Game Guides Archive

Thread: DWB post cu?

morpin
Sun May 01, 2005 4:08 am
#40

All of these bugs will be addressed in the combat up... ummmm.. they will be fixed soon.
CrashNemesisII
Sun May 01, 2005 4:20 am
#41



CrashNemesisII wrote:
glad to see the responses here
this cu isnt as bad as i thought at first and what i heard, just need to sort stuff out.
so heres a little help so we can get things slowly sorted

*also a question, if you adk'd your mando set before CU and u disasemble for schem after CU will
u get the adk back right after?? im scared to do this




there are bugs in this cu that just need to be fixed, i wasnt happy when CU came out but im slowly learning
i dunno if it is a south african thing but chill and just take a new look at the game
im still scared to disasemble my mando's with adk's on em. anyone done this yet?



[IGN] Vageta ®
[MASH]: Crazed Mando +1 ®
»»»»»» All your jetpack bases are belong to the DWB ««««««
»»»»»»»»»»»»»ThatMandalorian«««««««««««««
Here comes the NGE!!! Oh nOes my head gonna assplode!!!
Freds BIKESHED with loob is 4tw

>>>DeathWatchBunker«««


Zarqon
Sun May 01, 2005 6:09 am
#42






Thunderheart wrote:






evil-bountyhunter wrote:




TH a question about higer level npcs 1 hiting you ( no this not a flame ) but it make some npcs nearly imposible to kill NS elders ect so if the DWB is made harder will it have the same kind of 1 hiting npcs? or will the 1 hiting be looked at and changed later?





All of these types of issues are being looked at. Right now, the AI for creatures and NPCs is a little aggressive, especially for those that DB. These types of balance issues are being looked at across the board, both at the high and low levels.


We can all expect to see further balance and a wider range of risk associated with cons, though the con colors will remain a fairly narrow window. The goal is to add more variability and a better reward for winning encounters with a higher risk associated to it.







Could you please see if you could explain the reasons for making them such narrow ranges, because I don't understand that at all.


The specific problems this is causing is that regardless of your level you can go out on any planet and walk to the other side and not find a single creature on your precise level, and thus not worth killing. This applies to the advanced planets as well. The ranges are so narrow that all the wild spawn creatures are basically just taking up space.


I wouldsay that giving xp for a LOT of levels, say down to half your level really would be the way to go to increase variability.





--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

Krosc
Sun May 01, 2005 7:00 am
#43






01201986 wrote:





GuderianHeinz wrote:


Just out of curiousity, why wasn't this legwork done in beta prior to pushing it live? Not to be too critical, but there aren't many productsthat I have to pay full price foreven though they're not working correctly.





because this is still beta, we are paying to test right now. they want us used to and as many bugs out of the CU before the expansion and the third film hit, when they expect lots of new subscribers





This iscorrect. And some corpnon-gaming supervisoris making these decisions. Its the cell phone company mentality that your existing customers are not important, only new ones.


Well, wake up Sony, you won't have any subscribers left if you dont do something for those who are still here, and I'm not talking about dbl exp. This game is not cell phones and the gaming community does read and form opinions based on your past performance. The influx of casual players you might get with release of movie will be shrotlived if you lose most of the player base before hand.


Easy fix, give all of us suffering though this CU live testing a free month. Explain to the ignorant bean counters that saving a player nets them $165 in 12 months, while losing one makes them zero.



************************************************************************************************
"Always two there are, no more, no less. A Master and an Apprentice."
- Master Yoda
************************************************************************************************
QuiJonOz
Sun May 01, 2005 7:02 am
#44






Thunderheart wrote:






We can all expect to see further balance and a wider range of risk associated with cons, though the con colors will remain a fairly narrow window. The goal is to add more variability and a better reward for winning encounters with a higher risk associated to it.







And because of this 95% of the mobs are useless to us. Either they 1-hit us or give us no xp. We waste a lot of time fighting worthless mobs that aggro us and praying something higher level doesn't spawn on top of us.


Try this:


Remove the combat damage multiple. The effectiveness of the mob should be built into its skills and not use some sort a magical damage boost.


Make xp based on the mob's health, +/- 10% per level difference with a minimum of 10% and a make of 200%. Or use 100x CL.







No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

salvestrom
Sun May 01, 2005 7:42 am
#45

To the poster that said he went to the DWB with 4 friends and it was too easy:


Well, what exactly did you do? Kill the spawns in the first room for exp? Progress deeper passed Reagen and onto another Key mob? Did you go all the way to the Overlord and kill him?? Did you craft a peice of armour??


I've been with 8 other people. No, it was no longer a boring fight with the same mob for 5 minutes. No, it wasn't that hard, but we still had to pay attention and be coordinated. In the many hours we were there we didn't get any armour parts (liquids etc). It was alot of fun though. The current state of the DWB actually makes the CU worthwhile - lower ham mobs, but still tough 1 vs 1, easy to get killed without adequate healing.


