Teras Kasi Archive
Thread: Public CU Information Links & Discussion. Last updated: 30/3
Public CU Information Links.
As information has now come out this is up to replace my original speculation thread. This will just be an index of links to any public information. Feel free to speculate a little, throw questions around & just generally comment on what information that has been made public.
Remember though, those of you in the Alpha teams that there is still an NDA up & so you need to be careful with what you put. Also any NDA breaches will be reported.
Title - Poster - Date
--------------------------
CU Weapons - ThunderHeart (as Friday Feature) - On going
CU Update - Blair - 18/3
The Combat Upgrade Documents - - 30/3
If you can think of any threads I miss that you feel should be added to this, let me know!
Message Edited by Mankind00 on 03-30-2005 07:36 AM
Firstly, I obviously need to start with the prereqs, this is one of the biggest direct changes to us in this document. Personally I'm on the fence on it. I understand they want to limit certain profession stacking etc. which I'm fine with, what I'm not so keen on is this:
- 2H doesn't make sense for a TKA Prereq in terms of background, something like Pikeman would suit better in my opinion
- Too many professions have Unarmed as their second tree, our of the four melee professions only one will not require it (& that’s swordsman) I feel that they prereqs should be split out a bit more, or made dynamic.
- I feel like I might be been pushed in to certain professions, again I feel the prereqs should be split up a bit more or made dynamic if possible.
HAM Changes
Personally I generally like them, I'm a little worried for the Combat + Crafter templates due to the new HAM levels (1k normal, up to 3k based on your combat level). I also very much like that we will now all be hitting health, this is something that I have often found annoying as some professions just can't hunt well in pairs, Swordsman & Pikeman for example focus on different pools in the current system & so it's just not effective. I also very much like that buffs are been toned down in to percentages.
General combat
The line of sight changes I'm very happy about, it should help keep us melee fighters effective when we are needed & help us get within our 6m hitting distance. The cool down & wind-up system I like, I was a little on the fence about it originally however after a while of thinking about it has grown on me, it should help limit some of the more powerful moves in the game nicely. I like the stim changes in that we can heal our selves for a small amount even with no medic skills, with the new prereqs this very much levels out as we spend 14 more skill points on our profession & get 15 back from medic no longer been required by so many people.
Also the AI changes I very much like, the hate system I think will make PvE much more interesting when fighting with a group.
Much of that is cut back a bit where I can't talk about certain things I may or may not know so I apologise if it is a bit bitty in places. Anyway those are my initial thoughts, what are yours?
Ryutek wrote:
I will not hide the fact that I am completely disgusted with the choice of implementing the prereqs in this manner. Either a dynamic prereq or create another line that is generic melee, but not this.
Im with Ryutek on this, i dont see why we should need swords as preq, why not just make unarmed extra skill points and change around any other profs Skill points so they could accomidate (sp??) this change...anyway i suppose time will tell
#
Edit: So after taking a shower and thinking about this: Isnt unarmed the bottom layer, so to speak? I mean you have a sword and your opponent knocks it out of your hand just beyond your reach. What do you do well you either do 1 of 2 things; Draw a gun and shoot to drive back you opponent so to pick up your sword again, which, you are more skilled in or the other thing you do is give him/her a few kicks/punches to knock them back, unbalance them ect..so you can go pick up your sword, which, you are more skilled inm using. The same applys for Pikes, Swords (1 & 2 handed). The same goes for Rifles, Pistol and carbines. You get them knocked out your hands, what do you do? Pull a pistol (wouldnt have time or maybe not have a spare rifle/pistol) and shoot them or smack them in the chops (so to speak) and get your gun again. So as i said unarmed to me is the bottom layer. If we get our weapon knocked out of hand, then i doubt we have time to get another one out and put it (or draw a sword)on instead we just carry on because that is what our profession is, unarmed. We do not rely on other weapons as our first weapon we are already at the bottom layer of combat, unarmed. So i do not see why we would use a sword, it is not our primary weapon and we could not draw it if ours got knocked out of hand, there would be no time.
Message Edited by Stena on 03-19-2005 09:57 AM
Most of what I don't like is core game, not solely TKA
Okay item number one: HAM damage and special moves... I can live with what they are proposing, though I think it makes the game way too simple. I will leave my suggestions of how it should be out fof this post for brevity.
