Pikeman Archive
Thread: ArthurDentOnBria's Fanfest Report
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Chaalan
Sun Jun 06, 2004 4:54 pm
#1
This is taken from ArthurDentOnBria's Fanfest Report from the BE Boards. He's covered all the topics he could, and I wanted to show you all the info he picked up on the Combat Rebalance and how it will effect combat classes... Including Pikeman. ArthurDent's one hell of a reporter, and all credit is his. As they say over the pond... 'He da man'. So if you get a chance, run by the original thread and 5 star him 
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=71660
Till then, check this out. It fits 100% with what LordSerevoksaid earlier.
Chaalan
------------------------------
Hi folks,
Just got back from fanfest. I had a blast, I met some nice people, met a few familiar "in game" faces, as well as some I knew from these forums (wohoo!).
I attended all the sessions I could, which were mainly Q&A sessions with various members of the SWG development team. I just wanted to dump a lot of this info down asap while it's still relatively fresh in my mind (and in my notes).
First off, the serssions started off in the morning with real high level questions for the various project leads (i.e. the decision-makers) in a massive ballroom, then smaller breakout sessions happened throughout the rest of the day, with more targeted questions. These sessions were run by some of the developers who were mainly responsible for implementing the content being discussed. The developers we heard from the most were Green Marine (GM) who seems to have written numerous professions (Bounty Hunter, Smuggler, Tailor, and Chef to name a few) and who is presently working on JTL, Keldarin (K) who did the BE revamp and who seems to be working on the combat revamp, and one other fellow (doh! didn't get his name) that did the current combat system.
I found these guys (from hereon out referred to collectively as "the devs") to be real intelligent, very dedicated folks who obviously take all this stuff a lot more seriously than we do (which I and others often tend to forget). And they all were real open to discussing pretty much all aspects of the game, aside of course from the "when is X going to go into the live version of the game" /chuckle.
Ok, a real quick disclaimer about this stuff. Remember, this came from discussions with individual developers for the most part and represents their take on things. This is not some kind of blanket policy statement by SOE. Also, since the ink isn't dry, or even begun on a lot of this stuff, nor do we even know if the person giving these answers will be the person implementing it, we need to take all this stuff with a big heaping spoon of salt.
Combat Revamp
=================
A huge topic of discussion as you can imagine. I don't consider myself a primarily combat-oriented guy, and I chose to attend mainly the crafting sessions (in such times as they happened at the same time with combat ones), so I'll let others report on this for the most part. But here were a few of the eye openers as far as I was concerned:
Combat abilities are going down across the board. They feel that combat abilities in general have escalated out of control, and also there are a lot of balance issues. Heavy nerfage on speed in particular, and probably damage too. Also one of the things repeated over and over was how armor was too overpowered, so armor protection is coming way down. Oh, and all this is retroactive, so don't bother stockpiling "pre-nerf" items. And then of course as part of this, the combat professions individually will be balanced. Changes to weapon certs, specials, types of damage done, skill mods, skill mod stacking, skill tapes yadda yadda. Pretty much all that is being affected. One thing though, according to K, pets are expected to come out of this pretty much (if not entirely) exempt from the nerfs. Therefore, expect pets to make a "comeback" of sorts.
------------------
Mykai
http://forums.station.sony.com/swg/board/message?board.id=fan_fest&message.id=4999
Melee Fourm
1. Skill tapes do not work properly
2. Blank skill tapes are useless
3. TKA defense acuity does not work properly
4. Range Melee dodge,counterattack,block, all cap at 125.
5. Kiting will be taken care(unknown how so far,still up in the air,i suggested that melee professions get stackable speed modifers at master levels).
6. No new melee professions will be added.
7. Could not comment on dual weilding professions.
8. Could not comment on ground vehicles using weapons(however,maybe in future).
9. HAM bars will be revamped. You no longer take damage when using specials, you get "agility" points?still unclear,hopefully find out on saturday.
10. Stun damage is not a problem, it is the armour, which will be nerfed.
11. Melee and Ranged Midigation, ONLY WORK with the type of weapon you are using.. If you are using a sword,you only get melee midigation, if you are using a ranged weapon,only ranged midigation,so what about smuggler and commando??well, i you only get ranged, since they are ranged damage, only ranged midigation applies, they are trying to fix that evenutally.
Other than that, i stuck around for another hour and a half talking to dan and dave, 2 of the developers. Apparently, beta for jump to light is still UNKNOWN. They didnt give the cds out during the fan fest. They will probably mail it to people. If you attend fan fest, you are IN beta(contrary to what someone else told me).
Dave also told me that Mind will be healable, however, unknown how,maybe thru the use of stimpacks.
