Pistoleer Archive
Thread: So what is our compensation going to be?!
big news for root. the root code as it went live initially for the cu and currently.... has code that is implemented but is not working. they are going to fix what is not working to make it work as originally intended which will 'diminish the effectiveness of root'. i'm not sure exactly what the change will be, but root will probably not be as powerful after the fix as it is now.
from This Thread
Just as I feared would happen, just like whats happened to us before. Why not nerf Rifles dmg instead of nerfing our specials. Utterly ridiculous. It hard enough to get stopping shot to stick on higher level creatures, whats the result going to be?
Their idea for "roles" in the CU really wasnt very good to begin with when bascially everyone is just support for the high damage "professions."
I'm just guessing its gonna be a timer between how often you can root (like the kd timer).... and about the Rifle/Carbine/Pistol thing, I think when they lower the speed, they won't lower it by much at all..... so its still going to be pretty dominant
but at least elemental damage will be fixed
even with some additional melee defense, it really won't make a difference... defenses aren't like how they used to be...... I think we either a. need some stance at master pistoleer with a 300-400 defensive bonus or b. innate pistoleer armor (kind of along shot)
Message Edited by Darth-Kevlar on 06-05-2005 04:17 PM
masselin wrote:
hey guys i sat in on 3 dev meetings today at the anaheim hilton.... julio torres, dallas, blixtev, a guy named dave and a few others were answering questions.
there was 1 hour of general discussion hosted by dallas, followed byone hour of'ranged combat' discussion with just dave and blixtev plus one more hour of 'pvp' discussion with dave and blixtev. there were more discussions afterwards but i left to go to work.
i didn't take notes but here are some of the things that i recall. please ask me about any issues i don't mention because they may have discussed them and i can tell you what they said.
smuggler revamp
now that the combat revamp is implemented, they are going to do a series of revamps starting with smuggler, ranger and squadleader in that order. smugglers are going to get a "mini game" to replace slicing and possibly quests...
creature handler tweaks
dave has been working on the creature handler profession. expect to see the results of his efforts in the next few publishes. creatures should receive adjustments to make them more effective.
mobs and levels
one of the things dave explained has happened, is that there is a new combat system, but the world and the creatures in it have remained the same. this has resulted in things like level 5 critters outside noob starter cities who incap level 1 players in one hit.... it has also let to areas with a wide range of levels of mobs. there is a content team going through the entire game world, adjusting levels so that instead of areas with mobs of a range of levels, you'll find instead mobs with all close to the same level... like 40-42 for example... so depending on you skill level, you will know where you need to go to grind... and be able to wander around with your group killing everything you see and getting go xp for it instead of having to pull missions to get good xp.
root
big news for root. the root code as it went live initially for the cu and currently.... has code that is implemented but is not working. they are going to fix what is not working to make it work as originally intended which will 'diminish the effectiveness of root'. i'm not sure exactly what the change will be, but root will probably not be as powerful after the fix as it is now.
jedi, houses andbounty huntermissions
right now a jedi who is agro'd by a bounty hunter can run into his house. according to dave, what he would like to see for jedi vs. bounty hunter is a fair one vs. one battle. he would like for the bh and the jedi to have the same options. he is very against more than one bounty hunter attacking a jedi at a time. when the bounty hunters asked if the devs would make it easier for multiple bounty hunters to find the same mission, dave responded that he doesn't want to make it easier. he would prefer if bounty hunters could not team up against a single jedi at all. his vision for jedi vs. bounty hunter is a one vs. one battle on a level playing field. jedi should be stronger than bounty hunters. but the bounty hunter has the advantage of deciding when and where to initiate combat.
riflemen, pistoleers, commandosand carbineers
the audience brought to the attention of dave and blixtev that right now pvp consists of jedi and riflemen. there is no incentive to use pistols or carbineers. players use skills from those trees, but not the weapons. the main reason is because of the range. rifle range is up to 65 meters whereas pistols and carbineers are limited to around 35. the concept of "minimum range" was discussed which means that a rifle would not be able to attack at less than 35 meters. it was explicitly stated that this "minimum range" concept was tested and rejected and will not be implemented. they said it was too confusing to players who did not understand why they could not attack something right in front of them.
the only mention of a fix to the imbalance of rifle, was blixtev mentioned that he could slow down the rate of fire of rifles. he said 'its' slow now but we can slow it down more' and smiled.