#2 No more stat migration -- B. F'ing S. One of the things that made this game so cool was the fact thast I could customize not just the look of my toon, but the stats as well. Human stats have needed to be fixed for over a year. Beyond that there is room for some minor tweaks, but that is all tht is needed. Don't remove stats... I dont want to be a generic Zabrak running around, I want to be ME... a specificallly trained physically prepared toon that reflect what I believe is most effective.
3. "A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000."
--> OH HELL NO! <--
If I wanted to play a game where the "life points" of my toon got bigger with levels, I'd go play Diablo or any other damned stupid RPG out there. Yet another unique idea that I loved about this game now down the toilet. We are all pretty much the same, its how you use your skills and what skills you have that determine how "tough" you are, not because I am a "level XX" I have a bigger health bar.
4) Buffs
I fully agreee that doctor buffs are overpowered, and in conjunction with armor make the game stupid at the present. However 10% and 20% buffs is just dumb.
5: Pre-requisites
TKA has nothing to do ith 2-hand sword. (if i weren't on firefox I'd post this in big red underlined bold letters)
Now there are two actual viable possibilities in my expert opinion.
Keep us how we are and ballance accordingly with other professions.
Make TKA require master brawler, make us the elite melee profession, and ballance us accordingly.
Its is very difficult to not say something inappropriate about the DEV's parentage right now.
6 - Screw the skill re-spec. Half the FS skills are useless and don't work properly anyway, not to mention being trememdoulsy unballanced as to the ease of aquiring them. Combat branches are 50 times easier than the others like crafting and heightened senses. There are no skill bonuses for entertainers, and nothing meaningful for the scout trees. Nothing is useful for the crafters either when you consider a high end 12-point crafter.
What is SWG going to do with hybred templates who have half of their skills in Jedi Boxes? Tell us to give up Jedi Boxes that the mindlessly spent hours grinding out because now their favorite normal profession costs more skill points?
Absolutely un-beleivable. How dense can SOE DEVs get? I don't want to play goddamn Everquest. That game is not SWG. Stop trying to make it so.
Its not my fault no one plays EQ2, dont punish me by forcing me to play SWG-EQ2. I thought it was bad a couple months ago when half the population left SOE for WoW... now everyone will leave for anything but SOE. MxO anyone?
Kasamatsu wrote:
What is SWG going to do with hybred templates who have half of their skills in Jedi Boxes? Tell us to give up Jedi Boxes that the mindlessly spent hours grinding out because now their favorite normal profession costs more skill points?
Unless the devs wake up and realize what a bad idea is, it looks like I'll be bending over and asking nicely for another. I'm one of those hybrid templates. When it's finished, it will be SO MUCH FUN. Not powerful, but freaking fun. SOE is taking away my fun, and the fun of a lot of other people. Way to care about your customers
icutyou wrote:
Kasamatsu wrote:
What is SWG going to do with hybred templates who have half of their skills in Jedi Boxes? Tell us to give up Jedi Boxes that the mindlessly spent hours grinding out because now their favorite normal profession costs more skill points?
Unless the devs wake up and realize what a bad idea is, it looks like I'll be bending over and asking nicely for another. I'm one of those hybrid templates. When it's finished, it will be SO MUCH FUN. Not powerful, but freaking fun. SOE is taking away my fun, and the fun of a lot of other people. Way to care about your customers
Yep, exactly.
Kasamatsu wrote:
Alrighty, I think I've calmed down enough to make a punctuated, constructive, non-swearing post.
Most of what I don't like is core game, not solely TKA
Okay item number one: HAM damage and special moves... I can live with what they are proposing, though I think it makes the game way too simple. I will leave my suggestions of how it should be out fof this post for brevity.
#2 No more stat migration -- B. F'ing S. One of the things that made this game so cool was the fact thast I could customize not just the look of my toon, but the stats as well. Human stats have needed to be fixed for over a year. Beyond that there is room for some minor tweaks, but that is all tht is needed. Don't remove stats... I dont want to be a generic Zabrak running around, I want to be ME... a specificallly trained physically prepared toon that reflect what I believe is most effective.
3. "A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000."
--> OH HELL NO! <--
If I wanted to play a game where the "life points" of my toon got bigger with levels, I'd go play Diablo or any other damned stupid RPG out there. Yet another unique idea that I loved about this game now down the toilet. We are all pretty much the same, its how you use your skills and what skills you have that determine how "tough" you are, not because I am a "level XX" I have a bigger health bar.
4) Buffs
I fully agreee that doctor buffs are overpowered, and in conjunction with armor make the game stupid at the present. However 10% and 20% buffs is just dumb.
