Smuggler Archive
Thread: The CU looks REALLY cool!!!
But my issue isn't one of bugs its one of game design and where that new design impacts game depth and other things under the surface that make this game that is now - while broken on the surface - one that was becoming fairly solid at the core. Its a totally different game now and the reason i haven't quit yet are of my non game related ties (friends, city, etc.) becuase in terms of the game that it is its just not one that can keep me engrossed in the long term. Some examples for those that need them
* The system of professions based on skillpoint allocation in one pool and a combat system based on level just don't fit together. Period. You can make all the changes you'd like to individual issues (like making someone with novice marksman but cl80 from melee profs powerful enough that they can gain xp from cl 80 mobs), but the concept is flawed and there will /always/ be a set of residual bugs, quirks, brick walls.
* Yes, I was one of the one that wanted special that worked cross discipline (so i could play the wookiee smuggler with the bowcaster) but I was wrong. Well I was sortof wrong, or maybe just not specific enough. Pre-CU there were some professions that were a lot more like a "profession" then simply an elite skillset. Smuggler was one of these. It makes sense to me that a number of different skillsets could partake in the role of a Smuggler. It also makes some sense that each ranged discapline would gain some general mods that would be cross disciplanary so that was ok in my book too... but having almost every special cross classes and having a bulk of weapons simply LC based is just way to far away from the realm of believable.
* The Level system just has ZERO place in sci fiction. The staff can try and comfort themselves by quoting some obscure article and thinking in terms of science-fantasy, but in my world laser beams generated by a rifle and an armor that somehow dissipates that beam or the thinkness of a skin crature are fixed objects. It makes NO FREAKING DIFFENCE if a CL1 person picked up a cdef and hits a borgle in the wing vs. master pistoleer does the same thing. The difference between those two scenarios should ONLY be accuracy and speed (recovery) - but if a hit lands it lands and hurts. Now there can be some argument that in melee profs a master will hit with a sword much harder, but that was already dealt with in the old system - just look at the unarmed damage mods and the way damage output was a combination of body+weap. Still though, that has no business in ranged combat. Additionally, I have other issues with a Master of any given profession not being the true master in combat without artificially inflating their CL via totally unrelated profession.
I can go on but i have other thigns to do. There are serious issues with the weapon cap system that we are just now learning base on conversion formulas as well as crafters of new gear hitting limits, there are non-core issues related to the f'ing over of armorsmiths becuase of the way armor was designed for the new system, the general emphasis of DPS as the sole arbiter of game "balance" ignoring other non combat skills that a box or profession may encompas, the XP changes creating a scenario where a master squad leader may never have even been in a group nevermind be leader of that group (however hard it may be to get xp that way) or that you get better at slicing by shooting squills (or wherever the mass xp location becomes), the inability for a medic or doctor to gain xp by staffing a medical center or other public facility.
I dunno.. it may play "fun" in cerrtain circumstances... but as a mmporg it certainly doesn't look cool.
Message Edited by Ragnaat on 04-18-2005 12:08 PM
Ternque01 wrote:
Skedardistroyer wrote:
I might have enjoyed it, but TestCenter crashed literally every 5 minutes for me. It sucked.
Hopefully wont be that way in the middle of the week
Message Edited by Skedardistroyer on 04-18-2005 10:08 AM
Get away from populated cities and areas; this works fine for me.
I actually did, and the crashes happened MORE often.I was fine in Mos Eisely infront of a million people standing by the blue frog.
I went out to Lok with2 people, virtually no one there, and it was just getting crazy
All of a sudden, your FOTM template is no better than my RP template. If i decide to go SF so i can sell faction and you try to gank me, you're in for a big nasty surprise, Mr Uber1337.
PvE is the issue and it's a huge issue. What's wrong with PvE? The level-based damage multiplier.
Particle effects don't bother me, the new icons are ugly but that's nobody's game-wrecker, entertainers are, i agree, borked but hey, we know about borked. We're still smugglers. And there are still rangers and squad leaders out there too, amazingly enough. God alone knows why.
But, that damage multiplier means you have three states of NPC/mob.
- Pointlessly easy, not even a real XP reward (lower level)
- Tough but feasible (your level or a max of 2 levels higher)
- You die immediately (3 or more levels above you)
And that sucks. Because now, there's no challenge and no skill in PvE and that really is a game-breaker. Mobs should have a set damage range and a fixed set of resistances. Knowledge should be power, not the amount of grind one has gone through. This is jedi-grinders mentality writ large, and it could very easily ruin this game forever.
Oh, and yeah, most of us definitely did not love the old-style of SWG combat. It was a grotesquely ugly mess, avoided by anyone beyond the "hit F1 as fast as you can" stage of game sophistication. Given the choice of CURB or that, i'll take the CURB.
SpinningCloud wrote:
Well, sure professions are not "perma-ruined", like us for example. It's only been two years and we still only have a still-empty promise.
How long do you think Entertainers will have to go? Hell, the devs STILL apparently have no problem with bufbots...they even made it EASIER to be a buf bot...you don't even have to run a complicated script.
I really think there were better ways to deal with the buff problems and the lack of armor diversity. I just don't think this accomplished it...and especially at the price.
Can anyone please tell me, in all honesty, what is the differance of going from only attacking the Mind stat and basing your selection ofspecials to weakening the mind stat to only Attacking the Health stat and basing your selection of specials to weakening thehealth stat? Besides the color of the bar?
Message Edited by TomoRainer on 04-18-2005 05:21 PM
TomoRainer wrote:
Yeah, I can tell you the difference. Before, some of us could only hit mind with a random shot.
Message Edited by TomoRainer on 04-18-2005 05:21 PM
So the answer is to give everyone a "mind" attack and call it health?
The tendacy to only attack the mind was not due to buffs alone but to the inequity between the two buff systems. Percentage of the base stat for mind with a possible max at 125% with SAs ( Mon Cal's max mind/focus buff was 1625 with 1438 for Willpower w/ 125% buff. Most other races, you are looking at a 1250 buff.) vs aflat rate of 2400-2600+ for the other 6? Doesn't take a rocket scientist to see what stat is going to be attacked the most.
What do you think would happen if doc buffs were changed to max 125%of the stat with SAs?
THAT is what I thought the CU was about. Not this line for line port of EQ2 to SWG. Levels? Bio-Linked (read "Attuned") faction armor? Since when, in any of the Star Warsbooks or movies was Stormtrooper Armor bio-linked? I will bet money that some of the new graphics were added, not to make combat more exciting, but because the EQ2 code required it to function and it was easier to port it over in it's entiriety.
Hybrid Combat/Social or Combat/Crafter is going the way of the dodo asthe CUstands now. The way I understand the CU is that differance in level affects the damage delt out and taken. Instead of defense stacking, it's going to be combat level stacking and once again, those hybrids are going to be left in the dust. How do you think a level 65 MTK / M Brawler / M Merchant is going to do against a level 80 MBH/M Commando / M Smuggler in PvP?
In short:
- Attacking only one stat bar has not gone away just made available to all combat professions and as a result is only a marginal improvement
- Stacking has not been removed. Only changed to combat level stacking. No Improvement.
Okay, name a good thing?
I should be able to swap between EQ2 and SWG with little or no adjustment in functionality. I'll just have to remember not to call Doctors "Clerics".
Porting over the EQ2 code will make maintance easier and hopefully, more content rather than fixes will be added.
I'm glad to see buffs go away.
Wise, wisewords.
LM wrote:
I'd rather have the borked original world of SWG than this handicapped, dumbed-down, level (not skill) based, cartoon-like game that I saw on Test Center