Smuggler Archive

Thread: wave goodbye to the triple master....

Cigaran
Sun Mar 20, 2005 4:45 pm
#53






Izhozz wrote:

Dont worry...The Devs cant afford to put out a bad CU. I mean,its will be tested until the last kreetle,the devs have worked on this project for nearly around a year (I think). And yes,the Triple Threat template is sure fun,but was Han Solo a master 1337zor k4rat3 k1d? I dont really care...As long as they remove the 1337-ism in the game (the "Ohimsothirteenthirtysevenim master TKM look at me pwning this n00b in uber full suit of comp and my uber vk"),and make it more Star Warsy,Im happy.







Will it?


They've not started the sandbox testing that was brought up months and months ago. They've not announced the full scope of what all they're tinkering with.


They HAVE however announced that it will be published along with a new expansion and testing for BOTH will be conducted AT THE SAME TIME. They have also set up a publish date of May 5th (or pretty damn close to that) for all of this.


So tell me. With no testing started, only a little over a month to get this finished and pushed out and the fact of a whole new part being added to the game at the same time, do you still feel as though this will be done correctly?



Sorry to be a pesimist and an ass but SOE's track record is way, way off here already.


Beta = everyone and thier mother said it needed more work to be 100%. End result = buggy as hell and lacking in many ways at launch and for its first 6 months.


JTL = again, everyone in Beta asked what was there to do after master pilot for those that didn't want to PvP 'til the fell alseep at the joystick. End result = JTL ends at Master Pilot unless you happen to get luck and have the Dev's add in new missions with a publish.


CU = many have taken a "fix, not rewrite" additude to this now that we are seeing the whole picture. Beta and testing have yet to begin and already many are finding more problems that fixes in this. End result = ??????





Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
riotcontrol
Sun Mar 20, 2005 8:36 pm
#54


Cigaran wrote:

Sorry to be a pesimist and an ass but SOE's track record is way, way off here already.

Beta = everyone and thier mother said it needed more work to be 100%. End result = buggy as hell and lacking in many ways at launch and for its first 6 months.

JTL = again, everyone in Beta asked what was there to do after master pilot for those that didn't want to PvP 'til the fell alseep at the joystick. End result = JTL ends at Master Pilot unless you happen to get luck and have the Dev's add in new missions with a publish.

CU = many have taken a "fix, not rewrite" additude to this now that we are seeing the whole picture. Beta and testing have yet to begin and already many are finding more problems that fixes in this. End result = ??????






End result = another year of 'beta', but with a "mages in the back, warriors in the front, healers - heal the warriors!" system.

I'm really not sure where they are going with this and why. We all know what's bad with the current system, like buffs, insane resists on armor, defense stacking, overpowered melee professions, unhealable mind bar... if they couldn't or didn't want (?) to fix those things, each of which is fixable in a minipublish, in two years, who can seriously believe that a completely new system will be balanced in less than 2 months? It's just plain silly.

I mean, after all, we're talking about the people who didn't bother to put a single line of text in the Smuggler master box since beta.



__
wieland argosy <gunslinger>
TjadenFederov
Sun Mar 20, 2005 8:56 pm
#55

I'm not clued in to the triple master... But just the thing that worries me: Right now it takes a TON of people to take out a DJM in the mining outpost... And if we are all going to be much weaker post CU... think of how hard it will be then. **shudders**



Tjaden

In Nomine Patris, et Filli, et Spiritus Sancti...

SWG
- Tjaden - Apophis' - Cekra - Fizzle -

symbolized-idiosyncrasy
Sun Mar 20, 2005 10:44 pm
#56




M.Smuggler____H_A__N__Z_____12pt Doc

Cigaran
Mon Mar 21, 2005 5:42 am
#57






riotcontrol wrote:




Cigaran wrote:

Sorry to be a pesimist and an ass but SOE's track record is way, way off here already.