5: Pre-requisites
TKA has nothing to do ith 2-hand sword. (if i weren't on firefox I'd post this in big red underlined bold letters)
Now there are two actual viable possibilities in my expert opinion.
Keep us how we are and ballance accordingly with other professions.
Make TKA require master brawler, make us the elite melee profession, and ballance us accordingly.
Its is very difficult to not say something inappropriate about the DEV's parentage right now.
6 - Screw the skill re-spec. Half the FS skills are useless and don't work properly anyway, not to mention being trememdoulsy unballanced as to the ease of aquiring them. Combat branches are 50 times easier than the others like crafting and heightened senses. There are no skill bonuses for entertainers, and nothing meaningful for the scout trees. Nothing is useful for the crafters either when you consider a high end 12-point crafter.
What is SWG going to do with hybred templates who have half of their skills in Jedi Boxes? Tell us to give up Jedi Boxes that the mindlessly spent hours grinding out because now their favorite normal profession costs more skill points?
Absolutely un-beleivable. How dense can SOE DEVs get? I don't want to play goddamn Everquest. That game is not SWG. Stop trying to make it so.
Its not my fault no one plays EQ2, dont punish me by forcing me to play SWG-EQ2. I thought it was bad a couple months ago when half the population left SOE for WoW... now everyone will leave for anything but SOE. MxO anyone?
Very well put, sir. If I could still five star you, I would. You've hit my major gripes with this combat downgrade very nicely.
The increase in health based on how well you've ground up should be killed, and killed now. It's positively the stupidest thing the devs have proposed, but then SOE is bringing in the lamers who gave us EQ2 to screw up SWG.
Kasamatsu wrote:
Alrighty, I think I've calmed down enough to make a punctuated, constructive, non-swearing post.
Most of what I don't like is core game, not solely TKA
Okay item number one: HAM damage and special moves... I can live with what they are proposing, though I think it makes the game way too simple. I will leave my suggestions of how it should be out fof this post for brevity.
#2 No more stat migration -- B. F'ing S. One of the things that made this game so cool was the fact thast I could customize not just the look of my toon, but the stats as well. Human stats have needed to be fixed for over a year. Beyond that there is room for some minor tweaks, but that is all tht is needed. Don't remove stats... I dont want to be a generic Zabrak running around, I want to be ME... a specificallly trained physically prepared toon that reflect what I believe is most effective.
3. "A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000."
--> OH HELL NO! <--
If I wanted to play a game where the "life points" of my toon got bigger with levels, I'd go play Diablo or any other damned stupid RPG out there. Yet another unique idea that I loved about this game now down the toilet. We are all pretty much the same, its how you use your skills and what skills you have that determine how "tough" you are, not because I am a "level XX" I have a bigger health bar.
4) Buffs
I fully agreee that doctor buffs are overpowered, and in conjunction with armor make the game stupid at the present. However 10% and 20% buffs is just dumb.
5: Pre-requisites
TKA has nothing to do ith 2-hand sword. (if i weren't on firefox I'd post this in big red underlined bold letters)
Now there are two actual viable possibilities in my expert opinion.
Keep us how we are and ballance accordingly with other professions.
Make TKA require master brawler, make us the elite melee profession, and ballance us accordingly.
Its is very difficult to not say something inappropriate about the DEV's parentage right now.
6 - Screw the skill re-spec. Half the FS skills are useless and don't work properly anyway, not to mention being trememdoulsy unballanced as to the ease of aquiring them. Combat branches are 50 times easier than the others like crafting and heightened senses. There are no skill bonuses for entertainers, and nothing meaningful for the scout trees. Nothing is useful for the crafters either when you consider a high end 12-point crafter.
What is SWG going to do with hybred templates who have half of their skills in Jedi Boxes? Tell us to give up Jedi Boxes that the mindlessly spent hours grinding out because now their favorite normal profession costs more skill points?
Absolutely un-beleivable. How dense can SOE DEVs get? I don't want to play goddamn Everquest. That game is not SWG. Stop trying to make it so.
Its not my fault no one plays EQ2, dont punish me by forcing me to play SWG-EQ2. I thought it was bad a couple months ago when half the population left SOE for WoW... now everyone will leave for anything but SOE. MxO anyone?
Q F E ! ! !
- Ritter Adelskap
(aka TheBlacKnight15 -> On leave w/ a 3day ban. Horray for more than 1 account. Eat me SOE.)
This post is here to say sorry for bad formatting, and attempt to get post count to edit level.