Jedi Archive

Thread: Thunderhearts post on the new debuff and buff system. Also how the new snare will work.

EVILxWARLOCK
Fri Oct 14, 2005 10:33 am
#1




Greetings, In publish 24, we will be making some changes to the way movement buffs and snares stack in combat.

What is changing?

We will be changing the way movement buffs and snares stack in combat.

"Stacking" buffs means that multiple effects of the same type are used (or applied) in combat to cause a greater effect.


Who is affected by this change?

This change will affect anyone who uses movement buffs and/or snares.


Why is this changing?

This will address current gameplay issues and will prepare the way for future Squad Leader enhancements.


Can I get some more specific details?

The current situation:

Currently movement-buffs and snares stack in combat. A basic example of what this means is that if you get a movement-buff to double your speed and then get "snared" in combat to half your speed, your movement will be reduced back to your normal movement speed.

Basically, a movement buff cancels a snare and a snare cancels a movement buff.

Many types of movement buffs and snares can be used together to cause additional effects. For example, two or more movement buffs will "stack" to cause you to go very fast and multiple snares will stack and can prevent a player from moving.

Additionally, snares will stack to quickly prevent all movement. A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.




We are changing this so that:

Only one temporary movement buff or effect can be active on a character at one time and movement enhancers will be overwritten by snares (in other words, one will cancel the other).

All buffs that modify movement will continue to stack as normal; however the movement effects will be handled so that only one is in effect at any given time.

For example, a movement buff could make your character move at x2 speed. If your character gets snared, rather than moving at x1 speed you will now be moving at x1/2 speed (as though you didn't have a movement buff on at all.) When the snare wears off you will return to x2 speed.

Also, snares won't stack. This means that if you are already moving at 1/2 speed when you get hit with a 1/4-speed snare, your movement would only be reduced to 1/4 of your base movement rate, rather than being reduced to 1/4 of your current (1/2-speed) total movement rate. (Total movement rate is calculated by adding up your base movement rate and all of your movement modifiers).

Similarly movement enhancements cannot be stacked. Only the most powerful enhancement will be active, when that one wears off the next most powerful will become active and so forth until there are no further movement buffs are on the character.

Finally there are still a few permanent movement enhancements and snares, things like weapon & armor hindrances or Fleet Footed for pets. These permanent modifiers adjust the Base Movement speed and will always stack with each other.



Kurt "Thunderheart" Stangl
Community Relations Manager

Message Edited by EVILxWARLOCK on 10-14-2005 10:38 AM



"They are in front of us, behind us, and we are flanked on both sides by an
enemy that outnumbers us 29:1. They can't get away from us now!"
"We're surrounded. That simplifies the problem."
- Lewis B. "Chesty" Puller, USMC

U-S-M-C <> JEDI KNIGHT
xWARLOCKx <> WEAPONSMITH

trajen2
Fri Oct 14, 2005 10:36 am
#2

thanks for posting again...i posted a couple hours ago but it was quickly buried by the whine threads....people would rather speculate about doom and gloom than read actual information





Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

EVILxWARLOCK
Fri Oct 14, 2005 10:37 am
#3






trajen2 wrote:

thanks for posting again...i posted a couple hours ago but it was quickly buried by the whine threads....people would rather speculate about doom and gloom than read actual information





/Agree, also sorry did not see your post. To bad it got buried. Hope ppl read this one.



"They are in front of us, behind us, and we are flanked on both sides by an
enemy that outnumbers us 29:1. They can't get away from us now!"
"We're surrounded. That simplifies the problem."
- Lewis B. "Chesty" Puller, USMC

U-S-M-C <> JEDI KNIGHT
xWARLOCKx <> WEAPONSMITH

Liani
Fri Oct 14, 2005 10:41 am
#4

This seems very reasonable....and not that big a deal. I'm glad some facts are out there now instead of the rumors and whining.


So much negativity could be prevented with more timely information.


Thanks for posting.