Beta = everyone and thier mother said it needed more work to be 100%. End result = buggy as hell and lacking in many ways at launch and for its first 6 months.


JTL = again, everyone in Beta asked what was there to do after master pilot for those that didn't want to PvP 'til the fell alseep at the joystick. End result = JTL ends at Master Pilot unless you happen to get luck and have the Dev's add in new missions with a publish.


CU = many have taken a "fix, not rewrite" additude to this now that we are seeing the whole picture. Beta and testing have yet to begin and already many are finding more problems that fixes in this. End result = ??????









End result = another year of 'beta', but with a "mages in the back, warriors in the front, healers - heal the warriors!" system.

I'm really not sure where they are going with this and why. We all know what's bad with the current system, like buffs, insane resists on armor, defense stacking, overpowered melee professions, unhealable mind bar... if they couldn't or didn't want (?) to fix those things, each of which is fixable in a minipublish, in two years, who can seriously believe that a completely new system will be balanced in less than 2 months? It's just plain silly.

I mean, after all, we're talking about the people who didn't bother to put a single line of text in the Smuggler master box since beta.






Sadly, thats pretty close to what I was going to write instead of the "?" at the end.


I agree 110% on the part about fixing these things in minipublishes. To me, the only real issues we where having where armor, buffs and stacking. Hard capping the first two would have cause a lot of outcry but in the end, I think all would realise it was for the better. Stacking was an even easier fix. Make the skills only kick in when you are using a weapon of that profession. There, in 3 simple steps, we have the CU issues taken care of. No need for a totally new system. No need for the new, forced skill requirements.


I'm starting to wonder more and more if this all hasn't been an excuse for the current Dev's to totally redo the game the way they wanted instead of continuing to work with the originial ideas and concepts.

Message Edited by Cigaran on 03-21-2005 06:43 AM



Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
cpz
Mon Mar 21, 2005 5:54 am
#58









Cigaran wrote:


To me, the only real issues we where having where armor, buffs and stacking. Hard capping the first two would have cause a lot of outcry but in the end, I think all would realise it was for the better. Stacking was an even easier fix. Make the skills only kick in when you are using a weapon of that profession. There, in 3 simple steps, we have the CU issues taken care of. No need for a totally new system. No need for the new, forced skill requirements.


I'm starting to wonder more and more if this all hasn't been an excuse for the current Dev's to totally redo the game the way they wanted instead of continuing to work with the originial ideas and concepts.


Message Edited by Cigaran on 03-21-2005 06:43 AM




I disagree...the reason being that buffs and armour were more like secondary symptomsof the combat issue. The real problem, as far as I could seewas the HAM system itself, and the unhealable Mind pool and ability to hit specials at once per second.


That HAM issue needed to be addressed, and simply adding a mind stim wasn't seen as a comprehensive enough answer, I guess. Neither was sorting out the time penalties for specials, as I presume they figure so many people are speed capped it would have made no difference. And increasing the HAM costs of specials would have mean t nothing, as buffs were so big that the special HAM cost would have had to have been so large that unbuffed players would incapicitate themselves when trying a single special.


It irks me that so many people are willing to rush in and bash the CU without seemingly understanding the true nature of the issues facing them CU team. We have to give it time, rather than propogate the pre-emptive, self-fulfilling myth that the game will die



The real proof of the pudding is in the eating, as they say.




