Pistoleer Archive

Thread: A reasonable request from a pistoleer: fix our profession

Thunderheart
Tue Apr 20, 2004 11:49 am
#92



/agreefficeffice" />



I definitely think that one of the most important big changes is the Combat Balance. Things like the items you've listed here are definitely what would be covered in the CB and are critical. In the past few days, we've been talking about different ways we can break it out and accomplish our goals as fast as possible.



The thing about the combat balance is that it covers so many of these types of issues. As individual elements, they aren’t so large, but in the scope of the combat picture in the game there are a lot of little pieces. If the CB is implemented all at once, it will seem like a gameplay change. If we do it in pieces, it will seem like a series of nerfs.



Im pushing and hoping for a more creative solution where we can create a sandbox for players to try out the combat changes and push them out in one fell swoop.




Kurt "Thunderheart" Stangl
Community Relations Manager
KzinKiller
Tue Apr 20, 2004 11:58 am
#93


If we do it in pieces, it will seem like a series of nerfs.


See "Handler, Creatures" ....




*
The significant problems we face cannot be solved at the same level of thinking we were at when we created them
Albert Einstein

CU-1 ... CU-2 ... CUL8R
jimmpop169
Tue Apr 20, 2004 1:07 pm
#94

$15 dollars on the guy above is a fencer/rifleman



(1f u c4n r34d th1s u r34lly n33d t0 g37 l41d)
.:ShogunofSorrow:.
- I support keeping & balancing the post pub' 9 pre pub' 16 combat system You can too fo shizzle
Shazeen
Tue Apr 20, 2004 1:54 pm
#95

With all due respect TH, Im tired of waiting for the combat rebalance. I was genuinely excited that it was coming in publish 8 until you all decided to scrap that. Now, it doesnt seem like its going to happen anytime in the near future - and that is most disheartening.


Our specials need to work... period. You all fixed carbineer specials as part of the preliminary changes, so I dont see why you cant do the same for pistoleer specials (which are just as broke, if not more so). Believe me, if you all improve the specials then there is absolutely zero chance of it being percieved as a nerf. This is not something that needs to wait for the rest of the combat rebalance. The other elements of the CB can still seem like a gameplay change without needing our fixes to wait for it. I gurantee that when you change the way HAM costs work, it will feel like a fundamental gameplay change. So will you all please stoping giving us the run-around and just fix our specials already!?


... Please!





~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


OdiousEncounter
Tue Apr 20, 2004 3:07 pm
#96






KzinKiller wrote:


If we do it in pieces, it will seem like a series of nerfs.


See "Handler, Creatures" ....






Exactly. I'm an MCH (probably not for much longer...), and i can tell you guys that you do NOT want to be "fixed" before everyone else.



----------Auriga Starlighter----------

true_Kieran
Tue Apr 20, 2004 4:38 pm
#97










OdiousEncounter wrote:





KzinKiller wrote:


If we do it in pieces, it will seem like a series of nerfs.


See "Handler, Creatures" ....






Exactly. I'm an MCH (probably not for much longer...), and i can tell you guys that you do NOT want to be "fixed" before everyone else.







What can possibly go wrong? Nerf of fan shot? Getting even less pistol speed? We already are about at the point where we can't loose much more.


Fix our specials and give us +10 pistol speed per box in pistol stances instead of +6, then you can take you time for balancing. This is not my first mmorpg, if your combat balance means all combat professions balanced right, it will take several years to do it and I don't intend to wait that long to get a working profession.





Jarrod Larson
Bounty Hunter


Sapperlight
Tue Apr 20, 2004 4:39 pm
#98

Mr. Stangl, you have already stated that there isnolonger a'combat balance' on the plate and that you are "trying to work it in" to an already published and presumably full development slate. Over half of the pistoleer specials just plain don't work--that doesn't require a combat balance, it requires someone on Jollyville Road actually doing their job and fixing the bugs that have existed since launch.


Please, answer this, how can you balance something like multi-target pistol shot when it's never actually worked in the game?





S'per Light
Master Smuggler/Master Pistoleer/Master TKA
Rebel Colonel
"Duty is the sublimest word in the language. You can never do more than your duty, you should never wish to do less." Robert E. Lee


Night_Mayor
Tue Apr 20, 2004 6:50 pm
#99

Thunder Heart Please come to the Bounty Hunter forums and talk with us about our concerns.


Please you need to read what we have to say.





Swordsman Doctor
N Ronjoi Roham h
Night_Mayor
Tue Apr 20, 2004 6:51 pm
#100






PlayeroftheDay wrote:

The bottom line is:



You fixed Carbine Specials, now fix Pistol Specials. Same difference.











fixed?


Fire Knockdown does not set you on fire and never lands


and the Ham cost for carbine is insane.




Swordsman Doctor
N Ronjoi Roham h
Shazeen
Tue Apr 20, 2004 7:57 pm
#101






Night_Mayor wrote:





PlayeroftheDay wrote:

The bottom line is:



You fixed Carbine Specials, now fix Pistol Specials. Same difference.











fixed?


Fire Knockdown does not set you on fire and never lands


and the Ham cost for carbine is insane.







He is referring to the carbineer profession, which had a number of its specials upgraded in publish 7. Bounty hunter issues are completely off topic, and have no real place in this discussion. Same thing with HAM costs, we're talking about the effectiveness of specials, not how much HAM they drain.




~ Blanchbaca ~ Master Rifleman / Master Chef ~ Flurry || Orim ~ Master Pistoleer / Master Smuggler ~ Scylla ~


Skedoozy
Wed Apr 21, 2004 12:08 am
#102

Here is a newsflash for you, TH and the rest of the Dev team. Sometimes HARDER does not = More Fun. Make the game more difficult then it needs to be and you'll have nothing but bored folks running around. Good luck.



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
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++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

PlayeroftheDay
Wed Apr 21, 2004 12:18 am
#103

The bottom line is:



You fixed Carbine Specials, now fix Pistol Specials. Same difference.




GroovyKool
Wed Apr 21, 2004 12:22 am
#104

/agree
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