Rifleman Archive

Thread: The CU and veteran thouhts...

Ackehece
Sun Apr 03, 2005 8:08 am
#14






lammergeier wrote:





Ackehece wrote:

thank you - that was beautiful to read

/wipe tear from eye

It really is nice to have someone not complain for a change.







it's my job to complain, as long as I do it constructively.

/backtobugreports






/pet yes yes it is your job (SO BACK TO WORK SLAVE!) ^_^ but you as do it constructively rather then *I_AM_PEEVED_THE _CU_SUCKS_ CAN_IT_NOW*I will thank you for your excellent posts as well.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




GreenSean
Sun Apr 03, 2005 10:27 am
#15






Levoyan wrote:





LecheHombre wrote:
I'll chime in and say that I have also enjoyed my experiences on TC5 with the CU so far. We're all going to have to re-learn the game, so I can understand why some people are upset, but I am quite sure that the game will be much better off once its done. The combat system seems good, creatures will be good with a balance pass, weapons are going to be really good because of increased diversity, and the profession trees look like they will be fun and interesting.

One comment about the auto-attack via ctrl-click. I have had mixed experiences with it, it couldn't get it to work on lairs at all and it seemed to stop working sometimes on creatures/MOBs in general also. I am also worried about being able to make a special attack your default looping combat action. Isn't eliminating the ability to spam attacks one of the major points of the CU? I think I would prefer it if a standard attack was the default action, and would loop without any special actions from the user, and clicking a special would enqueue it as the next action, but you can only enqueue 1 thing at a time.

In any case, I think that if folks keep in mind that the CU on TC right now is essentially a public beta, and that creatures/weapons/etc. are all going to be balanced several times, they could see that the CU will end up being a real positive change for the game.



I have had the same thing happen to me, it seemed like it happened pretty often. I would be in a fight and then just stop attacking and stand there. Is this a bug?







It seemed that auto attack stopped working whenever I changed postures. I then had to re-click it to attack again. Anyway, does changing postures even do anything? There is no range modifier displayed to indicate whether it makes any difference. I also seemed to have no penalty for using a rifle point blank while prone (weird, but I'm not complaining:smileyhappy, and could not fire at all while riding a mount. Overall, I like where this is headed..



Duct Tape is like the Force... It has a light side and a dark side, and it binds the universe together...
Excess3
Sun Apr 03, 2005 10:50 am
#16

I've noticed the "auto attack" breaks if the mob gets +out of sight+ or +out of range+. It also breaks if you try to do something you can't, like an attack with the wrong weapon, or from the wrong posture, or from the wrong state.

I would say, that with the selectable default attack, spamming is still here, but the higher level attacks WILL eat up your action pool so you won't be able to spam them for long. With that being said I still want to see the combat que back.. not the que we are used to but one that fits in this "3moves ahead" style. I would like to see a que that displays the 3-5 moves you have coming. I know this is already sort of there from the colored outlines we see around our hotkeys but quite frankly it helps to know I accidently hit /bactainjection twice by accident by seeing it qued up twice in the que instead of trying to see what button has the right color around it and did I really get them in the right order. All while trying to watch the battlefield, my groupmates, ensure the target doesn't get out of rang or out of sight and manuevering appropriately.

Frankly I still miss the combat que, this is after about 12 hours of playing.



If ignorance is bliss, bliss is over rated.
KundoJet
Sun Apr 03, 2005 11:06 am
#17






Excess3 wrote:
I've noticed the "auto attack" breaks if the mob gets +out of sight+ or +out of range+. It also breaks if you try to do something you can't, like an attack with the wrong weapon, or from the wrong posture, or from the wrong state.

I would say, that with the selectable default attack, spamming is still here, but the higher level attacks WILL eat up your action pool so you won't be able to spam them for long. With that being said I still want to see the combat que back.. not the que we are used to but one that fits in this "3moves ahead" style. I would like to see a que that displays the 3-5 moves you have coming. I know this is already sort of there from the colored outlines we see around our hotkeys but quite frankly it helps to know I accidently hit /bactainjection twice by accident by seeing it qued up twice in the que instead of trying to see what button has the right color around it and did I really get them in the right order. All while trying to watch the battlefield, my groupmates, ensure the target doesn't get out of rang or out of sight and manuevering appropriately.

Frankly I still miss the combat que, this is after about 12 hours of playing.



I feel your pain on the combat queue... don't have to be able to click any farther ahead, but at least give the players the option of a visible queue. I also miss the "to hit" modifier showing, am not a fan of the floating HAM bars or bold text (they obstruct and clutter the view, to my mind).


Auto-attack is cancelled by any other action you perform, including changing posture, etc., as well as the target moving out of range or out of los. Leaving aside those conditions, it still "breaks" against mobs sometimes for no apparent reason; it does not work on lairs at all.





Celebriel Inle
Black Rabbit
Top-spin
Sun Apr 03, 2005 11:32 am
#18

I started a few months after release but still early enough to have to walk around 2000m to do those exploration missions But Recently i have got into a fight with some idiotic kids on a group chat because they were flaming about the cu. And they all claimed they joined at release and bla bla bla it's going to screw me. And I told them I dont think you have any idea what your talking about. It's not going to be as bad as you say, and then the first F bomb was dropped at me. Your mom jokes and the rest. And yet he still countinued to say that he was a Educated Young boy I personaly think the cu will be great. We need to have boards talking about how good it will be not " ahh I Cant hit anything" " CU SUCKS" "IM QUITING". Isnt Swg for starwars fans'? and would a fan quit over a little update? NO. I think the newness of this Cu will be great because Iv found myself bord with already trying each and every prof and adding a spin to it would make it A great game.

