Pistoleer Archive
Thread: Mitigation, Marksmanship, and the new Pistol... just a thought...
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testify4
Thu Feb 05, 2004 3:37 pm
#16
Good call. They need to move some stuff around the tree so a mastery (or at least some skills from each tree) are required to get most desirable goods.
OpieWanKenobi
Thu Feb 05, 2004 11:02 pm
#18
Agrees totally; devs need to start thinking like "Now how can this be exploited if i put in that skill tree?"
Message Edited by OpieWanKenobi on 02-06-2004 12:04 AM
Espo99
Fri Feb 06, 2004 2:55 pm
#19
I totally agree but this will be ignored here...post this on the TC boards and maybe (maybe) it will be spotted and considered...
XwingRogue3
Sat Feb 07, 2004 1:19 am
#20
I totally agree. If you spread them out among the trees then those people that only have enough skill points for one tree won't be as skilled and have the good weapons that a true pistoleer should have.
Good post dude.
/stands and applauds
Good post dude.
/stands and applauds
realvorda
Sat Feb 07, 2004 1:40 am
#21
I totally agree..
I also hope this weapon will be craftable soon.. it will replace my tangle ![]()
PikechickLei
Sat Feb 07, 2004 12:20 pm
#22
This is where I get cynical and point out that one of the dev's personal combat medic character most likely only has the Techniques line in pistoleer.
KaernLegorah
Sat Feb 07, 2004 2:50 pm
#23
Randonb wrote:
So the general underlying theme I am hearing in the threadis this:
Dabbling is fine, but it shouldn't be such an obvious choice what to get. Players should have to pick what is important to them, rather than get most of the "tasty" items in the same line.
&
The master box should be encouraged, but the skill tree can't be too "topheavy." A barren skill tree with a massive payout at master isn't much fun, either.
Yeah, I think that's a pretty good way to put it. Y'know, if you want to be concise, but what fun is that? hehe
But yeah, you've summed up how I feel about it Randonb.
[Edit] Wanted to add: When the CH profession was revamped it was made into a somewhat "top heavy" profession, but the Devs didn't have a choice. We all know how extremely out of control the CH dabbling was. The other Combat Professions, be it Pistoleers, Rifleman, Commandos, etc, aren't in the position that CH was. I think we want to prevent that situation from occuring with another profession, and at the point the Devs still have many ways to make our profession (and others) evenly distributed. As I had said a bit earlier, it may not be necessary for the Devs to re-arrange our profession at this very moment, but future additions need to be distributed wisely in order to maintain a balance.
Message Edited by KaernLegorah on 02-07-2004 01:56 PM
zenixoda
Sun Feb 08, 2004 1:16 am
#24
well im now i am dabbling in pistoleer for the mods but im doing it for my lp since commandos get no mods or specials for it
and that just dosent make sence
Randonb
Sun Feb 08, 2004 1:58 am
#25
So the general underlying theme I am hearing in the threadis this:
Dabbling is fine, but it shouldn't be such an obvious choice what to get. Players should have to pick what is important to them, rather than get most of the "tasty" items in the same line.
&
The master box should be encouraged, but the skill tree can't be too "topheavy." A barren skill tree with a massive payout at master isn't much fun, either.
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