==============================
InfluenzaSWTA
I posted this in the Tarquinas forum:
A quick summary of some random things that Devs stated at Fan Fest.
The Lead Programmer, Andy Sommers, gave a really nice forum on technical questions about the game engine. Each server has 35 computers dedicated to it. These boxes are split up between planets based on how many people are on each planet (for example, Andy used Tatooine as an example, which used 10 computers at launch). Each planet is split up into a number of zones based on how many computers are allocated to it, and each computer is responsible for controlling one zone. Each computer is designed to track only 125 players. This is why we get problems with large gatherings of people. Also, each computer runs Red Hat Linux version 7 point something, though they'll be upgrading soon to 8. Jump to lightspeed will add 10 computers to each server, but they'll only be for the 10 space sectors.
The Devs have slightly tweaked how HAM is going to work in the combat revamp. It's not what's previously been discussed, with special moves taking away from your max HAM values instead of damaging you. Instead, your Health, Action, and Mind pools will be mirrored to create three more pools. These pools do not take damage; instead, when you use special attacks, you will draw points from these pools instead of your primaries. When you run out of an "action" pool (not Action), you aren't incapped, you just can't use any more special moves. I like this a lot.
Also with the revamp comes the REMOVAL of pool-specific special attacks. Instead, things will work like this. Rifleman will still have a Head Shot, but the design of the skill will revolve around this scenario: when you use Head Shot, you are literally aiming for the target's head. This gives you a higher than normal chance of hitting their head and thus their mind pool, but also lowers your overall accuracy because it's a lot harder to specifically hit someone's head as opposed to hitting them at all. Also, you'll have a slightly higher chance of hitting their Body than their Legs, resulting in more Health damage than Action. So pool-specific shots will likely see a drop in accuracy and some amount of spread across pools. More good stuff.
Dave also had a cool scenario involving a Rifleman having to set up his position before becoming extremely powerful. The scenario included sending in a Melee class to engage and distract the enemy while the Rifleman is able to pick them off from afar. He also mentioned slowing Rifleman down when they have large guns out, making it possible for Melee to close quicker. I assume this will go for other classes as well, but he used Rifleman as an example because there were a number of rather... aggressive people at the Combat forum who clearly dislike the Rifleman class.
All the forumulas for accuracy, speed, and def ense will change with the combat rebalance. I quote: "Slow guns will stay slow, fast guns will stay fast." I take this to mean no more 7.0 speed rifles hitting the speed cap.
The main combat developer, Dave White, is also very much into designing lots of tactical options into combat. His one example involved knockdowns... he'd like to see a "get up instantly" move that you can use when knocked down that uses some of your action points to get back up immediately. His overall vision is having players choose to either go all out and use all their action points to kill the other person quickly, or save a few in reserve in case they have to bust out a defensive special to get out of a sticky situation.
Every Friday, all the programmers take the first four hours of their day and spend it playing the game themselves. While they play, they take note of little things that bother them that can be fixed in a short period of time, and spend the next four hours fixing those issues. This policy was recently put into effect, and resulted in some of the little changes we recently saw to group mission waypoints and group member directional arrows.
There was a surprising amount of Combat Medic support from the Devs throughout the weekend. They repeatedly stated that the "problems" with Combat Medics are merely symptoms of a poor combat system in the first place. They stood their ground against the CM haters (which somehow found their way to every discussion, from the Hybrids to General Discussion to Medical Professions). They even went so far as to adamantly tell whiners that they needed better tactics. Interesting indeed.
That's all I can remember for now.
Message Edited by Chaalan on 06-07-2004 10:25 PM
PadreBook
Mon Jun 07, 2004 10:33 am
#2
No specific Pikeman questions or answers other than the omnious implication that armor will be significantly reduced and damage output will be reduced drastically. Woohoo, can't wait, yeah sounds good for Pikeman right? Right?!? Right!?!?!?!
Padre
Padre
Myst_Shade
Mon Jun 07, 2004 11:25 am
#3
dont you see!!!!! no bufs no armour, half the damage, same ham cousts, WE WILL RULE!!!! (not)
Chaalan
Mon Jun 07, 2004 2:21 pm
#5
Mykai Posted the following on the Fan Fest Boards. The original thread can be found here - http://forums.station.sony.com/swg/board/message?board.id=fan_fest&message.id=4999with a lot more general info. But I thought this was at least a little useful to us.
Chaalan
----------
Melee Fourm
1. Skill tapes do not work properly
2. Blank skill tapes are useless
3. TKA defense acuity does not work properly
4. Range Melee dodge,counterattack,block, all cap at 125.
5. Kiting will be taken care(unknown how so far,still up in the air,i suggested that melee professions get stackable speed modifers at master levels).
