Jedi Archive

Thread: Jedi and their Roles in PvP and GCW Real Issues Real Solutions = Game Design... Need It!

Crizis
Tue Sep 27, 2005 9:42 am
#1


1. Challenge of Jedi and the GCW (Background):


If anyone thinks that I'm a fan of a SWG where all thereis, is Jedi running around, then they're not reading.


Common Perceptions about Jedi:



  • The challenge with Jedi players in a battle of any scale, unless they're brave, is that Jedi are going to go after easy pickings, ie. the non-Jedi.
  • If there were a battle and the Jedi tackled opposing Jedi, obstensably to keep the opposing Jedi from making a decisive routing of their ground troops, then all would be good. But the minute that all Jedi just start mowing down ground troops and avoid other Jedi because they don't want a fair fight, that's when the game loses the fun factor for the non-Jedi troops.
  • The game (and most games) doesn't allow for a real-time gathering of forces to rally a solid attack. It's usually uneven, choppy, respawn-attack, so that a Jedi stumbling upon those who's alive at the moment makes it very challenging for the non-Jedi to survive, and the Jedi is just hitting targets of opportunity.

Because of the above, the old "everyone focus on the toughest opponent first (Jedi)" doesn't work like it does in a RTS game, because again, there's usually few people alive who aren't otherwiseoff respawning, remaining to rally against Jedi antagonists.


This is not BF-1942 fixed-map, disciplined spawn points shooter game, this is a MMORPG and balance is needed forroles in a battle. There are solutions, and here's a sampling at a high level (more detail follows: )



  • Provide opportunities for battleground-oriented events, quests/objectives (CTF, for example,) that pull players into recurring, server-managed (instanced perhaps,) max-playerbattlefield (limits players of a particular faction until an opening occurs - group limited,)
  • Provide balance to profession/roles by introducing equipment that serves to balance battles that are Jedi-heavy,Jedi-unbalanced, or otherwise unbalanced, such that if one side is all Jedi, we have equipment/tools that canwipe them out en masse. Introduce equipment/weapons/droids that are tactically effective against Jedi (examples below,) such that if allopponents are Jedi, then the equipment provides an Equalizer, but if anti-Jedi equipment is used as a sole tactic and there's no Jedi on the other team, the use of the equipment weakens the offensive/defensive ability against that team. All things should balance. Things geared towards anti-Jedi, or things geared towards anti-melee,anti-ranged,anti-heavy vehicles, all should be balanced in tactics! Selections of tactics, equipement AND professions... or suffer the consequences of poor planning - as it should be.
  • Provide equipment/roles that vary from players'professions, allowing them to take on other tactical offensive or defensive roles, such as manning a turret, an AT-ST, an AT-AT, a tank, etc., similar to a Pilot in JTL is not a swordsman in space, they're a Pilot.

The above says what??? Nerf the Jedi role in GCW??? Sure, if you're short-sighted. What then???

2. CONTENT and BALANCE IN EQUIPMENT and TACTICAL OPTIONS

We need a balancing of roles via equipment and tactical options. Specifically regarding Jedi, anti-Jedi measures in the way of equipment, weapons, droids. And not just to focus on Jedi, but any tactical unbalance in a battle group. Anti-melee, anti-ranged, anti-vehicle, anti-droid... Provide content and design options to balance any tactical imbalance of offensive or defensive posturing - beyond 1v1, to5v5 or more for real multiplayer combat.

The winning team should be the one who applies tactics, and a balanced, responsive offense and defense. Provide the equipment and options needed such that anyone attacking or defending in an unbalanced way (such as all turrets, or all Jedi, etc.) can be quickly shown the consequences of their lack of balanced tactics.


Example:


The existing game approach is off-balance. If 5 Jedi were put in an arena with a rifleman, that's a train wreck of a game. That's what we have.


Instead, don't change anything with the professions, but now lets introduce:


Team A: (unbalanced offensively and defensively)



  • 5 Jedi


Team B:


  • 2 Riflemen (prepared for a Jedi inbalance, each equip with a Level 10 pet Destroyer Droid {anti-Jedi}that is particularly effective against Jedi with damage and accuracy modifiers)
  • 1 Carbineer (not having a droid, equips the carbine with a grenade launcher feature, which is particularly effective against unarmored opponents; such as Jedi)
  • 1 TKA (should be fairly equally matched to a single Jedi opponent, but is otherwise balanced versus other professions)
  • 1 Swordsman (looks for good opportunities to strike heavily while his ranged counterparts and droid pet groupmates draw the attention of the Jedi)

Given the tactical imbalance of Team A, being all Jedi, rather than a tactical mix of ranged, melee combatants, or other selections oftactical anti-droids, anti-Jedi, anti-ranged, anti-heavy vehicle {AT-AT},and given the balanced tactical mix of Team B, Team B should have a good chance of winning... if the game had these tactical options, equipment, and choices.


