Rifleman Archive

Thread: Report

AldeonAvardulin
Sat Aug 16, 2003 10:04 pm
#1

This is the report, I just recently sent in.



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As you have said you will only be answering one report a month, I’m wondering if you would consider increasing the amount from 5 and 1 personal to 10 and 1 personal. Especially since it’s towards the beginning of the game, and a lot of bugs are being found. This would help us get out bugs dealt with quicker, and you fix the bugs to make this even a better game then it already is. Anyways to get to it, these are the 6 issues we would like reported next.


-The accuracy meter between weapons.


I feel that the issue was not properly addressed in the first report, because the answer we got was a bit confusing. “Both are equally inaccurate from max range, the difference is within the maximum range.” From this it sounds as if each weapon should have a different max range. Now as I understand all weapons have the exact range as 64 meters. If each weapon had a different max range I could make sense of this, by saying each weapon is inaccurate at its max range. But since they are all the same, I feel this issue should be addressed once again, this time with more evidence. A rifleman should be most accurate from 64 meters, and the pistol 20 meters, and carbine somewhere in the middle, then depending on each weapon they all change. From these 2 links you will see that from max range (64m) a pistol with no styles has about 50 percent in accuracy for a master pistoleer. Now this is normal, but then you start doing styles, and you will notice that there accuracy increases from 50 percent, near 90. The solution to this is to remove the accuracy bonuses, or create larger negatives upon going away from ideal range.


(accuracy without styles) Pistol from 60m
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=4634


(accuracy with styles) Pistol from 60m, and Rifle from 20m. http://forums.station.sony.com/swg/board/messageboard.id=rifleman&message.id=6192


-AR issues with T21, and other Things.


The T21 is currently bugged, at the moment it is AR0, and an ideal range of 0. Since this is the rifleman’s key weapon, we feel it should be fixed. Because of its AR0, it makes the weapon virtually worthless, for leveling and PvP. Also with this issues comes AR problems, on un-armored players, armor piercing, is not working, its acting as AR0. The problem with this is, because there is no listing of the damage type resists, the weapon acts as AR0. If you shoot a creature with a AR2 energy damage weapon, but the creature has no energy resists listed, then the weapon will act as AR0, receiving no damage bonuses. A possible solution is to add an invisible 0 resists, to all players, and creatures.


-Melee damage being so high we get one shot, vs any melee player.


The 2.5x damage increase against rifle users was put in place to counter us doing the best damage from range. Now if any melee user gets within range, they will one shot me because of this. Even with the 75 percent decrease, a good solution to preventing this is making it so while prone you receive 2.0 damage, kneeling 1.0, and standing normal damage. Since rifleman are the most likely to go prone or kneeling, you will see this effect still acting on rifleman.


-Being knocked down while prone, and being spammed.


Right now knockdown is a huge issue for all of us, along with everyone else out there. Ham costs are just no where near enough to get people to stop spamming it. With buffs, or the food sunburn, this is no longer a problem. It did decrease the spamming to somewhat, instead of endless, its now 10 or so shots, unless they have a buff or sunburn. Along with this, is being knocked down while prone, now I honestly don’t see how this is possible. A solution to this, is 100 percent resists to knockdown while prone, 50 percent while kneeling, 25 while standing, and 0 while running. Another thing that should be added is a 30 second immunity timer to knockdown while in PvP only. So that it can’t be repeated.


-HAM costs hurting us more then the player were shooting.


The HAM costs on the rifle are huge, we do more damage to ourselves then we do to the other player, our lowest costing rifle is a DLT20a, and with 500 focus we are getting a Ham costs of 65 for HS3, and 61 for most of our other styles. With an 1100 focus, that’s very little fire power we receive, let alone a Laser Rifle or a T21s costs. Being 100-150 damage to ourselves, that’s 10 or so shots before we run out of mind, what we propose is change our costs to action damage, much like a bounty hunter doing action costs, while he’s doing mind damage.


-Our + to stats.


