Pistoleer Archive

Thread: We blew it again

Jaegen88
Thu Aug 28, 2003 1:30 pm
#1

Actually, we sent in a list of 4 suggestions to Disarming Shot 1, the minute we saw Disarming Shot 2 targeted for complete change. I suspect the thinking was that as long as we get to keep disarming shot 2, who cares what the tier 1 random ham special is, as long as it's usable. It was usable, and disarming shot 2 was, worth it.


Here is the cut/paste I sent, and I actually sent ANOTHER email after this, reminding them to USE THIS INFORMATION. The time delay on these feedbacks is what kills us, by the time we get feedback, we're (and you too) are off thinking of ten other issues, it gets frustrating. I'm open to suggestion on how to conduct sending/reviewing/approving the issues posts, I usually leave them up a few days before submitting, and always incorporate new infomation into it.


===============================================================


Please amend this to our issues list, regarding Disarming Shot 1.
================================================


Feedback on the forum has swung back to wanting Disarming Shot 1 to be some sort of "disarming shot". The best reason for this is it adds some spice to the profession’s specials, which is lacking in many people’s opinion.


Other suggestions for Disarming Shot 1
======================================


(These are in no particular order)



1.Jams/disables the opponents weapon for 9 seconds, usable only once per 30s (opponent gets immunity) They can switch weapons, so it isn't too powerful IMO, and there is immunity.



2.Single target version of panic shot, or something similar, where it basically delays the opponents next action, or does not allow them to use specials for "X" amount of time. Can either be hard to land or have it again, with 30s immunity (30s just taken from KD immunity). This is like you “shoot the gun and it’s too hot to handle” type of thing.



3. Knocks the weapon to inventory where it has to stay there for some amount of time (like #1, just a different effect). Again, immunity would probably be needed.



4, Does weapon condition damage, that doesn't "destroy the weapon"


So you can directly damage an opponent’s weapon, but it's only temporarily disabled once it reaches 0. After some time (60seconds?) it starts to regenerate quickly back to whatever its current maximum condition is. This could allow damaging an opponent’s weapon, without the griefing aspect of it, since it would not "destroy" the weapon. Alternative is that once it reaches 0, it has to get repaired by a weapon crafter tool, but condition doesn’t drop (it un-jams it)


I hope these suggestions help.


Best Regards,


Jaegen88 and pistoleer community




Jagen88
Jaegen Kel'daron - Master Gunfighter
YetiIronfist
Thu Aug 28, 2003 1:30 pm
#2

vGeist:

You missed part of the history of this situation. It makes more sense if you know the whole story...

In the beginning Sorry...

- Disarm1 started out doing nothing but 2x damage to lairs.

- We commented in our first correspondent report that all it did was 2x to lairs, and asked if it was working as intended.

- The Dev response was that they would look into changing it, maybe to something that would damage your opponents weapon.

- We didn't like the idea of being the grief class that destroys other people's weapons, so we said Ummm, WAIT! We'd rather keep it as an almost worthless shot that we'd use sometimes to shoot up lairs than have it be turned into a griefing shot that most of us would never use at all, so how about it just gets left the way it is and the name can be changed to match so it at least makes sense.


It wasn't that we picked 2x damage vs lairs as our #1 choice from a list... It was that the only suggested change from the Devs was so bad that keeping it that way was actually preferable to changing it.
vGeist
Thu Aug 28, 2003 2:34 pm
#3

Alright alright. I just kinda noticed last night the 8/20 submission and was kinda freaked. I love PvP, it's the most fun thing in the game to me. I think every special we have should have a strong PvP application.
vGeist
Fri Aug 29, 2003 12:08 am
#4

In the most recent questions/suggestions sent to the developers, it's suggested that Disarm1 says the way it is (useless in PvP) and just be named something like Lair Shot1. This is horrible! We just threw away the chance of having it tunred into something useful! Why would anybody want some "lair shot" over a special ability we could use for PvP? We're just telling the Devs that we don't care if they make us suck now.
koas
Fri Aug 29, 2003 12:13 am
#5

Well, not everone PvPs.
vGeist
Fri Aug 29, 2003 12:49 am
#6

Those must be the guys tht wanted twirly moves.

Stargoo
Fri Aug 29, 2003 5:36 am
#7

this game is about pvp in the end. the ones who dont realize that just havent finished skilling up yet. SWG offers nothing else but the GCW in the end.


even the story arc is rebs vs imps. and once you skill up completely you will only do FACTION missions since fp is the only thing left thats even of a tiny bit use to you. and when you doing faction missions you will either a) get a TEF and ganked or b) declare overt and have a chance.


so aint noone not gonna pvp in this game since thats what it really is based on.(why do you think all the nerfing/fixing is done with pvp in mind basically irregardless of pve consequences?)


so yeah when i look at a pistoleer skills or any other combat skills for that matter. i only care about how it effects pvp.

YetiIronfist
Fri Aug 29, 2003 6:07 am
#8

Unfortunately that's basically true...

