at to make sure the duration is correct).






There's something else to consider with root. It doesnt always appear to function completely.
I'll try other creatures, but at least on dewbacks, sometimes if we lead root them (via stopping shot, or concussion shot), the root will still appear on the modifiers bar, but the animal will charge and hit someone in the group, and can moveat least 50m while rooted. It will start hitting someone before it actually appears to be next to them. (I use the combat damage notices and my character making noises of getting hit to tellthat I have to start moving.)
Once I move out of the way, it usually stays put for the remaining duration of its life.
So it already seems as though root is not 100% effective in PvE.
Clearly some changes should be made to PvP, but this is the only way normal people can work on high level content without the help of jedi.



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wickedHangover
Thu May 26, 2005 9:02 am
#264






Thunderheart wrote:






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.






No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.






TH, while investigating this, you should also look into the KD timer on the target as well. Removing the ability to perma root is one step, but then you have to remember that once that goes away, then the BH's will just go and perma KD, if you have a group of 3 bh's its not hard to do...






clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
clockworkorangeclockworkorangeclockworkorange
RankorCity
Thu May 26, 2005 9:11 am
#265






Thunderheart wrote:






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.





No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.











The simple way to do it?


Institute a timer on after root breaks, before it can be successfully applied again (a la the old KD timer)


BTW....Any fixes for Commando coming soon?





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
RedSpawnBravado
Thu May 26, 2005 9:13 am
#266






MrWizzard wrote:





Thunderheart wrote:





Giftmacher wrote:





Thunderheart wrote:






riotcontrol wrote:




Thunderheart wrote:

There have been discussions about giving the root a chance to break on damage, but nothing definitive yet.




Did these discussions include giving ranged professions another tactical advantage instead of the root in case something like that gets implemented? Because, well, that's pretty much the only thing making melee and ranged equal (balanced) but still different (meant for a different use and to be played with different tactics) right now. Taking it away and not replacing it with something else would greatly disturb the whole melee/ranged playstyle difference vision and once again lead to a completely melee-centric game.




Yes, looking at as many tactical situations as possible is always the goal (but players will always find new and interesting ways to use their character's abilities).


Going forward, the first and most important thing to consider is the timer associated with the root.


Wouldn't the simplest thing be to associate the timer with the target and not the targeter? That way you couldn't perma root anything, and you could even reduce the stopping shot timer to allow pistoleers to really fufil the crowd control role they are meant to; instead of perma rooting one mob/player pistoleers could temporarily root a handful of targets. That way everyone wins, no perma rooting, and groups become less pistoleer-centric as one pistoleer should be enough to help create breathing room when a score of mobs attack, or more resposively act to limit kiteing when melee players need to go after a new target..


There is a timer that is should act as a limiter. It is being looked at now, before any other alternative.


Glad to hear it, right now the timer just seems to be applied at the wrong end and in doing so not only does it leave the door open for an unintended permaroot it also limits the pistoleer prof to a single target control rather than a crowd control role.


Gift.











As I understand it, the target is what the timer is associated with (and also being looked at to make sure the duration is correct).










There's something else to consider with root. It doesnt always appear to function completely.
I'll try other creatures, but at least on dewbacks, sometimes if we lead root them (via stopping shot, or concussion shot), the root will still appear on the modifiers bar, but the animal will charge and hit someone in the group, and can moveat least 50m while rooted. It will start hitting someone before it actually appears to be next to them. (I use the combat damage notices and my character making noises of getting hit to tellthat I have to start moving.)
Once I move out of the way, it usually stays put for the remaining duration of its life.
So it already seems as though root is not 100% effective in PvE.
Clearly some changes should be made to PvP, but this is the only way normal people can work on high level content without the help of jedi.




This is very true, because last night me and a friend took on Mellachai? and he's a level 85 with a bad temper. Without root and snared, there is no way that we would have beat him without a Jedi and we did not want a Jedi, because we felt theywere not needed. Felt really good to beat him too, using the skills we had and a little patience.



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IkarusSunblaster
Thu May 26, 2005 9:23 am
#267



Kurt, chain rooting a Jedi with Stopping Shot and Concussion is called...Tactics. "Fair and fun for both parties" seems only to mean "Fair and fun for Jedi." Toravage (the filter wouldn't allow me to type"r*pe")every other fighting professions' specials:


Last Ditch

Low Blow

Concussion

Stopping Shot

all knockdowns

etc, etc, etc


so that they don't affect Jedi means they don't affect anything ELSE either. Doing this will hurt PvP AND PvE for us non jedi non bounty hunter (I use bounty skills to HELP my smuggler, not the other way around. I haven't hunted a single jedi...yet) types to no end. I know everyone else just whines and flames, but PLEASE (for once) listen to someone besides the jedi if they make a reasoned statement. Jedi DO get everything they whine for, and everyone else gets Nothing. Your focus group people are feeding you misinformation if they are telling you that everyone wants to be a jedi and everyone wants all other professions to be ruined.

Message Edited by IkarusSunblaster on 05-26-2005 09:26 AM



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RichardBryant
Thu May 26, 2005 9:26 am
#268


Thunderheart wrote:


Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.


No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvP should be working correctly (and fairly).

The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.







Thunderheart...

You used to play this game. You should know how things are. Is it or isn't it meant to be hard to be Jedi? Should Jedi or should they not have to deal with a really tough situation secure in the knowledge they already have their reward. They're Jedi. They don't fear permadeath anymore, they don't fear PvE deaths anymore, they don't fear triple-incaps anymore, they don't fear nonBH PvP death anymore.