Most of our + to stats seem not to be working, +block, + to crawl speed, + cover are not working. Along with these +20 to melee damage seems worthless for the Rifleman, since were not even supposed to be up close in melee range, were supposed to be at a range, the Rifleman class would like to see this changed, to either + defense vs knockdown, or + to range defense/block.




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Like you Only better
Aldeon/Chadn radiant
ZamMeLon
Sat Aug 16, 2003 10:30 pm
#2

thank you.



Nyii,
Shadow Gypsies
SWG-Skemo
Sat Aug 16, 2003 10:53 pm
#3

Very nice report sums up the majority of the problems we currently face



Morven

Proprietor of Morven's Culinary Creations - Brenn (-3083, 3252)

Master Chef - Master Rifleman

"Cooking up death, one headshot at a time."
EagleEyessss
Sun Aug 17, 2003 1:17 am
#4

Excellent report. Now if we can just get them to listen.



Thanks

Seflyn
Sun Aug 17, 2003 5:49 am
#5

Very good report, now we get to see if we get real answers.



_________________________________________________________
Seflyn - ?? - ?? - Chimaera.
Seflyn - Master Rifleman - Master Surgeon - Tarquinas.
The lies of SOE: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=222831
Whitefeather
Sun Aug 17, 2003 6:26 am
#6

Good report, but instead of switching the special move cost to action, I think they should simply lower the mind cost. Halving it would be nice.
TekDragon
Sun Aug 17, 2003 7:42 am
#7

*salute*


Great job Aldeon. You got the points across in a firm manner and even offered them plausable solutions to fixing some of the problems.


Now.. it lies in their hands. For some reason im not comforted by this.. but we'll see.




TekDragon DeSol
Duke Of House Atreides
Yanger
Sun Aug 17, 2003 7:46 am
#8

AA just to add one more part to the 100% resist to knockdown while prone, we may want to suggestadding a end posture up shot to the marksman line like suppression shot (end posture down) so other classes would have tomake us change postures up so then they can use knockdown. I'm just stating thisto defend our position because I can imagine the cries that are gonna come about to this change.


Another thought might be tomake the 100% resist to knockdown as apart of the cover ability, there are serious detriments to usingcover, ie HAM costs, time delay while in combatetc, that would not make an invulnerability to knockdownhard to argue against. Also, thatwould add benefits tootherabilities such as sneakin pvsp.


Just some thoughtsto help sell this.

LecheHombre
Sun Aug 17, 2003 12:50 pm
#9

Good report Aldeon, keep up the good work.



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


BeamerXL
Sun Aug 17, 2003 3:42 pm
#10

great report. though i certainly hope they respond to the other professions (coughRANGERcough)first.



______________________________
Eilsc Nrogara
Novice Ranger, Novice Rifleman
Starsider
ZevishWulf
Sun Aug 17, 2003 4:36 pm
#11

Hell ya!!!! Great Report!



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Imperial Ranger/Rifleman- When sending a probe droid just won't cut it
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GozertheCarpathian
Sun Aug 17, 2003 4:59 pm
#12

Hey AA, I like the report, but I do have some concerns with our "main" problem. I like that you put it first, but I think we're STILL not quite saying it properly. Just some suggestions:



1. Throw in some more details and such in your actual message and not trust to the links. While I KNOW the links have tons of info, a bit more detail and summary of the problems might make them check the links. (I'm not holding my breath mind you.)


2. Might want to try and get across the ideas of "bands of accuracy." The sig many rifleman on this board are using shows this quite well. Use his own words on him by pointing out that while we are all "within our maximum ranges" our accuracy really don't reflect this. The fact that you CAN hit realitivly acurately from just within max range with a Pistol and you CAN NOT hit from too close with a rifle should be pointed out a bit more strongly.


3. Anything else you can think of to make them WANT to click those links. Sure this is a report and those ARE detailed discussions about the problem, but is just saying, "here look at these" going to make them look?


I've liked your work from the start AA, don't get me wrong. I just want to do everything we can to get them to actually LOOK at this problem. Thanks!




P'twic Sunami
Flury Server
Master Medic
GrandAdmiralF
Sun Aug 17, 2003 5:37 pm
#13

great report /appalud


psss... get them to fix the anti-exploit warp

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