Pistoleer Archive

Thread: My speculation on how the DE-10 fits in the combat rebalance-something's missing!(logical analysis)

Fordep
Sun May 30, 2004 4:24 am
#14

I didn't read much... or hardly any of this.



Just wanted to say that when it comes down to it the combat rebalance does not have to be based on anything we have not.



We may all be firing slower and have weapons that do less damage with less or the same AP.


Who says it will not be the resists/AP that will not take a hit? There is always a chance that AP1 will mean more in the future. There is not much room for speculation on the combat rebalance, because when it comes down to it we know almost nothing.


djswift2k
Sun May 30, 2004 4:22 pm
#15






LLJK_Griz wrote:

I can't imagine them redoing the stats on every single weapon, skill, and mob in the game and having it all work. If they somehow manage to change all the stats, it'll either be so buggy it never gets off TC or it'll be functional enough to push to live but will have hundreds of bugs that won't be fixed for months. If they do it in parts, they'll probably do something retarded like nerfing all player equipment, skills,and buffs, but leaving all mobs unchanged with the promise that they'd be changed later. They've done that before, and it sucked.






I mentioned this in my original post. I figured that the ability to change existing gear can most effectively dne by changing every stat on a set % to fall in line thus leaving the uber slices and krayt stuff in a scale making them still worthwhile, however, this is probalby absurdly fdifficult to calculate. In my mind this leaves a few options.


1) they nerf all existing items in some way and change all the stats-


results: EVERYBODY gets mad becasue everythign theyve previosly worked for is crappy because this will never work properly because the rebalance scale and the existing damage scales are different, and they would never be able to make the right calculations on each weapon type to keep this balanced. a lot of peopel would quit, or complain.



2) they leave current weapons as they are, but make possible minor changes on the crafting end, similar to the old fwg5/launcher pistol/ scatter pistol nerfs, reducing speed and damage from the crafting end. This is feasible, but doing it universally to all professions would have a lot of problems.


results: peopel hoard up crates of items as soon as the patch hits test center, and hte new items never get used, and then if creatures are brought in balance with the new professions, anybody with "prenerf" gear will still be able to solo probably becasue they will have a significant advantage. This basicalyl means that peopel who are wealthy enogh to hoard items now, will eb even wealthier then, and will be the only getting wealthier becasue they will have the only weapons and what not in demand.


3) leave weapons alone and change profession mods and other calculations to bring balance around existing stuff.


result: everybodys gear stays the same, we get new content (people are happy) and we dont have to spend all of our money refitting our characters with new gear.



i think that my proposed option 3 is the most logical, and easiest to implement as well as test. Im going to assume that this is the case, and if I am wrong? well than Im just wrong and thers nothign to worry about anyway. The exponential speed calculation is a huge problem as it is.



I still think mixing damage and ap into range is the most logical way to handle it and balance combat, to make each profession fit into its niche, but i havent had a chance to write down my thoughts or opinions on this yet, so Im not going to bring this into detail.


ALSO


I dont think this combat rebalance will be properly balanced. I have played many games for many eyars, and i would tend to agree with this assumption. This patch however, has supposedly been in development for nearly half year. what I DO think this combat rebalance will be, regardless of its effectiveness, is CONTENT which we have been lacking significantly for many months with the exception of dungeons that our profession is left out of because we are not strong enough to be worthwhile group members in general. Content makes peopel happy, SOE/lucas arts are businesses, and businesses need to make money and grow and make more money. By introducing a supposed end all-be all fix and using it as content at the same time, many people who had previosuly quit and cancelled their accounts may be enticed to reactivate them and see how effective this rebalance is. Similar reasoning may prompt new peopel to play this game. Thats what i think this REALLY is, however my long post was based under the practical assumption that they actually are making an effortto try to fix and rebalance the game.


stealth mcownzjoo from valcyn

Message Edited by djswift2k on 05-30-2004 04:30 PM

TarannisBane
Sun May 30, 2004 4:53 pm
#16

wow that was a big one. And all well and good aside from the the fact that the devs idea of a combat reb. is to nerf armor as they have already stated they will do.



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djswift2k
Sun May 30, 2004 7:41 pm
#17






TarannisBane wrote:
And all well and good aside from the the fact that the devs idea of a combat reb. is to nerf armor as they have already stated they will do.





yes, I know taht, but i was trying to use the only hard data we had/have of the rebalance, which is that the DE-10 stats are supposed to be based on the rebalance, giving us the closest thing we have to an insight as to what may be in store. Thsi is merely my exploration into some possibilities through some deductive reasoning and logic. the fact that armorWILL begetting nerfed hard is already well known, but was not pertinent to any of the points i was really trying to make.


stealth


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