Pikeman Archive

Thread: Top 5?

meyer1215
Sun Nov 23, 2003 4:17 pm
#1

Where is the post forthe top 5 problems for Pikemen? Been looking around, but I dont see it anywhere. Usually look at thoses to get a better idea of the problems for a profession, Looking for a melee to complement my rifleman. (Pike is nice because of the block, .... IF it was working)


--Rorrimot

Gunman21
Sun Nov 23, 2003 5:50 pm
#2

Our current top 5 issues are listed in the State of the Profession post, stuck to the top of the forum.




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

ob194
Thu Dec 04, 2003 6:03 pm
#3

How the heck did we compress our class into five problems? I can only think of one: "We are useless".


But it seems that someone with angel-like skills managed to do said task, however, I cannot seem to find the top five list that was compiled.


So, what are our "Top 5" problems?



P.S.


Any ideas for the next round of five?




-ob
Thulium
Fri Dec 05, 2003 12:27 am
#4

The Current Squad Leader "Top 5"








1. The HAM costs for Squad Leader abilities are far too high. When paired with the fail rates (see below), it creates more of a nuisance than assistance and causes Mind bars to be quickly drained to zero. In addition, the fail rates for Squad Leader abilities are extraordinarily high. It seems to everyone that the fail rate is higher than the success rates. Suggested fix: Lower the ham costs and drastically decrease or eliminate the fail rates.


2. Squad Leaders are not an asset to a group, are not sought after, and do not have sufficient abilities to be an actively desiriable class to play or play with. Suggested fix: This is a broad topic that will take some time to completely resolve. Groupwide HAM cost reducer, groupwide XP bonuses, and groupwide unique profession ability unlocking are some of the better suggested ideas. Increasing passive bonuses and implementing a movement speed bonus would also be terrific additions.


3. Squad Leader XP was inadvertently and unexpectedly changed about a month ago and became phenomenally lower. It was then changed again and again and at this point is rewarding so much that it is possible to get Master Squad Leader in less than 5-6 hours time. Although there is not a specific formula I can personally recommend, I am content that it should count: group size and the use of SL abilities. Suggested fix: Rework the formula again to account for group size, the use of SL abilities, and combat XP from the group.


4. More than one squad leader in a group promotes a lot of arguing and fighting over whom should be the group leader. Either allow co-leaders or allow both SLs to get XP. Suggested fix: Allow there to be multiple Squad Leaders or allow SLs to perform their duties without being the leader of a group. Also, implementing a raid party Squad Leader would allow one person to /sysgroup address many people.


5. /boostmorale should balance damage, not wounds, as it is described to do in the manual and in-game. Suggested fix: As stated.\





I'm hoping to be able to publish the developer responses by next week. However, it's not too soon to begin discussing what we want for the next round.


irott
Fri Dec 05, 2003 12:50 am
#5

Don't forget the +10 leadership bonus that is supposed to help.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

HomersDonut
Fri Dec 05, 2003 4:24 am
#6






Thulium wrote:

The Current Squad Leader "Top 5"








1. The HAM costs for Squad Leader abilities are far too high. When paired with the fail rates (see below), it creates more of a nuisance than assistance and causes Mind bars to be quickly drained to zero. In addition, the fail rates for Squad Leader abilities are extraordinarily high. It seems to everyone that the fail rate is higher than the success rates. Suggested fix: Lower the ham costs and drastically decrease or eliminate the fail rates.


2. Squad Leaders are not an asset to a group, are not sought after, and do not have sufficient abilities to be an actively desiriable class to play or play with. Suggested fix: This is a broad topic that will take some time to completely resolve. Groupwide HAM cost reducer, groupwide XP bonuses, and groupwide unique profession ability unlocking are some of the better suggested ideas. Increasing passive bonuses and implementing a movement speed bonus would also be terrific additions.


3. Squad Leader XP was inadvertently and unexpectedly changed about a month ago and became phenomenally lower. It was then changed again and again and at this point is rewarding so much that it is possible to get Master Squad Leader in less than 5-6 hours time. Although there is not a specific formula I can personally recommend, I am content that it should count: group size and the use of SL abilities. Suggested fix: Rework the formula again to account for group size, the use of SL abilities, and combat XP from the group.