Message Edited by cpz on 03-21-2005 04:55 AM



oooooooooooooooooo
Colonel Narayan Darkfly (RIP)
Master Smuggler
Eclipse

The Awful Truth [now santized for family friendly fun]: One Two Three Four Five Six
HKowalsky
Mon Mar 21, 2005 6:00 am
#59

why if our 2 prereqs are 2 combat branches , are we considered Hibryd, and probably a weak one (i for one dont think smuggler should be quite the combatants)


Even more an Elite combat profesion like TKA will use 2 branches from the same novice box (brawler) while we need 2 from 2 different boxes, and both of them combat oriented.


ok we will have slicing smuggling and spices but them if our end game is so not combat oriented except at some point why do we require 2 combat branches?


are Smugglers going to be good combatants? will a master smuggler reach the 3000 hit points or we will have to get more combat professions?


i dont think that making us so similar and close to Commando isRP wise( MAster Smuggler Master comando and 3 branches from pistoler with 4 extra points )





some templates i think we will see


Master Smuggler Master pistoleer +BH INV3Pistols 1

MS MP 3 branches from commando

MS MP Novice commando Novice BH (The certifications template)


MS TKM and 2 branches from pistoleer



Cigaran
Mon Mar 21, 2005 6:10 am
#60






cpz wrote:









Cigaran wrote:


To me, the only real issues we where having where armor, buffs and stacking. Hard capping the first two would have cause a lot of outcry but in the end, I think all would realise it was for the better. Stacking was an even easier fix. Make the skills only kick in when you are using a weapon of that profession. There, in 3 simple steps, we have the CU issues taken care of. No need for a totally new system. No need for the new, forced skill requirements.


I'm starting to wonder more and more if this all hasn't been an excuse for the current Dev's to totally redo the game the way they wanted instead of continuing to work with the originial ideas and concepts.


Message Edited by Cigaran on 03-21-2005 06:43 AM




I disagree...the reason being that buffs and armour were more like secondary symptomsof the combat issue. The real problem, as far as I could seewas the HAM system itself, and the unhealable Mind pool and ability to hit specials at once per second.


That HAM issue needed to be addressed, and simply adding a mind stim wasn't seen as a comprehensive enough answer, I guess. Neither was sorting out the time penalties for specials, as I presume they figure so many people are speed capped it would have made no difference. And increasing the HAM costs of specials would have mean t nothing, as buffs were so big that the special HAM cost would have had to have been so large that unbuffed players would incapicitate themselves when trying a single special.


It irks me that so many people are willing to rush in and bash the CU without seemingly understanding the true nature of the issues facing them CU team. We have to give it time, rather than propogate the pre-emptive, self-fulfilling myth that the game will die



The real proof of the pudding is in the eating, as they say.





Message Edited by cpz on 03-21-2005 04:55 AM






OK, I'll grant you the Mind pool did have its problem. Honestly though, the rest of those issues where brought on by the Armor or the Buffs.


As far as the game dieing, I think that we WILL see alot of people leave, far more than will come back. There are alot of people that have played the same template for a long, long time. They aren't out to be "uber" in PvP or anything that way. They made a character the way the envisioned it and role played it as such. Many of those players took up some of the FS skills when those came into the game. I'm wondering how that will be handled if the person has used up all thier excess points on FS and can no longer surrender them.


I think many will be left with a bad taste when they're forced to take up skill and professions that they had and have no interest in.




Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
DRWolfe
Mon Mar 21, 2005 7:23 am
#61

Noooo! Not my Triple Master!

Ok, so I'm late.

Anyway, since I don't really have much more to say about the CU notes at the moment, I guess I'll just say that I'll adapt like any good Smuggler would.



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

Ryutek
Mon Mar 21, 2005 7:28 am
#62



DRWolfe wrote:
Noooo! Not my Triple Master!

Ok, so I'm late.

Anyway, since I don't really have much more to say about the CU notes at the moment, I guess I'll just say that I'll adapt like any good Smuggler would.


I honestly wish I could say the same, but I truly have to wonder if I will or if I'll simply end my SWG career after all this time



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Boycarino
Mon Mar 21, 2005 7:31 am
#63

I'm considering an end to it all as well. I loved being a Triple Master. I liked having the rounded out character. I can't decide if I'd try to lean TKA or Pistoleer. My chracter is both. How am I going to explain this one?

"Yes I can slice better now, but suddenly I seem to have amnesia concerning my martial arts...go figure."


