Swordsman Archive
Thread: WEEKLY EMAIL TO THE DEVS: __/__/03 (draft)
Ok.....here it comes.
Due to the delay regarding the Devs answers to our first mail, we will probably have a couple of days to fine-tune this and might also have to adjust this accordingly once we get those answers. As you may notice we also still have a 5th slot open for another issue or question.
1. Weapons HAM cost when using specials is too high
As it is right now, most of us perceive the HAM cost of our weapons when using specials as too high and the fact of "Berserk" being nerfed soon will decrease our options to hand out decent damage without "killing" ourselves by doing it even more. If adding the penalty coming with the armor some of us wear, many of us often hesitate using specials at all. All that while seeing some other professions using a whole range of specials without any comparable negative effect on their HAM bar. We are aware that weaponsmithing might not have reached its peak yet but we took a closer look at the HAM vs. average damage ratio on some of the weapons currently being around in the game (related link included)and noticed that very often, even if compared to other melee professions weapons, our weapons seem to have a much higher ratio than others, making for example our supposedly top weapon, the power hammer (in this context we would be glad if you could have a closer look if this weapons stats and shematics necessary are all in the game as intended), not only lethal for our enemies but also for ourselves.At the end of the day melee classes are the ones at close range with the enemy and therefore, especially in group situations, more likely to get hurt than ranged classes.So why should we on top of that be "punished" with higher HAM cost than ranged classes, which often get the necessary distance between them and the target in order for their HAM bar being able to recover ?
Proposed possible solution:
To add a new skill mod called "special reduce" in the sword technique line for example which would give us a +10 increase per level including Master, to achieve a 50% reduction in HAM cost when mastering. By adding one or more lower HAM cost/damage swords for starters and one or more swords with stats comparable to the power hammer, this wouldn't only ease up the HAM issue but would also
a.) create a better balance inside the profession
b.) solve last weeks issue of not having enough swords at disposal
c.) give us some extra motivation to take the long path of a swordsman because there would be a sword "up there" which could only fully develop its power if wielded by a Master or near-Master.
Related Link:
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=856
2. Ranged vs Melee Combat , especially in PVP, is basically impossible for us
As mentioned in our last mail this is still one of the main issues we are dealing with, seemingly not only being discussed on our board but on all melee boards. Not only the facts mentioned in our last mail of a ranged player being able to kite a melee player and being often "out of range" but also the fact of a pistoleer being able to dominate a swordsman at close range, kinda on his "home turf", by using pistol whip makes us chanceless for any combat of this type.
Proposed possible solutions:
-some kind of/stick command (still the top solution mentioned)and give melee better abilities to hit while running.
- better defense vs. ranged attack and some kind of ability to deflect shots
- introduction of an advanced skill for all melee classes that would allow them to run faster only when they have their melee weapon equipped and including a timer which doesn't the use of any ranged weapons for 10 seconds for example after the ability's effects have ceased
- reduce shooting accuracy with growing distance and/or remove the ability to auto-target for ranged players while running
- give the melee classes an ability in PvP to temporarily disappear from a ranged players sight/radar in order to be able to close in on the target.
- let pistol whip only work against ranged enemies
Related links:
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=619
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=961
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=752
3. Examples for new weapons, mainly swords (follow-up to our last mail)
Heavy Vibro Sword, Two-handed curved vibro blade, heavy claymore, vibro claymore....
(please think of some more examples so that we can give the Devs some inspiration.....)
4. Question to the Devs:
Please give us more details about the design goal and share with us your developer vision for the following attacks, as they seem so similar:
1. Area attack line (Blind and posture change ?)
2. The sweep attack (No blind and posture change ?)
3. The spin attack line (No posture change, more damage ?)
Related link:
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=993
5. to be determined
This is it so far. As usual, please feel free to comment, propose amendments or mention if you feel your issue hasnt been taken enough into consideration.
Like last week it got pretty late here meanwhile and i'm off to bed.
See you all tomorrow
A swordsman's good night
Gorecki
Dear Gorecki,
Let me applaud first your admirable action and thank you for the work (it is work,I know) you are doing for us.
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Did you see this exceptionnal japanese movie : "After the rain " ?
This samourai dodges a lot ! The fight appears so simple : he moves, just bend his body and the dodge is successful, I practiced martial arts and boxing : dodge is essential even with a long 2 hands sword.
A long 2 hand sword may be used as a 1 hand too like the legendar Musashi style (he had another sword in the left hand too), but with any style you always have the "dodge" component.The pistoleer get dodge (lol,ok) so we should get it and by far better, dodging far shots (we know when they press the trigger) and some close hits.
Would be a solution for some points I think.
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Update to point 4.:
4.Our defensive attacks and our offensive attacks seem to be similar (follow-up to our last mail):
Would it please be possible togive us more details about the design goal and share with us your developer vision for the following attacks, as they seem so similar:
1. Area attack line (Sword Offense)
2. The sweep attack (Sword Defense 3)
3. The spin attack line (Newbie 2hander and Sword Defense 1)
One of our Masters and others have noticed that Sweep2 and Spin2 basically seem to do the same as Area 2.