... if the game content/design afforded such tactical balance, and such equipment that provided countermeasures to imbalanced offense or defense, such as droids, weapons platforms, vehicles, weapons, etc.


How about droids, equipment, vehicles, and other CONTENT and DESIGN additions that allow non-Jedi to tactically balance the Jedi.


3. GWC Does NOT Equal PvP - Remember Us? The Combatants


You know... duh... the same things that make other team-based combat games (roles/ types/ weapon/ vehicles mixed with tactical pros and cons) fun to play. Relying solely on professions to providetactical variations in a combat game, without the other equipment, weapon, and vehicle elements, is just daffy. It will NEVER work without these elements. Which is also the KEY DRIVER of the imbalance with Jedi in PvP, the lack of equalizing and balancing elements outside of the limited profession element.


PvP - What is it? Does anyone agree on what PvP means? Is there only one definition?


For some, its running around and bashing red dots. That isn't fun for me. For others, its a battle, a la battlefield or map-oriented fighting between two forces over some strategic objective, such as CTF, Base Capture, hold a position, etc. So there's not just one definition of PvP, and this is a MMORPG after all, so lets not forget that either of the above definitions don't appeal to a vast number of players who want to multiplay cooperatively with their friends and guildmates to do story-driven content, quests, and loot-oriented gaming.


Amazing that some peeps believe that they can force anyone to PvP. If that were true, we'd lose a huge amount of dissatisfied PvE oriented players from the game entirely, and of course, myself included. PvP is lame, most of us don't care about it, don't like it, and it's also clear that SOE knows this, which is why all that Jedi-penalty oriented crap was removed from the game thus far (skill loss, perma death, etc. etc.) We are the majority of paying customers.


The few of you red dot chasers need to get over yourselves and stop trying to force a very lame (as far as SWG is concerned) PVP on the majority of players. Move along with your limited thought process and focus. You're done in. Already done in.


I don't understand the attraction to PvP, especially watching the kiddie nonsense that goes on. If this game introduced content and quest based (even CTF at least) objectives, loot, etc. around bases and battlefields, I might be interested, as well as significantly increasing the design and tactical elements around PvP, such as anti-Jedi, anti-ranged, anti-armed vehicles (heavy weapon platforms like AT-ST's and turrets manned by players), anti-melee weapons, droids, and weapon power-ups, such that we could balance various offense and defense tactics, I would be interested.


Those who run around and call today's SWG red dot chasing / duelinga PvP game, trying to force people to do it, are just so missing the boat that they're drowning.


4. What's the Root Issue regarding Jedi and the GCW - PvP Inadequacies?


It's common gaming basics, we're not recreating the wheel here. Every game has balancing "equalizers."


The way some would describe the current Jedi status, a ranged fighter is unbalanced because he can destroy someone who is melee, has him rooted, and he can't fight back. So nerf and penalize the ranged person. Here's a question for some of you... Should a melee person prevail against a ranged combatant who has him at a distance??? Or should the melee prof bethe loser in this situation? I think so. Or, here's another -Shouldn't ANY successful combat force have a balanced offense and defense? Shouldn't they? Again, are we trying to provide a game for dueling of dissimilar professions in a1-vs.-1, or are we trying to provide a game for SW warfare? I say the latter. Get your heads around that one, if you can.


So when discussing PvP,in traditional multiplayer terms applying to, say... 5v5 or more, a scale we seem to lack in our vapid SWG dueling/PvP environment, we're talking instead aboutbattlefield tactics, warfare, and a balanced offense and defense that relies on a balanced mix of professions, AND equipment, AND tactics, AND numbers to win the battle, AND oh yeah, a venue that is conducive to battle in, with objectives to fight for. Most of you just focus on the professions aspect and bash Jedi, rather than considering all5 components to a gaming battle. Stop focusing on just the one, the considerations you're skipping are the solution.