Seriously considering goodbye.



Iakko Qel-Dentari
No one special.
Just a smuggler.
"I do what I do, for I am what I am."

Permetheis
A little bit special
Jedi Knight
"Wonder...is the seed of knowledge"

Amen
EnderUK
Mon Mar 21, 2005 7:38 am
#64



Kenney will always = pwn U 6u6e


Well currently he's not being non-combat but he will


All though I like the verstitlitity of triple master but I think I'll like the new system better.


I played EQ2 for a while and I did like the combat system. Okay you ended up for the most part tapping out key cominations but I'd rather do that than simply tapping on the "I win" button SWG mind attacks currently are. I liked that I had to deal with drains and could not spam the same uber attack over and over again. The only thing that brought me back to SWG was that I EQ2 had no PvP.


SWG is going to be very similiar to EQ2 now, what I think will happen...


SWG = EQ"

Rifleman = Assassin (Damage dealers but they will need to aim/hide to deal there heavy damage which will be slow)

Carbine = Wizards/Swahbucklers (Not as heavy damage as Rifleman but they will hit constantly for good dps, if they move some attacks will be broken but they will not be rooted to the ground as Rifleman will be.)

Pistols = Corceres (sp) They will be the on the fly range profession. They will not be high dps as Carbiners and Rifleman but will be able to be mobile and use that mobility to their defence. Maybe they will be the "root and kite" proffesion that keeps their enermy away from Carbiners and Riflemen.


Doctors = mainHealer These will be the main healers for the "Tanks" and will of course be the parties buffers.

CMs = secondary Healer These will be used to de-buff there enemy to some extent, in a pinch they'll be able to take over as group healers from doctors.


TKM = Paladins their DPS won't be as high as Swordsman, not as low as Fencers, they will be backup tanks and be more debuffers.

Fencers = Guardians these will be the tanks, their dps won't be great but they'll be able to tank anything with the help of healers.

Swordman =Brawlers Not that high a dps, not low, their defence also not high or low. They'll be the middle ground for the Tanks

Pikeman = Berserker These will be thecrazy damage melee profession getting up their with carbiners for damage, still be able to tank but not as well as swordsman/fencers/TKMs (I know this isn't the case in EQ2 but it should be )


I believe you should need to take a fighting profeesion and a highbread proffession to be more than average in PvP rather than just 2 fighting proffesions.


BH, Leave them a class for taking on Jedi, they should not be that successful on the battlefield

Commando, Increases your damage output on your choosen weapon

Squadleader, Increase your groups defences as it does now but more effective.

Smuggler, shouldn't really be that much increase in your combat effiency maybe they could apply buffs to themselves or debuff oppenant with dirty tricks.



/shrug


guess we'll find out in a month time when it goes open beta a week before the live release

Message Edited by EnderUK on 03-21-2005 02:53 PM



I too use to have a fancy sig, then it got pwned - Kenney Ender
DRWolfe
Mon Mar 21, 2005 8:04 am
#65



Ryutek wrote:


DRWolfe wrote:
Noooo! Not my Triple Master!

Ok, so I'm late.

Anyway, since I don't really have much more to say about the CU notes at the moment, I guess I'll just say that I'll adapt like any good Smuggler would.


I honestly wish I could say the same, but I truly have to wonder if I will or if I'll simply end my SWG career after all this time


I won't really miss Triple so much actually. I wanted a Pistols Smuggler anyway. TKM was there for 3 reasons:

1) I could.
2) Pistols was broken.
3) Meditate for wound heals (could have used Novice Medic for that, but no Mind heals and see #1 and 2 above).

I'll just move to even more of a Pistols Smuggler and hope it all works...



Renn JeretuJoraan Stormwing
Elder SmuggleruElder Jedi
Smugglers' AllianceuArkon's Havoc Squadron
Eclipse - Dark Lotus Ninja

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