Itseems that our defensive attacks are a copy of the offensive attack minus the dmg+blind from Area 3
Proposed solutions:
-modify the following defensive attacks into:
Spin2: Area + Dizzy + posture change (little or no damage increase)
Sweep2: Single + Knockdown (little or no dmg increase)
(i've seen in some of the posts out there that some of you don't seem to be at ease with the idea of getting a knockdown attack.....please raise your voices if it is so and we can call in a Swordsmen's Round Table to discuss it)
Related links:
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=993
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=1094&highlight=#M1094
Hiya Starsknight,
thank you for your kind words....and yes, work it is....but i enjoy doing this because working with the people in our community is definetly fun.
I'm sure we can implement your idea of a "dodging move" into solution 2 in issue 2 regarding defensive improvements.
Unfortunately i haven't seen that movie, no. I guess the only movie of that genre i have in my collection is "Samurai Fiction".
Greetings
Gorecki
I especially like the idea for adding new weapon schematics, especially because I'd be the one making them. ![]()
There is currently a "gap" at Advanced Melee Weapons Crafting where weaponsmiths do not acquire a new 2h weapon schematic. This would be the perfect place to add a new 2h schematic.
Also, adding a second at master weaponsmith might not be out of the question. The power hammer has a pretty specific use (defeating armor), but its normal damage isn't quite as strong as the other weapons out there. Perhaps a weapon with a lower armor rating but higher damage would be possible.
Agramor.I am in full Tusken suit ; I agree with you when you say that a heavy armor limits a lot any possibility of dodging (the samurai in the movie wears tusken suits,lol - full kimono) , so adding a dodge penalty is the solution : if your armor gives you -100 strenght,-90 willpower etc..the sum of all divided by a constant would give the dodge penalty (i have programmed a lot, it is a couple of program lines to add).
Let's say that a +100 dodge allows 50% of avoiding range hits and 30% melee hits and you are a +100 dodge fighter but you wear a total of 1 000 penalty (Health+Action+Mind secondaries) : if the constant is 10 you have 1000/10=100 and 100-100=0 so you can't dodge !
Frenchieshave lost a terrible fight against english army in the middle age becausetheir knights were in heavy armor, some sitting ducks facing quick moving,dodging foes (Hum,I must remember, I am french,lol).
I like the dodge idea because it answers ( imho ) to some critical issues of Swordsmen and reflect war history.
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Hmmm I personally don't think that two handed weapon users, including samurai should focus on dodge.
If you studies the samurai movies more, or if you take Kendo classes, a lot of it is actually about countering =).
Anticipate > Strike.
And even with bigger sword such as the zweihander or axe, the strategy used is usually to break opponent's attack while attacking at the same time (our weapon is among the strongest in the game, thus it requires two hands)... The disadvantage is that usually two handed user have slower body movement (not necessarily hand), and dodging around is awkward when u're using a weapon that use two hands.
Its simple really... if our two handed vibro axe clashes with any other weapon at all in this game (thats not in the 2hander tree), which weapon do you think will get deflected =). We should therefore be the master of counter.
I think this makes perfect sense because:
one handed - should dodge the best.. think of fencer with their light graceful dancelike movement. tap tap tap =) (raphael from soul calibur II), or think of a chinese swordsman from kungfu movies (crouching tiger if you know of nothing else), or Hwang from soul calibur =D... they dance as they fight, and they dodge attack left and right...
polearm - best block, as such is the advantage of their weapon, to keep the enemy away, a defensive and offensive weapon all in one. one side advancing while the other protecting.
TKA - best defense.. like themonk with the iron skinor priest from other game.. then again TKA in this game are just overpowered babies of the devs, so bah that.
well thats just my thought from what little knowledge i have. =(....
I know it's a minor problem, but when we have a really fast 2H curved sword <2.5 seconds, we only animate every other swing because the sword swings too fast. They should speed up the animation speed with fast weaponsso that we look like we're swinging each time, instead of swing (damage, stand there (damage), swing (damage), etc.
....this could certainly become a point, as i have seen other posts on this board asking for more animations overall....
I don't know if it's technically possible though without investing a huge amount of work and changes, but it's not up to me to judge that, and would certainly be worth a try to ask for....
Right now i'm really looking forward to the Devs answers...to see if there are already some changes being planned or worked on regarding the issues mentioned in our last mail, which are partly also related to issues going to be reported in this mail....we might have to adjust this mail considerably anyway if that is the case...
A heavy Flail (ball and chain)
A mace... a BIG mace
A sword so huge its taller than a full sized wookie (claymore could work here)
Seperate ideas for defense issues
Bucklers, you know those little shields that strap to an arm and dont require a hand to use. Well one of those that can provide some (not a lot) of damage mitigation or possibly block a shot every now and then from a blaster, the best part is this solution could work for all melee classes, and to keep it from being used against us, make it so it doesnt provide a melee defense bonus.
First off,GREAT JOB Gorecki!
I really like the idea about adding variety to the swords.A Katana would be so cool,and having 2 swords at once would also be cool.I think tailors should craft scabbards and sheaths too.I also agree that the abilities should be more plentiful as you advance.Just my 2 cents............![]()
Well first off , Gor , Great Job!
I think a major point is the empty box on the finesse branch. Its ridiculous that i build up that many combat points and not get a thing other than i need this much to the next. I dont believe ( I may be wrong) any other proffesion or branch has a spot where you get absolutly nothing for earning it. Other than that HAM kills me just like it kills us all. I would like some more swords , a claymore would be nice , or maybe a large middle eastern sword. Just me i guess . I dont want a sword bigger than me though. I mean , this is star wars , not final fantasy.
Thanx for covering our backs.