There are different roles in this game, Jedi have a role, and it has weaknesses - unfortunately the devs haven't evidenced those weaknesses by introducing the balancing elements of the game. Simply introducing a Level 10 Destroyer droid that had a 30% damage modifier vs. Jedi and a -20% modifier to ranged and melee classes would single-handedly bring a measure of balance in just that one element (a droid.)


Or another pet droid with an anti-ranged module, that had similar equalizing elements to mitigate a specific combat element (ranged, in this case.) Things you have to acquire, craft, purchase, choose, deploy, and equip, appropriate to a MMORPG.


The CU was a revamp of combat classes, nothing else, and did not fit the bill in many ways. Balancing the professions may have balanced the professions, but did nothing for the battle. This was not a warfare revamp, or a GCW revamp, it just revamped the professions; not the tactics, not the equipment, not the game engine surrounding warfare or conducting a war. Big difference. Big, big difference. Some of the red dot chasers wouldn't even know what to do if put in a warfare situation that relied on teamwork, tactics, equipment, and a balanced/responsive strategy.


Example of equalizing game elements: Battlefield 1942 - focus all your team's players on armored tanks, or all on planes, or all on ground troops, your team will lose. It boils down to balancing the heavy firepower and armor of the tanks (read Jedi,) with anti-tank weaponry, ground troop roles, and air cover. Balance, equalizing elements. The tanks are not "bad" that they are uber powerful and heavily armored, that's what they are... tanks, right?


Some of you would have the BF1942 devs give the armored tanks death penalties. LOL Or..Can webalance the game so that tactics are required to use tanks effectively, to need to protect the tanks and use their roles in a balanced manner, and introduce game elements to mitigate some fool who just rolls a bunch of tanks into town without proper ground and air cover;warfare tactics balancing those mix of forces. But no, using the views many of you put forth as "solutions," we'll just remove tanks from the BF1942 game, or death penalize them, or put them in a separate GCW tierto fight among themselves on the side. ????


5. So what combat elements are needed for Jedi, and GCW - PvP?:


Elements introduced to the game that are Jedi-equalizers, that don't actually touch and penalize the any professionfor being what they are, but rather give the other players a means to counter an unbalancedoffense or defense, Jedi or otherwise, by way of, for examples:



  • Level 10 Pets - Destroyer droids with vs.-Jedi damage modifiers,
  • grenade launcher attachments to ranged weapons that do significant damage to unarmored combatants (Jedi,)
  • weapons or turrets with power-ups or by nature that fire at high rates of speed, but burn out quickly, specifically for Jedi containment,
  • Vehicles (AT-AT, AT-ST, etc.) and turrets that make Gunners out of players instead of their professions' roles, such as Pilot is to JTL
  • etc. etc.

Provide the means to conduct warfare:


  • Instanced battlefields with limited numbers, quick to start and get going, balanced grouped and single player combinations to form two opposing sides of equal numbers,
  • Content andquests fornon-PvP playersoriented around the GCW and particularly well suited to a MMORPG, includinggood and entertaining loot,
  • The equipment, vehicles, and other tools describedabove

Wow, You Mean We Really Don't have to Pi55 off All the Players and Have Another Exodus from SWG to Fix Jedi, GCW, and PvP?


We don't have to drive off the Jedi players from the game by screvving with their professions and making them go backwards progress-wise, which annoys the he11 out of anyone and everyone, vapid penalties aimed at a sole professions, just enhance the equalizing tools of the other professions that allow them to cope and respond to unbalanced forces, having an unbalanced number of Jedi among them.


These tools to equalize ANY unbalanced offense and defense, would also make the other professions more fun (Jedi killers, ranged killers, etc.) more varied in options and value, and make them more fun to play. If there's less Jedi among combatants, by introducing these elements and motivating players to park some of their Jedi in favor of other combat classes needed TO BALANCE OUT an attack or defense, then all the better for the whole game.


The key should always be a balanced offense and a balanced defense. Having a mix of roles, equalizers, and tools should make it logically boil down to victory for those with the most numbers of players, the best equipment, the best tactics, or a mix of all. The victory should not be determined solely by professions, Jedi or otherwise. There has to be balance. There currently isn't. Nerfing and penalizing players is not the constructive way to accomplish this, it will only drive them to unsatisfaction and dumping the game, as they should under those conditions. Fix the game, balance the game, make it fun. You don't do that by bashing players and their professions. That is just weak, lazy, and lacking creativity. This is common sense stuff.


