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Thread: Master level missions: a SOLUTION to make everyone happy.

Slarus
Wed Nov 10, 2004 4:06 pm
#300

oh well.... WoW or EQ2? WoW here I come



Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Move to bad guy, use attack macro or spell, kill enemy, rinse repeat.


Wow or EQ II good luck with that.
lisasdarren
Wed Nov 10, 2004 4:06 pm
#301






Thunderheart wrote:





Kade_Deveron wrote:
TH,

Are there any plans for a % reduction on PvP damage for JTLS? Right now, pretty much EVERYONE is a one shot kill.






Yep






Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...


multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...


Same over all effect and there is no artificial reductions needed.






Trax Treort - Rifleman, Fencer & Imperial Pilot
xtxShifter
Wed Nov 10, 2004 4:08 pm
#302






Slarus wrote:


I'm done with you, if you want to debate this reasonably the fine, but if you want to insult and slander me go to hell. PvP as is, is not so much a matter of skill unless you both know each other is there.







Situational awareness is not a skill?



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

xtxShifter
Wed Nov 10, 2004 4:09 pm
#303








lisasdarren wrote:


Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...


multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...


Same over all effect and there is no artificial reductions needed.








Exactly.



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

Cutedge
Wed Nov 10, 2004 4:16 pm
#304

i hate lithuim boards

Message Edited by Cutedge on 11-10-2004 05:16 PM



Cutedge Slugbait
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GreatWarrior
Wed Nov 10, 2004 4:29 pm
#305






Cutedge wrote:








xtxShifter wrote:








lisasdarren wrote:


Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...


multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...


Same over all effect and there is no artificial reductions needed.








Exactly.






Because damage versus npcs is spot on, and changing the values of all the components is a lot more work than saying:


if (object.isPlayer())

damage = damage * 0.25;


If you make the armor stronger, you have to make npc weapons better. That means you have to edit every ship armor. But wait, you've got starter ships. They have to be changed. Uh oh, people already have their starter ship and a change you make doesn't apply to them? What are you going to do now? And would you have to edit the armor on chassis too? That means everyone has to get a new ship... What if you decide that the damage isn't enough and you reduce the max armor? Now you've got god-armor in the game.


Seriously, just make weapons do less damage to players. It's the same exact effect with a heck of a lot less problems.Your big guns are still gonna shred enemy playerswhen you hit them, but it just won't kill them in one hit and thusthey'll have a change, perhaps, to fight back. Isn't that more fun for you anyway? Wouldn't get you more satisfaction by killing someone who is challenging to kill instead of hitting them once?


Message Edited by Cutedge on 11-10-2004 05:23 PM





Why bother to change it? Its not like we'll see a lot of PvP now that Kessel will become another general space sector.



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Slarus
Wed Nov 10, 2004 4:41 pm
#306


Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...


multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...


Same over all effect and there is no artificial reductions needed.


How about mulitpling the armor and sheild values by the lvl of the peice of equipment but all else stays the same?

lisasdarren
Wed Nov 10, 2004 4:44 pm
#307






Cutedge wrote:



Because damage versus npcs is spot on, and changing the values of all the components is a lot more work than saying:



if (object.isPlayer())

damage = damage * 0.25;


If you make the armor stronger, you have to make npc weapons better. That means you have to edit every ship armor. But wait, you've got starter ships. They have to be changed. Uh oh, people already have their starter ship and a change you make doesn't apply to them? What are you going to do now? And would you have to edit the armor on chassis too? That means everyone has to get a new ship... What if you decide that the damage isn't enough and you reduce the max armor? Now you've got god-armor in the game.


Seriously, just make weapons do less damage to players. It's the same exact effect with a heck of a lot less problems.Your big guns are still gonna shred enemy playerswhen you hit them, but it just won't kill them in one hit and thusthey'll have a change, perhaps, to fight back. Isn't that more fun for you anyway? Wouldn't get you more satisfaction by killing someone who is challenging to kill instead of hitting them once?




I am not saying change NPC armour, or player weapons, they work fine...


Change Player armour (this change can be ertrocative on all existing ships and components you know, they have done it on other things before) and NPC weapons... Damage reduction multipliers screw things up because the formulas for damage no longer work correctly in all situations, long term they are a bad way to fix things.


