Ranger Archive

Thread: CU: What do we think of the combat?

DND_Cas
Wed Apr 06, 2005 8:08 am
#14





Well we have the basics in the documents but thats not what this is about. We are meant to be testing what its like for totally new players starting in a new game. Thats what this is about during this stage as i lots of people are going to be coming back based on the CU.

But we can't do that effectively. You don't ask someone with experience in a particular field to test that field for a "green test"as all you'll get is comparisonswith the old system.


At present the amount of info is good because its a learn as you go process which i havnt fealt since those early days on rori hehe.


Which is good to a certain extent. Things like best combo's, ways to kite, how to avoid aggro and the like are part of a good learning experience. Knowing how to set an auto-attack is a bit more of the stuff that everyone should knowpretty much as soonafter they start doing basic combat.







Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
DND_Cas
Wed Apr 06, 2005 8:46 am
#15






That (auto attack) isin the FAQ and wasstated by the devs almost right away (i was on the CU servers as soon as they came up and within 6-8 hours i knew of the auto-attack because the devs listed it).


Ultimatly the helper droids will sort this out. As experienced players we are expected to find this out because the helper droids arnt updated with new info, thats another advantage of having experienced testers/forum readers testing asif they were new to the system. They need the same info but they know of work arounds to aquire that info (reading the forums, testing methods).


I know what your saying but this just doesn't happen.


The majority of people don't read manuals and resent having to pick one up. Helper droids are a good idea in practice badly implemented. Far too clunky and you have to understand how the datapad works to be able to use it which is again bad design imo. In game video walkthroughs (with optional subtitles) are the way forward backed up by easy access documentation.


As for comparisson with the old system, thats why the devs focused so much on "forget what you have learnt" but too many people are blind or just too thick enough to take that sort of info on board so they compare with the old system anyway. All in all the devs have said its a totally new system and not to compare to the old system but many have chosen to ignore it anyway. One of the main reasons i was hoping for a closed beta as all the alpha picks understood this.


Owen not even you can seperate yourself from your experiences with the "old" SWG interface to give a "green" opinion on the new interface. You put more effort into it sure but you just won't make the mistakes a complete green would. You already know how to interact with the environment your in and thats a massive advantage. A proper HCI test would gain very little from watching you play if the goal of the test was to test how a complete newbie interacts with the environment.

Message Edited by DND_Cas on 04-06-2005 04:49 PM



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Vorpaks
Wed Apr 06, 2005 8:50 am
#16

Well, I will compare to the old system and just say that the two things I miss are:

1. The combat queue
2. The ability to see what is attacking me (highlighted)

EQ2 and WoW did not have these things and I couldnt figure out why they didnt steal them from SWG, they were such a good idea. Now SWG has got rid of them. I really hope they return the combat queue - though with the old icons gone, this might be difficult. And I really really hope they return the aggro highlighting. It is annoying to sit there tabing through a bunch of mobs trying to decide which one is the one who is causing you damage.

Other than that I like the power-up/cool-down thing. In my mind this is exactly like the old speed, but now there is a visual cue to how long an attack is taking. I like the ability to set your auto-attack to any special (though it is still buggy for me). I like the idea of attacking with ranged and then switching to a melee attack/weapon closer up. Doubtless there are other things I like - I have just not encountred them yet.

I have not quite made up my mind on the dynamic group levels and the hate system, simply because I have not seen them in action enough, but I am prepared to like them. I am curious to see how camo effects hate. The xp system I am also undecided on. I liked the old system and I'm not really sure why it had to be changed. In JTL I've leved up through the first few tiers in pilot a couple times by having a guildie disable ships for me. I hope the ground game wont be the same way. But maybe the dnamic group levels offsets this? Undecided - need more input.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Vorpaks
Wed Apr 06, 2005 8:55 am
#17






DND_Cas wrote:





The majority of people don't read manuals and resent having to pick one up. Helper droids are a good idea in practice badly implemented. Far too clunky and you have to understand how the datapad works to be able to use it which is again bad design imo. In game video walkthroughs (with optional subtitles) are the way forward backed up by easy access documentation.