6. Related topic - Perception of Jedi Overpopulation - Issues and Solution:


As no surprise, I believe Jedi is a symptom of deeper issues in game design. I am not espousing behavioral controls that people will just want to find loopholes with, rather I'm looking at the whole system of game mechanics, gaps in design, and filling those gaps.

Regarding the "perception" of Jedi overpopulation, If there are no consequences, then chaos results. We have a game without consequences, so it comes as NO SURPRISE that its being abused, and Jedi run around like rats and pigeons.


Stepping back - conceptually - lets not bury our heads in "how it is," rather, think critically:



  • What does it mean that Jedi are in hiding? Hiding from what? What consequences are they hiding from? ... leading to...
  • What threats? The lack of threats, or consequences, leads to chaos,
  • What kinds of consequences should there be?
  • I'm a Jedi in a universe where the authoritive power is hostile to Jedi, so whatshould my behavior look like? Hiding perhaps?

What's missing from the picture when a Jedi in SWG is standing around in Theed with his saber out, dueling some other foosball? Or force running in circles, or whirling a saber around while chatting? Something out of sorts here? What is missing?


Consequences. No surprises, right?


Plain and simple. Whatwould the galaxy look like if there were consequences introduced to SWG, introducedto me flaunting my Jedi identity in a place like Theed? The result is - much less "in plain sight" Jedi standing around with titles, robes, and glowsticks bandying about.


The result: "Perception" of Jedi overpopulation very much improved - appropriately, without prohibiting or necessarily changing any quantity of Jedi players. In fact, everyone can be a Jedi (where we're now headed) and it would not be perceived to be a problem, population wise. You wouldn't "see" them in major cities, you'd just see other citizens and players going about their business.


So to the "perception" of Jedi Visibility, what should be done? Lots of alternatives to introduce consequences to those Jedi who are not discreet (in hiding) in major cities, but here's a sample plan:



  1. SOE communicates its intent that Jedi should be in hiding and announces the following changes (gosh, how refreshing that SOE should announce an "intended" proactively to influence behavior and influence a migration to how the game should be enjoyed... imagine that.)
  2. Jedi can not display a "Jedi" title above their avatar, they are, after all, in hiding,
  3. Jedi who use force powers, or equip robes or a saber, in a major city, will call down the wrath of Imperial NPC's down upon them and slay them, not fight, but a rapid execution, qualifed as follows:

    1. This will NOT APPLY to the use of these powers or equipment is in direct response to an attack by a bounty hunter - they have to be able to defend themselves,
    2. The NPC's, after slaying them, will despawn, are not attackable by other players, offer no gains in the way of faction points, etc., so can not be exploited by Jedi purposely drawing the NPC's or otherwise, the only purpose of the NPC's is to kill the Jedi,
    3. Jedi have an opportunity, in the event it was a mistake, to run like he11, but they will carry a TEF for 15 minutes,
    4. In the event the Jedi gets away by fleeing, the NPC's will despawn promptly upon the Jedi leaving the city.

Will you still see all of our Jedi characters from time to time spread out in the fields, in quests, and other group/guild/solo activities? Absolutely! This is a MMORPG, and as such, we can all be the hero in our player's view, but the above consequencesaddresses 99% of the perception that Jedi are everywhere like rats on a drowning ship, that they're disguised and in hiding if in a major city. May as well be carpetbaggers.


The aforementioned changes relative to battle, mix of professions, and equalizers deals with the combat and battle balancing elements.


Done.


7. Addendum - 1v1 Falacies of Profession Balance - Balance & Venues:


There are root issues with the game, and the above suggestions help to identify and clarify the root issues, so that some folks can get better focus communication to the devs about how to address the root issues.


These issues need to be addressed for the betterment and balance of the game. The game to date, having not addressed these issues and instead having introduced to the players over the last two years, wild hair-brained off-the-wall solutions, have resulted in numerous waves of exodus from the game. Enough with wild hair-brained schemes. The CU seems to be a step in the right direction, so lets continue to build on that by doing the rest of the work to develop the warfare/GCW elements that introduce balanced combat, that respects the role of a Jedi, does not isolate them, but provides a balanced experience for everyone, enjoyable.


