Game Guides Archive
Thread: DWB post cu?
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?
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.
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
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.
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
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?>
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,
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?
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.