Say aye if you are a Real fan of swg
KundoJet
Sun Apr 03, 2005 10:52 pm
#19






Ackehece wrote:





LecheHombre wrote:
I miss the combat queue, but having it be limited to 2-3 moves wouldn't bother me. Actually, the biggest thing that I noticed is that since there is no combat queue window, we don't have a /peace button unless you slap it in the toolbar.

The lack of accuracy modifiers from range/motion is also weird.

I have a feeling they will put the queue list back in, even if it only shows the next attack you have queued up.





not currently in the plans... they believe I think that the little slowly filling icons is good enought

They also want combat to be proactive - you have to be there to do it.

also your next attack you have lined up if it is not a auto attack is outlined in yellow - you can have multiple attacks lined up as long as they are from different special pools. (currently we only have the marksmens specials pool)







Good to know. :-)


BTW, anyone else's Peace icon busted? I've got about half a dozen busted icons, they just show an old white on colour figure, and do a constant jig to the right...


BTW2, I noticed that the toolbar is now three rows deep for each of the 6 sets... just hit your scroll wheel when over the toolbar to move it up/down.




Celebriel Inle
Black Rabbit
Rebbin
Sun Apr 03, 2005 10:56 pm
#20

Too many words.



-=Norden=-
-=Jedi Knight=-

(gnn[[[[[[[[[[nnnnWX9gggggggggggggggggggggggg)

LecheHombre
Mon Apr 04, 2005 12:47 am
#21

I miss the combat queue, but having it be limited to 2-3 moves wouldn't bother me. Actually, the biggest thing that I noticed is that since there is no combat queue window, we don't have a /peace button unless you slap it in the toolbar.

The lack of accuracy modifiers from range/motion is also weird.

I have a feeling they will put the queue list back in, even if it only shows the next attack you have queued up.



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Ackehece
Mon Apr 04, 2005 12:53 am
#22






LecheHombre wrote:
I miss the combat queue, but having it be limited to 2-3 moves wouldn't bother me. Actually, the biggest thing that I noticed is that since there is no combat queue window, we don't have a /peace button unless you slap it in the toolbar.

The lack of accuracy modifiers from range/motion is also weird.

I have a feeling they will put the queue list back in, even if it only shows the next attack you have queued up.





not currently in the plans... they believe I think that the little slowly filling icons is good enought

They also want combat to be proactive - you have to be there to do it.

also your next attack you have lined up if it is not a auto attack is outlined in yellow - you can have multiple attacks lined up as long as they are from different special pools. (currently we only have the marksmens specials pool)



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Eikmms
Mon Apr 04, 2005 3:20 pm
#23

I noticed that auto attack does not work if you use the /assist command. I bugged it.




&& Eikmms Laggerr &&
- I miss the old combat system.
New Rifleman motto "Run it's a picket!"
I support the stocking of pink armor.
LecheHombre
Mon Apr 04, 2005 4:35 pm
#24


KundoJet wrote:
BTW, anyone else's Peace icon busted? I've got about half a dozen busted icons, they just show an old white on colour figure, and do a constant jig to the right...

BTW2, I noticed that the toolbar is now three rows deep for each of the 6 sets... just hit your scroll wheel when over the toolbar to move it up/down.




Yep, I think that the dancing old-style cover icon is the equivalent of "default appearance" boxes for skill icons. They've probably got the art department locked in dark, moist cells, and come by every hour for lashings if they aren't making progress... Gotta get done before Ep. 3 comes out.

Cool to hear that the toolbar is now 3 rows deep! I wonder if they'll allow it to be resized so that all of them are visible?



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


Typho
Mon Apr 04, 2005 6:15 pm
#25


Great post Veustuh! I've playing since Beta 3 and hadn't really thought about how things were when the game lauched. Thanks for the positive comments!





Isxossk

-Elder Ranger-

-Elder Pistoleer-
Waste93
Mon Apr 04, 2005 6:30 pm
#26

Good post. Here are my observations so far.


I made my usual Wookiee Marksman. Went to the blue frogs and got a couple weapons and credit.


Personally I've never like Tatooine much so never did the grind there. So I started the grind on the low level MOBs that were around Mos Espa.


I killed enough MOBs to get two boxes of Marksman Rifle. Didn't keep track of the number of MOBs I killed but it was probably around fifty. During that time I was only attacked once. And that was the first MOB I attacked. Every other MOB I targeted and attacked seemed to try to run away. I have no idea why.


I also picked up some C12 grenades to try. I was unable to use them. They use to be an innate cert. Not sure if that changed or if the old bug of Wookiees not having the C12 cert came back. But I couldn't throw them.


I tried to examine a MOB. I have Novice Scout. However there was no data on the examine window of the MOB. No explanation of this.


I have been using the Bowcaster. Personally I'm dissapointed in this. The sound and shot color are all wrong. Rather disappointed in this.


Shots. One strange thing about the graphics. I used both the CDEF and the Bowcaster. Both shots had a strange graphic. It wasn't a bolt. I was expecting the round bolt like graphic from before. What I got was a round bolt but it seemed to have fins. It seemed like the graphic was the round regular bolt with a flat rectange superimpossed on it. So the center round part was brighter, but there was a very visible but slighly fainter two dimensional rectangle around the bolt graphic. I didn't care for it much as I didn't find it very Star Warsy.


Threat levels. It took me a little bit to figure out the new threat level system. Besides the color there is also a number. At first I wasn't sure what the number meant. I thought it may be used to represent how many MOBs were in it's social group so you had an idea of how many MOBs may jump 'ya. It took a bit for me to figure out that it represent the MOBs level. There is also a level indicator for the player.



Colonel Waste - The Wookiee Crusader
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