Just curious DND - when was the last time you used one of the droids? They have been upgrading them constantly and I find them very easy to use. ButI am sure this is becauseI use them so much. I would be interested in knowing what someone using them for the first time now thinks. Did you use them recently or are you going off how they worked when first introduced? (I found them really annoying then too)



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Owen-Lars
Wed Apr 06, 2005 8:58 am
#18

Im not saying i will be able to provide a true 'green' experience. Im saying i wont be comparing the two systems. Yes i will have experience in the game that will let me pick things up quicker and find info much easier (a good point in regards to this type of testing with so little info) but i wont be using the old system (in live atm) to base my decisions off, ill be aproaching it as something totally new asif the old system does not exist.


Thats what the devs told us to do and thats what needs to happen if the system is going to become fun and engaging.



THORTAC BALCOR
The Lost Ranger
RANGER
CuchulainnDarklight
Wed Apr 06, 2005 8:59 am
#19

When I started playing there was no such thing as a helper droid, first one i saw I was like "Hey are you a disguised Jedi?" to a new guy cause I couldnt understand how he couldafford his brand spanking new, bright green R2 droid. then i got a novice box for a laugh and thought they were crap, but the missions did ease you into your profession role easier. The new ones just seem more player frienddly versions of the first ones and, that cant be a bad thing.




...has mastered the Pilot profession
The above post does not represent the views or beliefs of the poster, his countrymen or government, or anyone he remotely knows or has heard of, though in a perfect world he would be the government and his word law. The above post is also wholly fictitious, and any resemblance to any persons or entities living or dead is purely coincidental. Unless, it sounds really cool, in which case its all true, really.
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Owen-Lars
Wed Apr 06, 2005 9:01 am
#20

The new ones are much more refined now and i find them very easy to understand/use but i would say having known what to do already im not the best source of a review of them.


My friend thought they were good to get you started though, he thought it told you what you needed to know, plus he loved the fact he hada droid following him around hehe.



THORTAC BALCOR
The Lost Ranger
RANGER
WildBil2Me
Wed Apr 06, 2005 9:11 am
#21

There are issues with the combat queue in my opinion. I'd rather have the combat window open and show the active move and the move on deck rather than the White and Yellow borders. If my music is lowered because of Voice chat, GalaxiesRadio. That way I have the visual cue that I'm entering combat and can very carefully watch what's going on. As it stands the lack of the window leaves alot of questions open.



  • Are things "firing" when they are meant to? Should my traps be on cool down / warm up? Should my posture change as part of a move or independant etc.

  • Is my auto attack working properly or am I lagged?

  • Am I even being attacked?

I think this small change would be great to see.


Other than that (once the minor tweaks are made to creature difficulty) I'm loving the new system. It's fun and engaging.


There's alot of hate being thrown at it but I think it really is doing the job it set out to do when it comes to the core combat system.




Col. Wyndinn Maer
Antarian Rangers: Wanderhome
SWGRanger.com
darmokVtS
Wed Apr 06, 2005 9:18 am
#22

I'll tell you what I think of "the combat" when I have access to elite profession weapons and skills (Marksman-level combat is very likely completly different to elite ranged combat as the marksman tree has nothing in it that I could get impressions from about the usefulness of the ranged professions combat roles).

Actually I am hesitating to say anything about "like / dislike" until I can test it with full templates (it looks promising as of now but I am far from seeing enough of the system to judge about it).

And as I actually do like PvP - just not in its current state on Live - the effect of the CU/R/B on the PvP aspect of the GCW *including* if it manages to change GCW fights from the current "who brings the most jedi/jebay knights wins" to something more interesting is also a major part in my judgement of this whole thing (and I doubt I can tell you much about this before the CU/R/B has been on live for a month or two :-)).

Message Edited by darmokVtS on 04-06-2005 06:20 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
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DND_Cas
Wed Apr 06, 2005 9:19 am
#23


Just curious DND - when was the last time you used one of the droids? They have been upgrading them constantly and I find them very easy to use. ButI am sure this is becauseI use them so much. I would be interested in knowing what someone using them for the first time now thinks. Did you use them recently or are you going off how they worked when first introduced? (I found them really annoying then too)

Helped out a complete newb (bless her) on the server about a month and a bit ago. She was having all sorts of problems with it, didn't find it useful for what she wanted to know and just found it frustrating. It was definately an expectations thing as she just wanted to explore and wanted a quick question and answer session. After about 10 minuites of me explaining things she went off happy as larry (and I got my good samaritian badge ). Just about the best system I ever saw was in the game "Evil genius" where when you got a new ability you got a small movie about it, what it does & how to use it.


