Teras Kasi Archive
Thread: Teras Kasi Artist Issues Designer responses
My proposal to do away with the rader goes beyond just enhancing the Teras Kasi Profession. It would bring out the abilities of all melee fighters, and it would help some of the other professions as well. For example:
Snipers--yeah, their cover ability works against NPC's and creatures, but what use is a sniper's abilities against other playersif he can't hide? Snipers rely on stealth, so they would benefit greatly from the removal of rader.
Rangers--As of right now, they are nothing more than a scout with some extra bells and whistles. If you take away the radar, Rangers would be a valued commodity on any hunting party because of their tracking skills.
Also, I have to agree with the Devs that having a stealth ability that works against other players would tip the balance too far....if you start giving one or two classes the ability to disappear on radar, then everyone would want to take skills in that profession just to have it.
Taking away the radar levels the playing field for all professions.I mean...comon--we've got imperials running around with pet ATST's. How can anyone expect to stand a chance against that when he can see you coming on radar before you can even make visual contact? Lack of radar would force declared faction members to be on the alertfor enemy targets sneaking up on them,just as it should be. It would allow you to finally hide inside buildings, or ambush someone from around a corner. Basically, the radar makes the game too cheesy, and I think we should push to have it done away with.
I work at a startup software company as a Sales Engineer so I dabble quite a bit in product management. I took my “make the game fun” hat off and put on my marketing hat to take a look at some of these problems and realized that SOE is pretty smart…
So here is my assessment…
Until a better answer for third party exploits is developed, the radar will remain so that at least everyone has its advantages and SOE is not hounded by “look at all the holes in your code/stop the cheaters or I quit”.
Look at DAoC. The reason why most long term players leave is that they get disenchanted by cheats that look like SWG’s radar.
I believe we all run the same speed and shoot through terrain due to the varied lag times.
They have an interesting dilemma here but I hope they figure out a way to keep the field even but add in some variety and fun.
Oh... and to add..
How would you level the playing field with pets? They are not subject to our limited field of vision due to the the fact that computer controlled allies know where the computer controlled and player enemies are... This would make the effective gap between players and pets even broader.
Just a quick reply to that last one:
Unless I'm midunderstanding you, pets are still limited to the field of vision of their masters. They won't attack unless the Handler sees the enemy, targets it, and then tells his pets to attack it. We know this is true, because if pets always automatically went after the nearest enemy within range, it would drive creature handlers nuts. Basically, that's the point I was getting at in my last example about the ATST--if the pet owner can't see the enemy coming, then he won't know to send his pet after you...otherwise, the pet will just stand there. Removing the radar would allow players a chance to surprise someone with an unbeatable pet like an ATST or Rancor, and kill him before he can give that command for his pets to attack. It wouldn't be unfair to allow that, becausethere's also a chance that the playerwith the pet might turn around and see you rushing him....then the tables would turn.Please clarify on that last message if I misunderstood you.
Buckey,
Fair enough on the pet. I like to be hands on when it comes to ass kicking so I am not an authority there. The point still holds that the radar is a bigger issue. Common since says rangers shouldn’t show up if they didn’t want to… but history proves that an imbalance would be introduced by a third party if this was introduced.
I am happy to concede on the pet issue because the main point still stands, but think about it a little more. How would you handle a melee weaving in and out of buildings to lose an assailant? A player could be lost easily enough… but once a pet is on a person, what kind of logic would you have to develop so that the pet could be lost as well? <- no need to answer… just stuff to think about…
Wow. The mere brevity of that response is what stuns me, I put more energy into trying to convince myself they even cared how TKA fairs.
COME MY TKA BROTHERS, JOIN THE DEVS AND MYSELF TO WORSHIP THE ALMIGHTY COMMANDO.
Mmaacc-Tka/Smuggler/Medic-Imperial Staff Seargent of the Ahazi server
All you have to do is target yourself (CTRL+1 for default controls I believe, using EQ controls myself) and issue the guard command to your pet.
From this point on, anything that becomes aggressive to the handler is automatically attacked by the creature. The follow command used as a /tellpet can call the pet off and for me at least (with a Graul or GSP) will prevent the pet for attacking again.
Believe me, in PVP having a Graul up and set to "Guard" you is a great way to make sure that even if you get knocked down, the other guy will too
Anyway, There's my 2 credits worth.
Worce
Kettemoore
Resident of the GhostTown
TKA Student (hope to be Master)&
Commando (going to be Master)
As a running attack, I think a bull rush type attack would be interesting, with a KD like effect the knocks the enemy down.
Wanderhome - Sharral
Teras Kasi Master/Novice Fencer/Novice Medic
I find the emoticon insulting. Its like "If ya catch 'em you'll kill 'em! if not then you're screwed and we just dont care! Ahuh!"
All players are the same speed. Some noob with a CDEF and a 21 meter head start winning a duel with a TKA is balanced? Yeah.. ok..
To question number 2..... If the person is stupid enough to not run...... Then we can beat them?
IF they don't move...