Liani Ivy h Jedi Witch
Galactic Security Agency Riverbend, Nabooze
TheCapn2000
Fri Oct 14, 2005 10:41 am
#5

This still does not change my opinion that this change blows chunks...



«Sirros» «Dirrk» «Odin'»
THANKS KAURI...IT WAS FUN

Liani
Fri Oct 14, 2005 10:42 am
#6


how exactly is it a problem?






Liani Ivy h Jedi Witch
Galactic Security Agency Riverbend, Nabooze
Xalya_Shadowalker
Fri Oct 14, 2005 10:43 am
#7

Rifleman with ranged arms: 80m Range


Jedi: 32m range max.


Rifleman v. Snared Jedi: Jed cannot even get close enough to hit.







X
alya Shadowalker

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EvilHomerSimpson
Fri Oct 14, 2005 10:47 am
#8


How does this make any sense at all?






For example, a movement buff could make your character move at x2 speed. If your character gets snared, rather than moving at x1 speed you will now be moving at x1/2 speed (as though you didn't have a movement buff on at all.) When the snare wears off you will return to x2 speed.






Why would a novice level skill trump a master skill? What was the point of grinding out millions of xp for a skill that is gonna poof when every FOTM throws a snare on you? This has gotten out of hand. They DEVS think snare is the answer to everything.



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B-J
Fri Oct 14, 2005 10:47 am
#9






Xalya_Shadowalker wrote:

Rifleman with ranged arms: 80m Range


Jedi: 32m range max.


Rifleman v. Snared Jedi: Jed cannot even get close enough to hit.







NO... ANY MELEE PROFESSION .. This does not affect only Jedi



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Xalya_Shadowalker
Fri Oct 14, 2005 10:49 am
#10






B-J wrote:






Xalya_Shadowalker wrote:

Rifleman with ranged arms: 80m Range


Jedi: 32m range max.


Rifleman v. Snared Jedi: Jed cannot even get close enough to hit.







NO... ANY MELEE PROFESSION .. This does not affect only Jedi




Any melee profession, and pistoleers and carbineers that don't carry rifles and ranged arms around.


I'd say straight meleers have it the absolute worse, but this is a Jedi forum so I used Jedi in my example







X
alya Shadowalker

Saviour of the Starsider Forums! Repelling all Morons with Logic!
X.X.X. Loots -(deliver all auction winnings here)-
3343 , 5015 Lok, in the City of Tal Kyrte
- Xalya, Pre-CU Jedi - Xalya', Medic- 'Xalya, Closet Entertainer -
-TLX-LRb, Black Sun Infiltrator - Jurek, Business Manager -
Pre-CU Jedi: When It Meant Something

Liani
Fri Oct 14, 2005 10:49 am
#11

Ranged professions have had a distance advantage since the game began. (They are RANGED professions)


They have had snare/root abilities since the CU.


/shrug





Liani Ivy h Jedi Witch
Galactic Security Agency Riverbend, Nabooze
trajen2
Fri Oct 14, 2005 10:53 am
#12






Liani wrote:

Ranged professions have had a distance advantage since the game began. (They are RANGED professions)


They have had snare/root abilities since the CU.


/shrug







yeah. the thing is that before, we could use force run or some other speed buff but now, that is not an option. . .


I am only pointing out a fact...i believe this wont be as bad as everything thinks.





Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

Don_T_Shoot
Fri Oct 14, 2005 10:54 am
#13


Liani wrote:
Ranged professions have had a distance advantage since the game began. (They are RANGED professions)
They have had snare/root abilities since the CU.
/shrug




Jedi had the opportunity to counter snares with force run, now they do not. Root has a long cool down timer, snare does not. A low end snare can win a battle now.


Also, what's this double talk here?


TH wrote:

All buffs that modify movement will continue to stack as normal; however the movement effects will be handled so that only one is in effect at any given time.




Soooooo, then they do NOT stack as normal.

Message Edited by Don_T_Shoot on 10-14-2005 01:55 PM








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