the issue of commandos was brought up when someone asked that heavy weapons actually be heavy and do real damage. the devsexplained that commando weapons have utility to them that prohibits making them compete with rifles to be the most damaging ranged weapon. one utility of commando weapons is the area attack on some. they said it would not be a good idea to combine for instance "sniper attack", which is the most damaging ranged attack in the game, with an area attack from a weapon that is the highest damaging in the game.
ships
dallas mentioned in one passing comment that there will be new ships and he smiled. someone asked if space resources would replace terrestrial resources and the answer was no they will coexist like they do now.
spawns, the spawning
Message Edited by BadgerSmaker on 06-06-2005 05:20 PM
Zimal wrote:
Woot slow down rifles so they aren't .5 slower then me WOOT
That's not what Blixtev meant. He meant movement speed with a rifle equipped, not rate of fire. He clarified that in a post (check the dev tracker.)
NaKitNa wrote:
root
big news for root. the root code as it went live initially for the cu and currently.... has code that is implemented but is not working. they are going to fix what is not working to make it work as originally intended which will 'diminish the effectiveness of root'. i'm not sure exactly what the change will be, but root will probably not be as powerful after the fix as it is now.
from This Thread
Just as I feared would happen, just like whats happened to us before. Why not nerf Rifles dmg instead of nerfing our specials. Utterly ridiculous. It hard enough to get stopping shot to stick on higher level creatures, whats the result going to be?
Their idea for "roles" in the CU really wasnt very good to begin with when bascially everyone is just support for the high damage "professions."
Because Rifleman are Dmg Dealers, deal with it.
Cookie-Eater wrote:
NaKitNa wrote:
root
big news for root. the root code as it went live initially for the cu and currently.... has code that is implemented but is not working. they are going to fix what is not working to make it work as originally intended which will 'diminish the effectiveness of root'. i'm not sure exactly what the change will be, but root will probably not be as powerful after the fix as it is now.
from This Thread
Just as I feared would happen, just like whats happened to us before. Why not nerf Rifles dmg instead of nerfing our specials. Utterly ridiculous. It hard enough to get stopping shot to stick on higher level creatures, whats the result going to be?
Their idea for "roles" in the CU really wasnt very good to begin with when bascially everyone is just support for the high damage "professions."
Because Rifleman are Dmg Dealers, deal with it.
This is how we deal with it... we refute it. We are supposed to be "crowd controllers" and we dont have the ability to deal with them. To say "deal with it" is only for those happy with their situation. Pistoleers are the redheaded step child of SWG. This is our saga, our heritage... we don't consider "deal with it" as a valid option. We get tired of being stepped on and will continue our path towards equality, fruitless or not.
Message Edited by NaKitNa on 06-06-2005 01:49 PM
NaKitNa wrote:
Cookie-Eater wrote:
NaKitNa wrote:
root
big news for root. the root code as it went live initially for the cu and currently.... has code that is implemented but is not working. they are going to fix what is not working to make it work as originally intended which will 'diminish the effectiveness of root'. i'm not sure exactly what the change will be, but root will probably not be as powerful after the fix as it is now.
from This Thread
Just as I feared would happen, just like whats happened to us before. Why not nerf Rifles dmg instead of nerfing our specials. Utterly ridiculous. It hard enough to get stopping shot to stick on higher level creatures, whats the result going to be?
Their idea for "roles" in the CU really wasnt very good to begin with when bascially everyone is just support for the high damage "professions."
Because Rifleman are Dmg Dealers, deal with it.
This is how we deal with it... we refute it. We are supposed to be "crowd controllers" and we dont have the ability to deal with them. To say "deal with it" is only for those happy with their situation. Pistoleers are the redheaded step child of SWG. This is our saga, our heritage... we don't consider "deal with it" as a valid option. We get tired of being stepped on and will continue our path towards equality, fruitless or not.
Message Edited by NaKitNa on 06-06-2005 01:49 PM
You're funny, Look, they are dmg dealers They arent gonna NERF Rifles, They have to FIX us.
the only real advantage rifles have over us is range, since their crowd control is virtually nil
they dabble in us for root and other crowd control abilities, we dabble in rifles for better shots
with slower movement, that longer range will be more balanced