Swordsman Archive

Thread: What we want and what we know...

Gorecki
Wed Oct 01, 2003 11:25 am
#1

It's not much...at least for the latter. I tried compiling from designers responses, designer combat proposalsand update notes what we know so far.


Please feel free tocompletein case i forgot or haven't seen anything.



1. Area 1-3 and Sweep 1-2 . Too many moves for one and the same effect. (includes 30secs posture timer)


We need to better inform you of the benefits of all special moves in game. We'll work on that.


Didn't happen yet, but my guess is that we should know pretty well by now what our specials do and don't do. Will be my (or any other correspondent's) main concern i'm going to bug our Designer with on Correspondent Forum once he's back from vacation.






2. Where in the world is....the scythe ?


This is a quest weapon that will be coming soon.


Something i also shall further investigate on Correspondent Forum.






3. HAM cost is too high


Decreased 2h move costs.


Reduced the HAM costs on advanced sword core and vibro blade components.


Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons). Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core.


This should be corrected with the general HAM cost pass.


Apparently already on Test Center but sue me, i haven't tested it yet, will probably find out soon though. Hmmm...btw...wasn't there someone posting the other day saing that he/she was a Swordsman on Test Center ?






4. We've all been there: Empty Finesse box


I’ll figure out what was supposed to go there and fix it. I apologize for the oversight


Thank you !!! ....next question...hehe: what will we get for it ?






5. "Out of range" - issue


Sounds like it’s a client/server problem. We’ll look into this for you.


This is caused by the object on your client being drawn in a different location that it exists on the server. The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.


It's a start and good to see it's being noticed as an issue...should be followed up.






5. A SWORDSman with only2 real swords.


More swords are on the way!


I think that we’re lacking melee weapons across the board. We added weapon certifications late in the beta cycle and didn’t add any extra weapons to our classes. The end result is that there’s limited choice, and not a whole lot of visually interesting choices for higher level weapons. Of course, this doesn’t just affect melee. I think we could use more ranged weapons as well, and even more vibroknucklers with varying effects for Teras Kasi. I’ll see what I can get added for these classes.


Keep 'em comin' ! ....hope i can find out more about it.






6. Outch !!! (Melee Defense)


We removed knockdown as a "tank" ability. I stand by our decision to do this. However, I think adding this type of gameplay back into the system is valuable. What I propose is the addition of a "defensive bonus" move. This would last for a variable amount of time (increasing as you reach higher skill levels). The bonus would protect you from a significant number of hits for the duration of the ability.It is in a sense a tank ability that protects the defender instead of negating the attacker. That will make it much simpler to balance.


Across the board we have seen complaints that the defense modifiers (counterattack, dodge and block) do not work properly at higher levels. This is true as the mods and rolls for those abilities do not scale properly compared to the toHit rolls they are being used against.This is a known issue and we are in the process of improving all of these. However, we are modifying these numbers slowly so we avoid major disruptions to the combat system.






7.General stuff


All melee professions would stand to have a new melee baseline defined, with new combo abilities, defensive bonuses, and potentially a range increase. Once we get this baseline defined, we can start addressing specific move/weapon problems.


We don’t hate any of you. I apologize for the lack of constant feedback. All combat professions will get some TLC in the future.


I’m aware of the problems your class is having. Until I finish redefining the new melee baseline I won’t be able to offer a full list of changes I’m going to apply to your class, but rest assured I will work until I feel I have brought your class in line with the rest of the more popular professions (This was adressed to pikemen, but referred to when adressing swordsmen)



Have a successful day


Gorecki





Master Swordsman / Master Smuggler
Henzo-Kauri
Wed Oct 01, 2003 11:58 am
#2

The empty finess box is supposed to have mind hit 2, you can tell because there is a pattern there like our other trees, look at techniques or defense, we get ability then next box skill mods then next ability 2 or 3 then more skill mods.This is also the same pattern they do with the other brawlers. I hope no one is expecting something new to go in that box because your setting yourself up for a let down.


Also I would really like to thank you Gorecki for stepping up and pulling the community together and keeping us a little inspired and motivated. I was sad to see you go but am really happy your still around and doing a great job as usual while they look for a new correspondent. I get really frustrated with our profession at times, like i'm sure every does, but your posts help to remind me that something is being done and we will be getting upgraded and fixed. It's also nice to know that someone who has some kind of voice with the devs is bringing our issues to the table, and that all our posts here are not falling on deaf ears.



I know its not said enough but Thanks Gorecki, for your time and your commitment to our profession.

WibbleNZ
Wed Oct 01, 2003 3:04 pm
#3

3. HAM costs - this is about the third time I've seen this patch note, and I'm still guessing it's one that went live over a month ago now. I'm fairly sure the advanced cores are live as well. A significant proportion of the 'In developement' notes went live some time ago, impossible to tell for sure what is actually coming up and what has happened already.