This is not rocket science. Games all around us have, for the better part of a decade, provided these balancing or equalizing elements for a great game. Not only that, but they do so right out of the box at launch, and its usually bugs that launching games have to deal with, not balance. Unfortunately again for our friends at SOE, or at least the SOE team that launched the game and are proly now long gone, they did not launch the game either balanced, or with Jedi already implemented, so that we couldn't tell at the time if it was balanced or not. It was not, through a number of itterations, and still isn't because:



  • The balancing or equalizing elements of the game need development
  • The venues of battle are not developed or present

Here's the thing you couple of peeps, likely red dot chasers,continue to fail to realize:



  • No two unlike professions should be equal in combat.

    • Ranged and melee by design are different, and not equal in 1v1
    • Jedi and non-Jedi by design are different, and not equal in 1v1
    • Combat support professions by design are different, and not equal in 1v1

Equivalence of different professions in 1v1 dueling is a myth, it will never happen. What you want to happen, whether you realize it or not, is a situation where you can have a semblance of equivalence by use of tactics and tools (food, spice, armor and weapon quality, etc.) that makes it SEEM like professions are a fair fight in a 1v1 - they're not. They never have been, never will be, never was intended to be. What they were intended to be was players, wearing the skins of professions, entering into warfare and providing another layer of complexity in balancing roles among the tactics and tools, in a total warfare experience in a Star Wars Universe.


The devs have stated that each profession has a role - from tank to mezzer, you red dot chasers who seek profession equivilancein 1v1 dueling (which is not GCW, its only Mortal Combat and pretty lame) continue to ignore that the idea of GCW is a war, not dueling. But there's no foundation, place, or venue to conduct a war, exactly the same issue in JTL. They give you a ship, and say "fight." In every other game, there is an objective. Destroy the enemy, have the highest score, destroy their base, capture the flag. Here in SWG, they drop you in space with a ship, or on the ground with a gun, and you hear crickets... (even in space, LOL) Or they drop you by a base and you stand there looking at it and wonder, now what?


I recognize that this is a MMORPG, but lets get creative around the issues. I could come up with a hundred ideas for how to address the GCW issues, but at least the above recommendations deal specifically with balancing combat beyond the fictional 1v1 dueling red dot chasing limited perspective of sprites. These recommendations would fit many if not most of whatever GCW venues that SOE ultimately delivers in their GCW overhaul. These recommendations could also morph into many variations and are not intended to say that this is the ONLY way, its just demonstrating root issues, and METHODS to fix them.


Separating Jedi or any other dissimilar profession from the sandbox is NOT the answer, never will be. The game is missing some critical and fundamental components. Dropping us on the ground or in space without all the tools and the venues to enjoy a GCW with, is almost as daft as those who fail to recognize the real issues.


Final note, just ONE example of what they could do to create venues, and emulate the combat venues of every other game out there...


Instance battlefields in a scalable 5v5 to 20v20... maps:




  • Go to a terminal, as an individual or as a group, your choice, and fill the team until the team max is reached.


    The host (first player to create a new battle from the terminal)


    • Creates the event (instance)
    • Selects the total number of players on each side
    • Can select limits to the number of Jedi on each side, for those of you who are Jedi-phobic
    • Selects the victory conditions (CTF,Territory defense, Total kills, Team elimination, Timer)
    • Selects if players can respawn
    • Selects if new players can join when slots open - prior tovictory conditions being met

    Somekind of awards are granted the winning team



    • Badges for number oftimes team is victorious
    • Faction Points for participating
    • Faction Points for winning
    • Faction Ranks awarded that areonly granted to winners of such battles, basedon number of victories
    • Faction Ranks(or Badges) that are awarded to playerswho are victorious foreach victory condition type engagement
    • Loot off corpses off dead players
    • Loot rewards fornumbers of victories or types of victories

As another example: If the battlefield/base/territory to defend, is not instanced, it can still be timed. At 8 p.m. Pacific, flags will spawn in the Aeroriori Battlefield on Mondays and Wednesdays, and at ...6 p.m....etc.


...the first side to capture 20 flags will be awarded faction, loot, and planetary control benefits.


There's a hundred ways to do it, but the point is, we don't have it.


"SOE?, are you there?" *crickets*




===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
ShannonKnight
Tue Sep 27, 2005 11:11 am
#2

Some really really good ideas there and right to the core of the current make all the same balancing. Should some professions be better against others? Hell yeah!