You skill up your character. Look around, and find nothing but boring and annoying PvP stuff to do, so you quit after only a couple months and go look for a game that actually has some content.

PvP is a cop out by the developers. Instead of putting in the effort to develop content, they hope that players will entertain themselve by killing each other.
Jodun
Fri Aug 29, 2003 6:12 am
#9

I will point out that I disagree, there are still quests to be done and places to see, and in those places more quests to be done... I find it highly unlikely that in 8K of terrain on every planet that the players have combed it all and found everything... Hell, as far as I last heard there were still quests in EQ noone had down or found... so there is always more to do and while PVP may be one of them, it is NOT the only one...





"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." - Galileo Galilei
YetiIronfist
Fri Aug 29, 2003 8:09 am
#10

Have you done the quests Jodun?

I've done some... I did a bunch of the most involved and detailed quests the game offers (the theme park series).

Every one lacks any depth or imagination. Talk to A, who tells you to go to pt B and either talk to or kill what is there, and then return. Even the supposed escort missions don't actually involve escorting / protecting someone - you just talk to them and they say "Oh, OK, I'll go there." and you return for your reward.

And oh yeah... speaking of rewards... Boots, a couple belts, a hat, broken binoculars (yes, that was the name of the item "BROKEN binoculars"), a knife - all crap that you get from one shotting humanoid NPC rogues/theives in around the edge of any city.

I wish I could agree with you Jodun, but as far as myself or anyone in my guild can determine, this game just totally lacks depth. There is no significant pve content. No significant loot. No rewarding quests. Have you checked out the "dungeons"? They're like the star ports on all the planets - identical, just with different mobs in them. Oh how exciting to know that it always goes down, opens up, splits, right side dead ends, left goes down again... boring. I don't mean to rant at you! It's SWG that I'm disappointed with It just ended up in a reply to your post, that's all.

Basically, if you don't enjoy Counter Strike and UT2k and other FPS games, then you won't enjoy SWG for long.
Jodun
Fri Aug 29, 2003 8:23 am
#11

Well, its really a shame that the devs focused so much on making pvp work (which it doesn't) and the whole player based economy... blah.... Unfortuantely everyone is trying to get away from the EQ camping concept, but frankly that single concept along with its complex and detailed quests made EQ the most long lived MMORPG ever... Unfortuantely either pvp or pve has to suffer but by trying to make both great you end up with nothing...I say make the PVE great,... add in the camping for good items, or at least camping things for great components and then having masters put them together for you... Also the raids in EQ... that is what drives the people everyone wants to raid and kill stuff that is insane... there should be raids... yes the story will suffer a bit and yes... the believe-ability will suffer a bit... but damnit... if I wanted completely realistic things I would just go hunt deer IRL... camping the forst for the deer spawn for a weekend to come home with my prize antlers... but no... I want to have to work with 60 of my friends to go and kill lets say not Vader, but umm...Vader's apprentice blank and he's cheap and doesn't follow the rules and people die constantly... and eventually people squeeze out the kill to get one of 30 abusively good items that only he drops..


Now i know there are things in the game worth getting I saw some lasdt night... nightsisters dropping armor components that reduce encumberance and stuff... cool, but people are also done advancing and its WAY to early for thast to have happened... they should have lengthened the skill trees, so that people would not finish them completely for like a year


Ah well...I also like to make my own content by roleplaying as well....


I don't think you are flaming, me btw and I appreciate your input... They should always be adding more content and in the long runI think pve or pvp will have to suffer... the only question left is should SWG be more like EQ or Planetside?....




"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." - Galileo Galilei
KruddMan
Fri Aug 29, 2003 1:14 pm
#12

I vote PvE but the most vocal players are the PvPers... so I'm probably outgunned.


I love coop in all games.Even really stupid games can be fun when you're with friends.

Ookee
Fri Aug 29, 2003 3:28 pm
#13

I just recently joined the ranks of Pistoleer... So I am not as well versed on the specials as I would like to be. I do however, agree with what Jaegen has been saying about the disarm shot. I've been following his posts since I decided to be a pistoller, and he is well informed, and right on top of it. These are myh thought on disarm shots


I do not want to be able to destroy a weapon... However, I do want to be able to have it jam, lock up, drop to an inventory or even reflect damage on it... We should be able to damage the weapon, but not destroy it. I would say that if a weapon is hit, it would reflect damage simply because that is they way it works in RL, and probably would work in Star Wars.


Almost anyone can have access to a repair tool, and having disarm damage but not destroy the weapon would increase the market for the repair kits (yay for artisans and weaponsmiths).


Anyways, enough with my rambling... May the Force e with you...





"Certainly a Jedi should know the code, by woird and by heart. But seemingly every Jedi is in some fashion negligent from the lowest Padawan to the highest Master. Consequently, were someone to demand, 'What is the true meaning of the Jedi Code?' the Jedi who promptly answered woulld be rare indeed." - Jedi Master Odan Urr
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