Shame grinding is borked for most people (solo)and Jedi especially /cough


CrashNemesisII
Sun May 01, 2005 7:58 am
#46

that was me i think, or i have done that.

ive been doing dwb for ages now so i no how to move around there.
we went in with 2 tanks and two def jedi. the jedi tanked as much as we did
and the one tank had master cm so rezed at need.
was simple and we made it to the mines yes.


still want to know if u take mando with adk on it off do u et adk back?>



[IGN] Vageta ®
[MASH]: Crazed Mando +1 ®
»»»»»» All your jetpack bases are belong to the DWB ««««««
»»»»»»»»»»»»»ThatMandalorian«««««««««««««
Here comes the NGE!!! Oh nOes my head gonna assplode!!!
Freds BIKESHED with loob is 4tw

>>>DeathWatchBunker«««


Knightcrest
Sun May 01, 2005 8:03 am
#47

Ah just dandy.... so a looted piece of armor is required yet the one I looted and was hanging on to for a DWB team converted into "crafted" bh armor... assinine. It is pure junk now, stats not even worth wearing and screws me out of something I looted. Guess it is back to step one.



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Sien_Chotor
Sun May 01, 2005 9:11 am
#48

Its stuff like this that should have been tested on TC and not LIVE, tiggs are you even listening.



Horox Airago
Jedi Master
mindspat
Sun May 01, 2005 9:52 am
#49

Remove the exp cap and increase the overall gains WAY above the "10% per...". There needs to be something more tangible. Players need an instant gratification to be willing to continue playing your new combat system.




Pick me !!

Brought to you by Mindspat®
Cianhydle
Sun May 01, 2005 10:10 am
#50






Thunderheart wrote:






Grayhorn wrote:


All MOBs in DWB: 74 (Black Sun),77 (Battle Droids and Black Sun), 79 (Mandos) 81 (Super Battle Droids). There might be some others that I missed, but that should hopefully give you an idea of how it is POST-CU.


I haven't played it, but from the looks and what I've heard about it, it seems alot easier.





Players should still expect to take more than one group to the DWB. In the future, we are planning on adding multi-group functionality.











WHEN? 2006? 2007? You are a liar Thunderheart, shame on you. The CU was rushed.


Renea,
Tempest,


Cianhydle
Sun May 01, 2005 10:12 am
#51






Thunderheart wrote:





CaileSathinor wrote:
I ran through it this morning with 4 friends. It was far too easy. Krayts are a joke as well.

And then you have my friend's village exit quest where 1) his green crystal is bugged and won't explode and 2) Melliache is 134 and Daktar is 109. 5 Jedi Knights got 1 hit incapped by Melliache.

Any word on a fix for this, TH?





Nothing specific, but they are known issues and being looked at.








WHEN?
CyberData4
Sun May 01, 2005 10:18 am
#52






Thunderheart wrote:






evil-bountyhunter wrote:





Thunderheart wrote:





CaileSathinor wrote:
I ran through it this morning with 4 friends. It was far too easy. Krayts are a joke as well.

And then you have my friend's village exit quest where 1) his green crystal is bugged and won't explode and 2) Melliache is 134 and Daktar is 109. 5 Jedi Knights got 1 hit incapped by Melliache.

Any word on a fix for this, TH?





Nothing specific, but they are known issues and being looked at.





TH a question about higer level npcs 1 hiting you ( no this not a flame ) but it make some npcs nearly imposible to kill NS elders ect so if the DWB is made harder will it have the same kind of 1 hiting npcs? or will the 1 hiting be looked at and changed later?




All of these types of issues are being looked at. Right now, the AI for creatures and NPCs is a little aggressive, especially for those that DB. These types of balance issues are being looked at across the board, both at the high and low levels.


We can all expect to see further balance and a wider range of risk associated with cons, though the con colors will remain a fairly narrow window. The goal is to add more variability and a better reward for winning encounters with a higher risk associated to it.








Higher risk/higher reward mobs are all well and good for players that have finished their template and are in search of a good fight. But player need solid mobs to grind on. That is what missions were suppose to be. Yet they don't scale properly for solo players. If a player cant take on more than one "blue" mob at a time then I suggest you guys re-think the color system. In every other mmo I've played blue means "weaker than me, easy fight...good xp"


Star wars has always been about fighting more than one opponent at a time. This is what we need, player should be able to take 2 blue mobs if they are good.


As far as agressive AI, I'm of the opinion that solo mission targets should not be 5 "blue" targets within 2 feet of each other. If a player isn't suppose to be able to take on 5 blue mobs at the same time, missions shouldn't put them in that situation.
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