This is why they spawn like cockroaches all over every server, have big saber-fights between groups (not game mechanic groups, just groups) of 30/side in Theed and Coronet, couldn't care less about visiblity and totally ruin the GCW for every single last non-Jedi profession.

Not to mention continually cry about other professions standing some kind of vague nebulous chance at occassionally getting a shot to hit them and demand nerfs on those said professions. Such as this very thread. Don't like being hunted by BHs using Stopping Shot? Don't be a Jedi.It's meant to be HARD.

My only regret is that not enough of them will die anywhere near often enough to bring some kind of balance to the game, which currently contains a deliberately overpowered profession achievable by any mindless monkey with nothing better to do than grind. What other game designer ever even dreamed of such a situation?

TH, i remember you from the Beta forum days. You loved this game. Bring back permadeath and the Jedi TEF and restore it to what it should be.




Cael Broden, Master Smuggler.
I am Jack's Ignored Profession
"I don't have saber envy. I have patch envy. 2 years is unacceptable."
"Wars not make one great. AFK-grinding on wookiees on Kashyyk make one great!"
Kobie-Pace
Thu May 26, 2005 9:31 am
#269






Thunderheart wrote:






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.





No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.










which too bad you brilliant SOE guys wont be able to figure out how to do it.




[kObIe PaCe]
kobie pace(Elder Jedi) - eibok(Master Bounty Hunter)
queros(n00b Smuggler) - akeda evol(Lvl 80 Spy)
(bh deaths: 2)
[ That's how we roll]
Ricbr
Thu May 26, 2005 9:32 am
#270



RichardBryant wrote:

Thunderheart wrote:


Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.


No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvP should be working correctly (and fairly).

The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.







Thunderheart...

You used to play this game. You should know how things are. Is it or isn't it meant to be hard to be Jedi? Should Jedi or should they not have to deal with a really tough situation secure in the knowledge they already have their reward. They're Jedi. They don't fear permadeath anymore, they don't fear PvE deaths anymore, they don't fear triple-incaps anymore, they don't fear nonBH PvP death anymore.

This is why they spawn like cockroaches all over every server, have big saber-fights between groups (not game mechanic groups, just groups) of 30/side in Theed and Coronet, couldn't care less about visiblity and totally ruin the GCW for every single last non-Jedi profession.

Not to mention continually cry about other professions standing some kind of vague nebulous chance at occassionally getting a shot to hit them and demand nerfs on those said professions. Such as this very thread. Don't like being hunted by BHs using Stopping Shot? Don't be a Jedi.It's meant to be HARD.

My only regret is that not enough of them will die anywhere near often enough to bring some kind of balance to the game, which currently contains a deliberately overpowered profession achievable by any mindless monkey with nothing better to do than grind. What other game designer ever even dreamed of such a situation?

TH, i remember you from the Beta forum days. You loved this game. Bring back permadeath and the Jedi TEF and restore it to what it should be.





/QFE!

No offense to those that are jedi..I know you worked hard for it. But this is getting silly now. You cant go ANYWHERE in the game and not run into a jedi. Nightly I am seeing any area of the game filled with Jedi running around..healing folks who need it (since there are no more doctors)...constantly being used to fill up groups to complete some of the new quests. It is getting sickning reading over and over how certain quests can easily be completed with 2 jedi in your group with defender and lightsaber. Things need to come back down to earth in terms of making it a hard life for a jedi. To keep seeing the constant catering to this profession...it is getting me more and more frustrated every day.

Again...no offense to you all that are jedi...I know you spent alot of time doing it. But even you have to admit it is getting out of hand.
Wholfe
Thu May 26, 2005 9:35 am
#271






Thunderheart wrote:






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.





No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.










I know it's a little cheesy, but what about throwing in a root recovery like the KD recovery? Make it not a sure thing, but maybe 25% chance for non-jedi and 35% for jedi of working. Or even making it 25% across the board.



Wholfe Lightningfist
Master Fencer, Master Creature Handler, and Master Pilot
Etnad
Thu May 26, 2005 9:35 am
#272





Maxanto wrote:

Kurt,


Any word about the +ROOT+ that are being exploited? Or is it working as intended that players can use them to keep others perma rooted? I was also reading that damage should break a root? Is this true?






Stopping Shot does not break when damage is done.


Although you shouldn't be able to "perma-root" someone one on one. There is a timer to prevent that, though there are combinations that can makerecovering from the rootdifficult.


Now in a multi-player PvP situation, it is entirely possible for four pistoleers to "chain-root" a single opponent in combat, but hopefully that person brought along friends





Kurt "Thunderheart" Stangl
Community Relations Manager






Thunderheart wrote:






Qui-Gonzalez wrote:

TH, the way I see it is you are pondering nerfing a useful skill because of it's use and abuse in one aspect of the game...Jedi v Bounty Hunter.






No, not at all. The only thing that needs to be done is to make sure the timer on the target is working correctly. Roots in PvE are a great tool, a necessary tool, and roots in PvPshould be working correctly (and fairly).


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.











Funny what a difference 12 pages make....
Animi
Thu May 26, 2005 9:45 am
#273







Thunderheart wrote:


The BH/Jedi situation is something altogether different. It really is a tough situation to be chased by three Bounty Hunters with this and similar abilities and will need a different kind of solution that is fair and fun for both parties.





Simple solution, in addition to making sure thetimer works,is to give a counter move to roots and snares that has a 50/50 or so chance to fail and a cool down timer (ONLY on a successful execution of the counter)similar to a root or snare cool down timer.


This fixes the PvP issue because it gives a counter that won't always work and can't be spammed, but will if you try enough times, and it leaves the PvE situation as-is because the MOBs won't get the move (if you program it right).

Message Edited by Animi on 05-26-2005 11:48 AM



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