By the way running a database query to multiply every NPC weaon damage and every Player item armor and HP is not exactly difficult is it, i could write one in SQL right now that would probably just need the field names changing to work.






Trax Treort - Rifleman, Fencer & Imperial Pilot
lisasdarren
Wed Nov 10, 2004 4:45 pm
#308






Slarus wrote:


Why implement an artificial damage reduction, which messes up calculations of damage, why not obtain the same effect using legitimate mechanics...


multiply the armour and hp values of all player craft and items by a multiplier and the npc wepon damage by the same multiplier...


Same over all effect and there is no artificial reductions needed.


How about mulitpling the armor and sheild values by the lvl of the peice of equipment but all else stays the same?





Because this will change teh balance in PVE and that is currently pretty good...





Trax Treort - Rifleman, Fencer & Imperial Pilot
RedVenom400
Wed Nov 10, 2004 5:33 pm
#309

if people like killing npcs why the hell do they play an mmorpg and buy some console game instead


people that dont like pvp its people that dont like to lose and generaly just are too lame to beat other players so they just whine "not fair"


it reminds me of when i was 6 years old and you would beat your friend in a game of soccer , then he would just say "i dont want to play anymore" the first time you scored against him .



Roberto Venomancer Teras Kazi Master Rip
Bounty hunter and Ace Imperial pilot
Regarding jedi nerfs:"All who gain power are afraid to lose it, even the Jedi"Chancelor palpatine
Juusman
Wed Nov 10, 2004 5:49 pm
#310


There is no point in PvP as the game currently stands. Many PvP players liked having the master mission in Kessel, because it actually made PvP worth something... the faction that controlled Kessel could get their pilots in to do the master mission. This would have created a lot of player interaction and co-operation, as well as inter-guild co-operation, as rebels/imperials/neutrals fight it out for control. It's highly unlikely that any faction would be able to control Kessel for long periods of time, so everyone would have been able to get in to do their missions eventually. It's would have been just a matter of time until your faction gained control.


Unfortunately, it was never given a chance because the devs did a very poor job of implementing PvP in Kessel with thecamping of load-in points, how anyone can attack anyone, as well as the problems with 1-2 shot kills. This led to a huge outcry from the PvE community who the devs obviously cater to.


It would be really cool if the devs had implemented the GCW on a strategic and tactical level using PvP and PvEplayers working together. Ona strategic level the war would cycle through phases with a major theme for each phase -similar totheJedi trials. Each phasebeing won by eitherthe rebel faction, imperial faction, or neutral faction.Perhaps the neutral factions could tip the balance for either the rebels or imperials.


On the tactical PvP level, playersofopposing squadronsare assigned to the same mission. For example, rebel player(s) inCrimson PhoenixSquadron get assigned an "escort mission", and imperial player(s) in Storm Squadron get assigned a corresponding "intercept mission". The rebel players meet up with they freighter convoy, and the imperial players get vectored in andthey fight it out. Each mission is won or lost, and counts towards the success or failure of each factionin the GCW phase. As the phase progresses, the players are given updates on the status of the phase, or war, and makes the next phase even more important.


A similar sort of system can be implemented for PvE players as well;perhaps by keeping track of the number of mission completions versus mission failures.


Adding the results of the PvP missionsand PvE missionstogether gives the results for the faction during that phase. This will promote both styles of play as players can jump back and forth between PvP or PvE depending upon how the war is going.


In this system, both play styles would be encouraged and working together for a common purpose.



------------------------------------------------------------------------------------------------>
CORE: Cadre of Republic Elite
Slarus
Wed Nov 10, 2004 5:50 pm
#311



f people like killing npcs why the hell do they play an mmorpg and buy some console game instead


people that dont like pvp its people that dont like to lose and generaly just are too lame to beat other players so they just whine "not fair"


it reminds me of when i was 6 years old and you would beat your friend in a game of soccer , then he would just say "i dont want to play anymore" the first time you scored against him .



Let me think a second...well...maybe...I dont know...oh yeah


To group with friends and make new ones to hang out at the VR soda shoppe you know the usual things people do in MMOs.
Notch13
Wed Nov 10, 2004 6:06 pm
#312

The title of this thread still makes me laugh, because many people were happy the way it was and how does watering down the requirments make anybody but those who have an anti pvp attitude happy? I was happy before now I feel it's just more pandering.
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