4. More than one squad leader in a group promotes a lot of arguing and fighting over whom should be the group leader. Either allow co-leaders or allow both SLs to get XP. Suggested fix: Allow there to be multiple Squad Leaders or allow SLs to perform their duties without being the leader of a group. Also, implementing a raid party Squad Leader would allow one person to /sysgroup address many people.


5. /boostmorale should balance damage, not wounds, as it is described to do in the manual and in-game. Suggested fix: As stated.\




I'm hoping to be able to publish the developer responses by next week. However, it's not too soon to begin discussing what we want for the next round.







Who came up with that top 5 you or CaptV?


I never saw what was posted on the correspondant forums.

Thulium
Fri Dec 05, 2003 4:30 am
#7

This is the Top 5 as submitted by Captain Vemnox. (honestly, I wasn't sure what it was either until I got the responses...lol)


HomersDonut
Fri Dec 05, 2003 4:37 am
#8






Thulium wrote:

This is the Top 5 as submitted by Captain Vemnox. (honestly, I wasn't sure what it was either until I got the responses...lol)







Hmm odd that #3is in there.It doesntpromote positive change to the profession on the level which is needed. This is an unfinished profession it needs content, skills and abilities.


"Too easy" is relative and in almost all cases can't be done in five hours without a 20 pc group on an adventure planet with a personal trainer to train you at every level. How often do you travel in a pack of 20?



DarthLithic
Fri Dec 05, 2003 6:26 am
#9

On the xp thing, I was 3-3-4-3 starting one night, 3 hours later I was Master. this was done at Ft. Tuskin on a friday night. Any player that knows where to go, and can group up a bunch of people at a theme park like this should have no problems getting Master in a hurry. 5-6 hours may be a bit too fast, but in a day or 2 is relatively easy. To me it just degrades the profession, therewas no feeling of accomplishment when I got master, since I got the last few skills in one night. while the first3-3-4-3 took over 2 months. However, the xp thingis the last of our worries. Since the profession has no real use other than RPG. I'd be happy with the HAM costs being fixed, the fail rates reduced, or removed (when was the last time a medic failed to heal someone?) and the passive and active skills that I do have showing a noticable difference.That's what I'd like to see untill they can retool the profession.I am hoping that the retool takes place after the combat rework. No need to fix the professionif the changes do little in the new system.



Chalekazza Shipworks - Chilastra - outside Mos Eisley 3124 -6036
Thulium
Fri Dec 05, 2003 12:03 pm
#10

Regarding XP, I agree that it's not a major issue before the rest of the profession is fixed...but does 1/2 the current rate seem acceptible to everyone?


DohJoe
Fri Dec 05, 2003 12:19 pm
#11

Honestly, as easy as SL XP is right now 1/2 orheck 1/4 would be just about right. I've gotten half-way through SL now in no time flat. It's nice to level up fast, but you get no sense of accomplishment out of it. And I really play to have fun, not just to have a master badge for 1 days worth of play.
Yeraze
Fri Dec 05, 2003 12:26 pm
#12

Half would be fine for now, since we doesn't really have anything to show for it.

But as we get better (fingers crossed) and get the "insta-kill" abilities like an improved volleyfire or heavey weaponry or Orbital Strikes or whatever, I really think they should switch it to a capped exponential curve.. 2 people = 2x XP, 3 people = 3x XP, 4 people=3.7x XP, 5 people =4.1x XP, etc...



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
DiLune
Fri Dec 05, 2003 2:31 pm
#13






Thulium wrote:

Regarding XP, I agree that it's not a major issue before the rest of the profession is fixed...but does 1/2 the current rate seem acceptible to everyone?








That's tough to say. Aside from grinders, what are other people seeing in terms of time to get to master? Is 1/2 too much still? Think of the casual gamer that may have 6 or 7 friends instead of the hardcore gamer.
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