I like this part:

6. Related topic - Perception of Jedi Overpopulation - Issues and Solution:

As no surprise, I believe Jedi is a symptom of deeper issues in game design. I am not espousing behavioral controls that people will just want to find loopholes with, rather I'm looking at the whole system of game mechanics, gaps in design, and filling those gaps.

Regarding the "perception" of Jedi overpopulation, If there are no consequences, then chaos results. We have a game without consequences, so it comes as NO SURPRISE that its being abused, and Jedi run around like rats and pigeons.

Stepping back - conceptually - lets not bury our heads in "how it is," rather, think critically:
What does it mean that Jedi are in hiding? Hiding from what? What consequences are they hiding from? ... leading to...
What threats? The lack of threats, or consequences, leads to chaos,
What kinds of consequences should there be?
I'm a Jedi in a universe where the authoritive power is hostile to Jedi, so what should my behavior look like? Hiding perhaps?

What's missing from the picture when a Jedi in SWG is standing around in Theed with his saber out, dueling some other foosball? Or force running in circles, or whirling a saber around while chatting? Something out of sorts here? What is missing?

Consequences. No surprises, right?

Plain and simple. What would the galaxy look like if there were consequences introduced to SWG, introduced to me flaunting my Jedi identity in a place like Theed? The result is - much less "in plain sight" Jedi standing around with titles, robes, and glowsticks bandying about.


Jedi in plain sight should be hunted by high level special Jedi hunter npc's. Some real hard hitters like Mara Jade or in special cases Darth Vader himself. Should they be defeatable? Maybe, you might delay or put them off for a while, but never kill them.



_______________________________
Colonel Elalk Obesa
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes. That way I wouldn't have to have any goddamn stupid useless conversations with anybody. If anybody wanted to tell me something they'd have to write it on a piece of paper and shove it over to me. They'd get bored as hell doing that after a while, and then I'd be through with having conversations for the rest of my life."


"I don't suffer from insanity, I am enjoying it."


Pday
Tue Sep 27, 2005 11:18 am
#3

dude il fight anohter jedi anyday, il avoid alot of non jedi in pvp simply because they are alot harder to kill, i dont know what server you play on but if non jedi are "easy pickings" your non jedi suck.



Iadao

4-4-4-4 Sick inhumane S.O.B

GCW forum motto : Lets all go beat some more DEAD HORSES

yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

DarkLordXoni
Tue Sep 27, 2005 11:30 am
#4


i got a dark jedi knight on gorath and i would rather fight jedi than non jedi anyday...people are either jedi now days or MBH/MCM. since mbh/mcm is about as good as it gets since the devs made them gods rofl, "i dont rly know what they were thinking with this anyways haha", i would rather fight 3 jedi at once than a few cms cuz cm's are pathetic.

Cm combat que = "paralyze....add fire dot, add poison dot...add w/e other dots they have...add i suck at pvp dot....add i heal like a god cuz the devsdont know what they are doing and jedi are **edit**ed as hell atm...." rofl you get the idea


fighting a few jedi at a time is fun, i enjoy the challenge.


waiting in anticpiation for the CM profession to be **edit**ed over so i can laugh at all the mbh/mcm's who think they are so good rofl when rly its that jedi needs some love and not so much hate


Great post Crizis good content


Xoni

Dark Jedi Knight



Xoni
Dark Forces
Dark Jedi Knight
crunchmalla
Tue Sep 27, 2005 11:35 am
#5

I can kill that team of jedi without the extra "equalizers" quicker than I'll kill a team of BH/CM or TK/2H/Doc. I'll do it with an "unbalanced" team of 3 riflemen and 2 pistoleersand just stims.


Healing in general is overpowered in this game, but at least Jedi have only 1 heal and have to reach 32m to hit you (realistically).



---


Team A: (unbalanced offensively and defensively)



  • 5 Jedi



I am the hunter.
You will not see me.
You will not hear me.
You will die to the shadows.

Pday
Tue Sep 27, 2005 11:48 am
#6






crunchmalla wrote:

I can kill that team of jedi without the extra "equalizers" quicker than I'll kill a team of BH/CM or TK/2H/Doc. I'll do it with an "unbalanced" team of 3 riflemen and 2 pistoleersand just stims.


Healing in general is overpowered in this game, but at least Jedi have only 1 heal and have to reach 32m to hit you (realistically).



