Rifleman Archive

Thread: Templates/Progression CU/R/B

Ackehece
Sun Apr 03, 2005 9:09 am
#40






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.




"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




KundoJet
Sun Apr 03, 2005 10:02 am
#41






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.





roger roger




Celebriel Inle
Black Rabbit
Atobusarragra
Mon Apr 04, 2005 1:17 am
#42

Copied across to correct thread.


Atobusarragra wrote:

Two things:


1. Have we figured out waht this new Rifle Defence mod is for? Rifles vs. Rifles in PvP?


if you hold a rifle it is added to your base defense score as I understand it (not totally sure myself)


2. Have we figured out the new incresing Health points thing (up to max of 3000) yet? If so, how is it working?


Per box health bonusonly for the following professions so far

marksmen, brawler, medic

doctor, riflebeing, carbineer, pistoleer, smuggler, bountyhunter, jedi

swordsbeing, fencer, pikebeing, teras kasi, (creature handler - I think)


hopefully soon

scout, ranger, bio-engineer


Cheers,


Ato
Ackehece
Mon Apr 04, 2005 10:38 am
#43






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.




"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




KundoJet
Wed Apr 06, 2005 1:09 pm
#44

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?



Celebriel Inle
Black Rabbit
Ackehece
Wed Apr 06, 2005 3:33 pm
#45






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.




"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




KundoJet
Wed Apr 06, 2005 11:41 pm
#46






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.





Makes sense - I look forward to trying it out.




Celebriel Inle
Black Rabbit
Atobusarragra
Sun Apr 10, 2005 8:06 am
#47

Interested in testing templates but am finding it impossible to get on TC much at all....let alone Live.


Does anyone have any info regarding if/when they will make the all skills available from the Frogs?


I ceratinly dont have time to grind/train up on TC at the moment.
Maacc
Sun Apr 10, 2005 10:52 am
#48

I'm currently trying a MRifle, xx3x pistoleer for intimidate and master doc. Hopefully they will raise xp agin b/c its taking me forever atm.

TC name Maacc



Proudly married to 'Lissa the most loving person I've ever known
Married 10-30-05




John Smedley, President of SOE wrote:
The "Combat Upgrade" is now live on the SWG test server, and it's getting very positive feedback from the SWG playerbase.

ROFLMAO
KundoJet
Tue Apr 12, 2005 6:28 am
#49






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.



Celebriel Inle
Black Rabbit
Fobok
Tue Apr 12, 2005 3:33 pm
#50

I have to comment, I think they should make the helper droids appear for everybody when the game goes live. There's a *lot* of players who don't necessarily watch the boards or try the test servers, who'll need to learn the new mechanics. The game is a lot more fun, combat-wise, in my opinion... but, it takes some getting used to.

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.



Asen Lieglama
Level 72 Jedi / X-Wing pilot, on Starsider

Ewas Ibon
Master Entertainer / Imp Pilot, on Bria
Odinwaa
Wed Apr 13, 2005 2:31 pm
#51

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?



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Ackehece
Wed Apr 13, 2005 3:57 pm
#52






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?



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)

(and if you think this is bad.... check out the fact you can't get enough combat xp to ever become a BH, or check the progression of scouts.... ick)

They say they are still looking at progression but feedback outside of that is sparse

Message Edited by Ackehece on 04-13-2005 05:23 PM



"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




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