6. No new melee professions will be added.
7. Could not comment on dual weilding professions.
8. Could not comment on ground vehicles using weapons(however,maybe in future).
9. HAM bars will be revamped. You no longer take damage when using specials, you get "agility" points?still unclear,hopefully find out on saturday.
10. Stun damage is not a problem, it is the armour, which will be nerfed.
11. Melee and Ranged Midigation, ONLY WORK with the type of weapon you are using.. If you are using a sword,you only get melee midigation, if you are using a ranged weapon,only ranged midigation,so what about smuggler and commando??well, i you only get ranged, since they are ranged damage, only ranged midigation applies, they are trying to fix that evenutally.
Other than that, i stuck around for another hour and a half talking to dan and dave, 2 of the developers. Apparently, beta for jump to light is still UNKNOWN. They didnt give the cds out during the fan fest. They will probably mail it to people. If you attend fan fest, you are IN beta(contrary to what someone else told me).
Dave also told me that Mind will be healable, however, unknown how,maybe thru the use of stimpacks.
===========
Followed by this on Combat and general topics from InfluenzaSWTA;
I posted this in the Tarquinas forum:
A quick summary of some random things that Devs stated at Fan Fest.
The Lead Programmer, Andy Sommers, gave a really nice forum on technical questions about the game engine. Each server has 35 computers dedicated to it. These boxes are split up between planets based on how many people are on each planet (for example, Andy used Tatooine as an example, which used 10 computers at launch). Each planet is split up into a number of zones based on how many computers are allocated to it, and each computer is responsible for controlling one zone. Each computer is designed to track only 125 players. This is why we get problems with large gatherings of people. Also, each computer runs Red Hat Linux version 7 point something, though they'll be upgrading soon to 8. Jump to lightspeed will add 10 computers to each server, but they'll only be for the 10 space sectors.
The Devs have slightly tweaked how HAM is going to work in the combat revamp. It's not what's previously been discussed, with special moves taking away from your max HAM values instead of damaging you. Instead, your Health, Action, and Mind pools will be mirrored to create three more pools. These pools do not take damage; instead, when you use special attacks, you will draw points from these pools instead of your primaries. When you run out of an "action" pool (not Action), you aren't incapped, you just can't use any more special moves. I like this a lot.
Also with the revamp comes the REMOVAL of pool-specific special attacks. Instead, things will work like this. Rifleman will still have a Head Shot, but the design of the skill will revolve around this scenario: when you use Head Shot, you are literally aiming for the target's head. This gives you a higher than normal chance of hitting their head and thus their mind pool, but also lowers your overall accuracy because it's a lot harder to specifically hit someone's head as opposed to hitting them at all. Also, you'll have a slightly higher chance of hitting their Body than their Legs, resulting in more Health damage than Action. So pool-specific shots will likely see a drop in accuracy and some amount of spread across pools. More good stuff.
Dave also had a cool scenario involving a Rifleman having to set up his position before becoming extremely powerful. The scenario included sending in a Melee class to engage and distract the enemy while the Rifleman is able to pick them off from afar. He also mentioned slowing Rifleman down when they have large guns out, making it possible for Melee to close quicker. I assume this will go for other classes as well, but he used Rifleman as an example because there were a number of rather... aggressive people at the Combat forum who clearly dislike the Rifleman class.
All the forumulas for accuracy, speed, and def ense will change with the combat rebalance. I quote: "Slow guns will stay slow, fast guns will stay fast." I take this to mean no more 7.0 speed rifles hitting the speed cap.
The main combat developer, Dave White, is also very much into designing lots of tactical options into combat. His one example involved knockdowns... he'd like to see a "get up instantly" move that you can use when knocked down that uses some of your action points to get back up immediately. His overall vision is having players choose to either go all out and use all their action points to kill the other person quickly, or save a few in reserve in case they have to bust out a defensive special to get out of a sticky situation.
Every Friday, all the programmers take the first four hours of their day and spend it playing the game themselves. While they play, they take note of little things that bother them that can be fixed in a short period of time, and spend the next four hours fixing those issues. This policy was recently put into effect, and resulted in some of the little changes we recently saw to group mission waypoints and group member directional arrows.
There was a surprising amount of Combat Medic support from the Devs throughout the weekend. They repeatedly stated that the "problems" with Combat Medics are merely symptoms of a poor combat system in the first place. They stood their ground against the CM haters (which somehow found their way to every discussion, from the Hybrids to General Discussion to Medical Professions). They even went so far as to adamantly tell whiners that they needed better tactics. Interesting indeed.
That's all I can remember for now.
Zews
Fri Jun 11, 2004 2:33 pm
#6
I hope the devs fix pikeman and the rest of this game soon, cause its getting real boring.
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