Im not saying i will be able to provide a true 'green' experience. Im saying i wont be comparing the two systems. Yes i will have experience in the game that will let me pick things up quicker and find info much easier (a good point in regards to this type of testing with so little info) but i wont be using the old system (in live atm) to base my decisions off, ill be aproaching it as something totally new asif the old system does not exist.

Which is cool. I'm sure they'll get some of the information they need off testers like you All I'm trying to point out is that for the test they've set themselves they are not going to be getting anywhere near the results they are after (and more importantly need). You just need to look at the TC forum to see most people cannot forget about the old system (as you yourself have pointed out).


The difference in opinion here is that you expect people to do exactly what the developers say when it comes to testing whereas I don't think you can expect that at all. I don't think most people are capable of putting aside thier own experiences and expectations. In fact most view beta's as a status symbol or as an opportunity to gain inside knowledge that will help them later.

Message Edited by DND_Cas on 04-06-2005 05:23 PM



Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Dariane_Kamutsovy
Wed Apr 06, 2005 2:10 pm
#24






Vorpaks wrote:
Well, I will compare to the old system and just say that the two things I miss are:

1. The combat queue
2. The ability to see what is attacking me (highlighted)





QFE


Exactly how I look up on it. The queue is missing and the coloring on the toolbar is not always helpfull, cause you might use other abilities or perform a macro-ed combat to make better combinations faster then button bashing and then you don't know when you can do what. A queue would show it.


I actually like doing combat tough. Except for the points already mentioned I have 2 other (minor) things.


The icons used don't look Starwars like to me. More like some fantasy/medieval setting (perfect for wow/eq2 or so, but not starwars). Same goes for the weapons sounds. I was grouped with DaveG and he was beeting a servorrt with an axe and it sounded like someone was bonkin on a hollow metal barrel.


Same goes a bit for the sounds of other weapons and some "special effects", like (dis)mounting a vehicle...


On thing that was funny tough, seen it a few times now, dunno if it is as designed or a minor flaw, is that if you look at the radar and throw a trap, you will see a white rectangle moving towards the target from your dot. It doesn't allways work...



Ow and (still) as a riflewoman... I miss the states icons on the target (and the never ending list of other states that never go away it seems)....


Message Edited by Dariane_Kamutsovy on 04-06-2005 11:15 PM

DaveG
Wed Apr 06, 2005 2:44 pm
#25



I agree, as things are, I don't know if something is attacking me. That was/is another virtue of the combat que. If you were aggro'd, you'd know you were because the combat-que window would pop up. Now, the only indication I have that something is after me is the battle music (if the mob is beyond attacking range), and I don't always hear that because I often turn the game music off in favour of listening to internet radio while I play.


As for us ignoring the fact that it is a new system, I don't think we are. I think it is more a case that we have all invested a lot of time into understanding the old system. More's to the point, within the boundaries of what we're discussing in this particular thread, the old system was good. Therefore, we are bound to compare the new system against the old system, and I suspect a certain amount of the "if it ain't broke don't fix it" sentiment is in there too. So we don't want to forget what we have learnt, because what we learnt served us well. Furthermore, we all seem to share the same observations regarding the lack of a combat que, and we are thus finding the new system inferior to the old system, to date of course.


Edited for typo's, I'm tired.

Message Edited by DaveG on 04-06-2005 10:48 PM



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
agent156
Wed Apr 06, 2005 3:01 pm
#26

Now that I'm starting to understand it I'm finding it rather cool.

But I've got to say... the old system wasn't broken, it just wasn't finished. Big problems caused by small flaws. It's hard to give the new system slack when the old system was so orginal and unique.

When ever me and my in game buddies would talk about why we loved this game that was so messed up, the two things that came up - no levels and your stats didn't go up. A n00b was made out of the same meat and bones as a vet.

So no mater how much the new system rocks I'll always hold a small grudge against it for replacing what could have been the best system I've every seen. It just never got the tweaks and rebalance it so deserved.

Oh well, the crafting system is still here, and that is really the thing that makes this game very unique.
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