5. According to Holo, their 'fudge factor' can result in a 12m disagreement between 2 players. 12m melee range anyone? Also, I suspect that value is without either player using burstrun.





--------------------------------------------------------------------------------
Jeassa wrote:
OMG I LOVE YOU WibbleNZ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And that is the only time you will ever hear me say that.
Chrono713
Wed Oct 01, 2003 4:33 pm
#4

Once again Thanks Gorecki for keeping us up to date with the progress of things. Sounds like most of the issue's are getting resolved. I'm really hoping to see some bad ass looking swords, and new weapons. But what about the stopping while running away issue? Last time I checked it wasn't. Any word? Again thanks.
Henzo-Kauri
Wed Oct 01, 2003 7:05 pm
#5

I was getting shot at 102m away from my target when we were both using burst run, i was trying to get away and he was following me, i thought i was safe until i started seeing


You have been hit by <NAME> for x amount of damage

IagIag
Thu Oct 02, 2003 4:49 am
#6

hey Gorecki sounds like your working for the mob..


"eh Raphy.. make sure dat Gorecki kid stays put.. buy him a new house er sometin"


you may as well pull a Frank Sinatra and play both sides of the table.



anyway.. I think those same issuesare fine for know. As far as all the new ideas from other posts: wielding 2 swords, throwing swords, tripping players.. as wonderful as those are we all might want tostay focused on the "do-able" things right now. Most of those ideas, and I've dreamt up a few myself, would require huge animation and hitpoint changes to all characters and I don't believe they are going to work on those for some time. They already said they would adress the old issuesandkeeping them focused on themmight be our best way of getting atleast something done before... the holidays?



oh and .. where did they put your Large House on Dathomir? jk..

Hydez
Thu Oct 02, 2003 5:02 am
#7

Um what abt the "sliding effect" when we knockdown ppl on the run? Most of the time my targets slide 15 m away....It's pretty pathetic, I gotta chase their prone body all around the globe after the knockdown.
IagIag
Thu Oct 02, 2003 5:12 am
#8

I think that "slide" falls under the client/server issue, which if fixed by extending our range,we'll be able to hack away at them while they slide. Thats the way understand it anyway.
Morath360
Thu Oct 02, 2003 8:21 am
#9

Lets hope so..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
Gorecki
Thu Oct 02, 2003 10:05 am
#10

Thanks for reminding me about some stuff.


..just to complete this some more






7. General stuff.


One of the ideas that has been floating around here for the past month or so is the idea of a combo system for combat actions. As you hit a target, I would like to see a system of damage/move efficacy "step-up" for each subsequent successful hit. A miss will remove the "step-up" values. This will encourage people to vary their attacks and improve the effectiveness of each subsequent move. The number of combo hits allowed will be a value that will scale as you improve in combat ability. A newbie marksman might get a maximum combo size of 2, while a master rifleman might be able to string together 8 attacks. In addition to these combo moves, I would like to add a few new "generic" combat moves. These would be used for all weapons and would directly interact with the combo system. One of these moves could interrupt/clear a the combo counter, while another could actually steal a portion of the combo counter. I think this would add a nice level of depth to this system, and make it more interesting for PVP.






8. The "stuttering" - issue


We’re working on this. It’s one of our least favorite bugs (not that we really have favorites) (..borrowed this from the Fencers Designer answers)


Shouldn't be forgotten, it's definitely annoying.






Have a nice day


Gorecki


(P.S.: all those quotes you can find in various postson different boards...this is no infofrom Correspondent Forum)




Master Swordsman / Master Smuggler
Gorecki
Thu Oct 02, 2003 10:46 am
#11

Oh...i thought this one was pretty interesting as well:


Most popular advanced professions:


1. Creature Handler


2. Pistoleer


3. Bounty Hunter


4. Rifleman


5. Merchant


Most commonly mastered advanced professions:


1. Creature Handler


2. Architect


3. Doctor


4. Dancer


5. Weaponsmith


Least popular in terms of novices is polearms. Then image designer, chef, fencer, and squad leader.


Least commonly mastered is bounty hunter. Then fencer, polearms, squad leader, and chef.





Master Swordsman / Master Smuggler
Aynn
Thu Oct 02, 2003 4:43 pm
#12

Id like 2h area attack 3 to be fixed as causing all targets to be blinded (it dizzies atm, not useful )



-Expect the Unexpected.
IamDaniel
Fri Oct 03, 2003 4:47 am
#13

Has anyone given a thought about the upcoming patch? It's supposed to make AT-STs vulnerable to blast damage. Since our power hammers are blast damage, and the only other class with that type of damage are is a Commando, I kind of feel like we're next on the nerf list, since we're the only melee class that can effectively deal with an AT-ST.
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