Rifleman Archive
Thread: Templates/Progression CU/R/B
KundoJet wrote:
I have to say, it's proving very difficult to get a sense of how appropriate the new player experience is, with mob difficulty all over the map, and with XP fluctuating so significantly... at this point I have no idea, really, whether a new player is going to have an easy or difficult time levelling, or how long that will take, based on my experience so far.
Won't really be able to get into template testing until the elite professions open up.
understood
just keep note of how frustrating it is at each kill - did the reward for the effort seem appropriate?
and then when doing the exit poll tell them why or why not it seems an appropriate xp reward.
roger roger
Ackehece wrote:
KundoJet wrote:
I have to say, it's proving very difficult to get a sense of how appropriate the new player experience is, with mob difficulty all over the map, and with XP fluctuating so significantly... at this point I have no idea, really, whether a new player is going to have an easy or difficult time levelling, or how long that will take, based on my experience so far.
Won't really be able to get into template testing until the elite professions open up.
understood
just keep note of how frustrating it is at each kill - did the reward for the effort seem appropriate?
and then when doing the exit poll tell them why or why not it seems an appropriate xp reward.
Hewon wrote:
I am currently marksman 4004 and brawler 4040.
I have seen some novice fencers, and fencer trainers, but i can't find any rifleman trainer.
Do you know where to find one ?
Skill builder option in the blue frogs is disabled
fencer trainer was left in by accident.
we should see rifleman trainers soon.
KundoJet wrote:
One thing I'd ask people to look at now, and as we get the Elite trainers open, and that is the relative value of Master Marksman.
As it stands, the ranged attacks you get in the novice professions are more or less the same, so you're not adding extra skills by taking the other ranged profs at novice. And you don't add any skill mods until Master Marksman itself, when you get some generic mods. But that seems a pretty small return for an investment of 33 SP (Pistols - 14, Carbines - 14, Master - 5). I like the idea of getting the additional skill mods, but not at that price. Anyone else have thoughts on the subject? Or is MM really only going to be useful for thse taking skills from multiple elite ranged profs? Even so, if you take, for example, Rifleman and Pistoleer, is there a reasonable benefit to taking Carbines tree in Marksman that's worth a extra 19 points?
I would think that those generic mods (which are easy to get in a small amount of time vs the time for multiple boxs of elite professions) will help in leveling the high levels but once you hit master it will be of less concern and you drop the boxes as you progress in other elite professions.
so my take on this is:
good
- good high damage attack at a low level (the damage multiple or additive has not be set yet)
- higher generic accuracy
- higher generic speed
- fast access to those mods
bad
- long term benefit is low
- skill points are better spent elsewhere
therefore good for grinding a new elite ranged profession but surrenderable in the long run for more elite skills.
Makes sense - I look forward to trying it out.
Ackehece wrote:
KundoJet wrote:
One thing I'd ask people to look at now, and as we get the Elite trainers open, and that is the relative value of Master Marksman.
As it stands, the ranged attacks you get in the novice professions are more or less the same, so you're not adding extra skills by taking the other ranged profs at novice. And you don't add any skill mods until Master Marksman itself, when you get some generic mods. But that seems a pretty small return for an investment of 33 SP (Pistols - 14, Carbines - 14, Master - 5). I like the idea of getting the additional skill mods, but not at that price. Anyone else have thoughts on the subject? Or is MM really only going to be useful for thse taking skills from multiple elite ranged profs? Even so, if you take, for example, Rifleman and Pistoleer, is there a reasonable benefit to taking Carbines tree in Marksman that's worth a extra 19 points?
I would think that those generic mods (which are easy to get in a small amount of time vs the time for multiple boxs of elite professions) will help in leveling the high levels but once you hit master it will be of less concern and you drop the boxes as you progress in other elite professions.
so my take on this is:
good
- good high damage attack at a low level (the damage multiple or additive has not be set yet)
- higher generic accuracy
- higher generic speed
- fast access to those mods
bad
- long term benefit is low
- skill points are better spent elsewhere
therefore good for grinding a new elite ranged profession but surrenderable in the long run for more elite skills.
TC name Maacc
KundoJet wrote:
I have to say, it's proving very difficult to get a sense of how appropriate the new player experience is, with mob difficulty all over the map, and with XP fluctuating so significantly... at this point I have no idea, really, whether a new player is going to have an easy or difficult time levelling, or how long that will take, based on my experience so far.
Won't really be able to get into template testing until the elite professions open up.
Just an update to this... with the latest patch, I think we've got a better idea of expected values, and I have to say the newbie progression will be good, although they'll want to ensure they've got helper droids in place with tutorial missions (like they do currently in live) for new players to run to get used to the mechanics.
Anyway, yeah, the XP seems to have slowed down again. I'm still at Rifles 4, and with the lair bug adding to it, I made almost no progress yesterday.
That needs to be balanced. Maybe the more different specials you use can get you more combat XP?
This is related to the fact that now you really have to be a double combat person to be competitive at the highest level. If you do not do both of the groundworks at the same time you will not be able to progress in the other as everything will con to low but hit to hard for you to survive. If you have the basis for both you should have enough combat xp to progress. I will bring it up again but I probably will get as much action as I did last time - (none)
Odinwaa wrote:
I have a problem with the fact that I have filled up through rifles 4 and have novice rifles ready to train, before I have my Ranged Support 4. So here I sit maxed out waiting on combat XP? I can't throw a grenade cause if I do I will aggro every creature this side of Coruscant.
That needs to be balanced. Maybe the more different specials you use can get you more combat XP?
Message Edited by Ackehece on 04-13-2005 05:23 PM