---


Team A: (unbalanced offensively and defensively)



  • 5 Jedi




my team of 5 stackers will kill your team of jedi regardless of their template, in under 20 minutes.




Iadao

4-4-4-4 Sick inhumane S.O.B

GCW forum motto : Lets all go beat some more DEAD HORSES

yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

EvilAztec
Tue Sep 27, 2005 9:35 pm
#7

He had a team of 3 Rifles and 2 Pistols vs the Jedi and said he'd stand a better chance of winning than vs. the other ranged or melee doc stackers (Highlighted)




Pday wrote:





crunchmalla wrote:

I can kill that team of jedi without the extra "equalizers" quicker than I'll kill a team of BH/CM or TK/2H/Doc. I'll do it with an "unbalanced" team of 3 riflemen and 2 pistoleersand just stims.


Healing in general is overpowered in this game, but at least Jedi have only 1 heal and have to reach 32m to hit you (realistically).



---


Team A: (unbalanced offensively and defensively)



  • 5 Jedi




my team of 5 stackers will kill your team of jedi regardless of their template, in under 20 minutes.









Did you know
SOE has changed this game 3 times
Jedi went from being an Icon to a normal profession
The combat system is being reduced to Enemy Territory online
"If I wanted to play a FPS I'd launch CS 1.6"
Leiowyn
Wed Sep 28, 2005 12:03 am
#8

Super post !!



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

Crizis
Wed Sep 28, 2005 9:23 am
#9

Posts sure move pages back quickly in this forum...



===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
abbink
Wed Sep 28, 2005 11:05 am
#10

i agree with the OP. Professions dont need balance they need roles. It was the idea behind the CU but for some reason it didnt happen like it was supposed to. Remember seeing the circle chart defining the roles? Tanks, crowd control, etc etc? What ever happened to that original idea?


Maybe a good idea to add dynamic and uniqueness to the roles of the professions is limit each player to one elite combat profession and one non-combat profession. EI: Master Rifles with Master Chef. To do that make elite professions have a higher skill point cost and make a seperate pool for non-combat professions enough for one elite master artisan or entertainer profession. However leave room for dabblers who like to have skills in different professions. They wont be able to reach the full potential of a master elite profession and achieve the maxium combat level of 80, thus eliminating hybridsbut such dabblers could still have a viable and important role. That way you would see alot more uniqueness and not everyone would want and have to be CL80. Dabblers, though not as powerful as a full elite profession having less health and or defense as a CL80, could help bridge advantage gaps between different professions adding a strategy to combat.


Basically there should be advantages and disadvantanges to being master elite in one profession, advantages and disadvantages to not being an elite master as well as advantanges of one profession over another and ways to compinsate for advantages and disadvantages like theOP stated. Ranged professions could have major damage dealing advantages but with low defense abilities where the opposite would be true with melee professions which would deal less damage but would have greater defense. Rifles would deal more damage than carbines and pistols but would have the least amount of defense where as the pistoleer would do less damage than a rifleman but would have greater defense than a rifle man. Pikeman would deal more damage out of the melee professions but slightly less defense compared to a swordman and fencer. Fencers would deal the least of all damage but have the greatest defense of all professions. Rangers, Doctors, Creature handlers, Combat medics and all other professions as well would have their roles and advantages and disadvantages when dealing with other professions.


This could also be implamented for the definitions of NPC's thus requiring some tactics to take down most if not all. Some npc's would be considered master elite professions and some would be considered dabblers. Basically you wouldnt see a CL80+ Elite ranged NPC whiping out a pike and doing as much damage when you got too close but lower CL you could.








Too often players and the devs have a mindset that professions should be balanced with 1 on 1 pvp in mind. This mindset is ruining the game. The benchmark for balance should be determined by the role a profession plays in a group setting. As long as the current mindset continues we will never see uniqueness among the professions, nor will we ever see individuality within a given profession. We will never see the SWG universe expanded as the focus will only ever be balance pass after balance pass after balance pass.


Message Edited by abbink on 07-26-200609:32 AM


RedDestinyCC
Thu Sep 29, 2005 9:17 am
#11

KJFett3
Thu Sep 29, 2005 9:23 am
#12

non-jedi kill jedi daily. This whole remove or balance the GCW because of jedi is a joke.



!Drevin of DROW!
!!
RedDestinyCC
Thu Sep 29, 2005 9:36 am
#13

Me thinks you miss OP's points, or just read the first few lines.
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