Pikeman Archive

Thread: New ham system on TC

crawlerzzz
Wed Nov 26, 2003 8:23 pm
#14

ok heres my feed back ive tested the new ham cost on TC with a 2ndaries maxed out wookie novice brawler


used warcry continuously .. which costed 150 ham maybe... the regeneration rate increases as u drain more of ur ham.. and when u have like 20% of ur ham left u no longer drain more cause ur regeneration compensates for this...


Well id hate to say this but still this wont 100% fix ur troubles.. especially if ure a pikeman using a fast weapon hittin every 1-2 secs... If they were to remove ur ham costs by 20% maybe even tho, it would work great...


I was very sceptical about this system in the beginning.. i still am cause u cant heal that damage, but believe me it regenerates **edit** fast... (**edit** fast). I see a good potential here, might change the way you play. Overall I must say that these new changes are a good thing.. especially for battles that require only 20 or so hits.. u will get a clear advantage... or at the start of a battle blowin those warcries, intimidates stuns blinds and kds.. which would leave u hamless wont happed cause u refill so fast.


btw ive tried the vehicles on TC they rock.. and not much bugs.. we could expect to see em in 10 days maybe on live






Vanthoi

meyer1215
Thu Nov 27, 2003 1:14 am
#15

You guys are missing the BIG POINT, the HAM costs that lower the max of ham is regenerated FASTER than you naturally heal. AND it might be dynamic, increasing as you get lower.


I'm just wondering if when it gets low enough and regenerates faster, is there a point where you would have ultra low HAM, but can continiously spam your specials because it regenerates so fast? or will it go down to a point where you can't spam them anymore, and have to wait a bit for them to regenerate.


--Rorrimot

annelid0
Fri Nov 28, 2003 12:42 pm
#16


meyer1215 wrote:

You guys are missing the BIG POINT, the HAM costs that lower the max of ham is regenerated FASTER than you naturally heal.


With decent doctor buffs, my regen is at least as good as it seems to be in this system (from admittedly limited TC testing, so feel free to contradict this). Is that natural healing? No, but it's **edit** close.

In the current implementation, buffs to the regen stats have no effect on this special move pool, so you're stuck with the new "natural" special regen. You can neither increase the rate of regen nor heal the special damage yourself.

This implementation just smacks of lazy programming to me, not a wise design decision. It's easier to drop the max value of the ham bar than to differentiate between two different types of damage to it. Hopefully the final version will be more sensible, but there has been a nasty tendency for lazy programming to work its way to live.

With huge ham costs and lousy accuracy, the last thing we need is unhealable damage from our specials. It'll just worsen the discrepancy between the low-HAM and high-HAM classes, and we'll come out on the bad end of it.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

RainDancer34
Fri Nov 28, 2003 3:55 pm
#17

Hmmm, I've been on TC, but right now I cant do crap with the vendors messed up. This system does make sense in a way... but I'm not gonna give my opinion until I test it out. I'm having mixed feelings about this new system, but hopefully I can give up Novice Medic. I noticed some more changes to Pikeman on TC notes. I cant wait to get vehicles and see the Pikeman fix. We're gonna be loved again! .::Cheer::.




-----------------------------------------------------------------------------

Suntarin Moonborne (Jedi)
Nisjen Moonborne (Commando)

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GrendelsMother
Fri Nov 28, 2003 4:15 pm
#18

I am very optomistic about this new HAM system. First off, this bar reduction is relatively realistic. You have to figure a person can withstand more abuse when they are fully rested, capable of resisting pain and having the strength to move on with damage. If you were feeling fatigue after spinning three times with a heavy polearm, you will not have the same endurance to deal with being hurt. As for gameplay mechanics, I think you will have to adjust your tactics, but in the end it should be beneficial. Don't think of it as, either way I will have 100 less health after my special. Try to see it as, after some time in the fight... you will not have to preserve HAM for taking damage so you can survive. Now if a fight looks grim, and you have little HAM left... you can reduce the bars and try to pull off a last desperation attack to either escape or deliver the finishing blow. That empty HAM bar did you no good late in the fight, now you will have a fighting chance if you were being overwhelmed. I think it may provide a little more depth and realism to the current battle system. Personally, I would rather not have to look at a seperate fatigue bar....



Tzitzimime - Creature Handler and Pikeman since the beginning.
I continue to play this game out of love for my professions.

When the "New Game Enhancements" go live, I will leave this game.
You can give it a pretty name, but it does not hide your shame...

"I mean, what is a pikeman and why is it something in the game? The only other profession we didn't absorb into one of these iconic templates is the creature handler and only 1% of our players play that character type."
- SOE Producer Dallas Dickinson (unknowing and misinformed)
meyer1215
Sat Nov 29, 2003 10:48 pm
#19

Learned ALOT more since I last posted on this thread. This is a rough change.It is one of the changes which might not make it to live. If it stays I'm sure they will tie the regen stats to it. I actually like it because it removes the ablity to stim away the cost of doing an action. This evens the playing fieldbetween Mind costs and action/health costs.Since it does this, there is the posssiblity that mind healing can be added back into stims. (will need a bit more changes to prevent combat gods, but Zarlor the doctor corestondant said he will push for it.)


Now for the bad news. Even with the change to this HAM system, you guys still need a decrease in HAM costs. The HAM system works it, it takes 25 seconds to get back the HAM of a special which is added as a - modifier (check new Control C screen). That means after a special for the next 25 sec you will get back 1/25 of the special. These 25 returns of 1/25 of the HAM do notchange if you do another special, that will cause you to get 2 of the 1/25 of the 2 different specials. What this really means, as you get closer to 25s of repeated special use, the -modifiers and the returns to your HAMget closer together, this means the amount your HAM drops will slow and stop at a certain point.Here is the forumula that I think will show you the limit to the reduction in HAMs


(cost of special * 25) / (2 * speed of attack)


Here is an example of a 100 HAM attack, at 1 per second


(100*25)/(2*1) = 1250. This should be the lowest your HAM will drop with continious use of the 100 HAM special


A 250 HAM attack at 1 every 2.2 seconds:


(250 *25) / (2*2.2) = 1562 Still the limit (i think) , but it will vary slightly because it is not 1 per second, but should not get higher than this.


There might be a +/-(the Cost of 1 Special) according to how the HAM cost and the 25 1/25 Ham returns are added to the HAM modifier.


As you can see from this, even with the change, there needs to be a general reduction in HAM costs for attacks. (a 40 HAM, 1 per second would only lower you HAM 500)


--Rorrimot

SoulShepherd
Sun Nov 30, 2003 12:21 am
#20

I am looking forward to the change.



Daelmar - Lowca Galaxy : Master Pikeman / Master CH / Medic 4-3-4-0

Pikeman : The only class that couldn't hit the ground if they droped their weapon.
Pikeman : Doing massive damage; to the air surrounding our target.
Pikeman : You're dead meat, unless you happen to be standing in front of us.
Pikeman : Because the devs were one profession short.
DEVs : Pikeman? Thats a class?
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