Teras Kasi Archive

Thread: Teras Kasi Artist Issues Designer responses

PhiberOptic
Tue Aug 12, 2003 8:40 pm
#53

This is a joke right? April fools come early? Knock on wood jokesters?


I swear, the devs think we're all just a bunch of toddlers and it's like they're feeding us puddin' and are saying "sorry, your group can't have any." Give us a freakin' break already and fix the **edit** professions. Not just TKA, but every other profession that needs fixing.




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Nam
DShanKaen
Tue Aug 12, 2003 8:43 pm
#54

Well I can't argue. Seriously, do you see that many things wrong with Pistoleer? Rather than having fixes to their profession, they can afford to have their correspondent reports deal with emmersion.


I found one more quasi-relevant post made by a dev today ...


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=6521#M6521


It talks about the how the Developement team plans on rolling out changes in the future.

bigritchie
Tue Aug 12, 2003 8:56 pm
#55

Want to know what is really funny? You think we have it bad. The DEVS said that the commando class was working as intended.


And the commando correspondant just canced his account.


But hey this game is getting better and better right..........HAHAHAHAHAHAHA

Bad_Bad_Leroy
Tue Aug 12, 2003 8:56 pm
#56





IronMaiden7 wrote:
As far as PvP & TKAs go, today Raph Koster summed it up in one sentence saying "Don't bring a knife to a gunfight."








[rant]Or as I always say, "Don't stand near an angry martial artist or you'll get destroyed faster than you can say Womp-rat!"


Haha, just kidding ranged folk, you have nothing to fear. The game code automatically prevents TKA's from attacking any enemy that isn't standing still, and the Dev's seem to like this. So don't worry.[/rant]


Ok seriously though please explain this: You've said the only way we'll beat something is to catch it. Fair enough. But (scout skills being equal) with everyone having equal running speeds, and equal ability to /burstrun, even while wearing full armor and wielding a heavy carbine, how are we supposed to catch up? There's no "Catching Up" skill tree.


I assume carbine masters and rifle masters don't get encumbered by their weapons because they've trained to be able to carry them, correct? Again, fair enough. So why can't TKA's train to run a little faster, especially since, as you claim, catching prey is the key to their success? Why do ranged users get a bonus (in that they carry heavy weapon but don't get encumbered), and TKA's don't get anything comparable? If my trainer said to me "you're at a disadvantage if you can't catch your enemy", then I'd be at the track every day runnnig windsprints.


I'm tired of hearing that real-life-based "don't bring a knife to a gunfight" argument applied to SWG. There are far too many other contradictions and unrealistic situations that exist in this game for me to accept this as a valid reason that the entire brawler class and its related masteries should be permanently inferior to any of the ranged classes. Did you tell Creature Handlers, "don't even try to 'tame' a rancor, because in real life the rancor would bite your head off and walk away, no matter how much you practiced taming gnorts, or how many rancor treats you had in your backpack"?


Argh! Yet I'm so addicted to this game......




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
NinjaFish
Tue Aug 12, 2003 9:52 pm
#57

Wow, Q. Please, go slap your TKA designer. His answers are completely useless, and it would seem as if he decided that we weren't even worth his time.

1) Fair enough, I guess. I'd have preferred something with words, of course.

2) Kick the designer in the head. We know we have to catch our opponents! It's not as if we're morons, here. The problem is that the game does not provide adequate tools for doing so. We want a /stick command. Period. This is not the same as /follow. /Follow is at the mercy of server latency, and often does not show the true distance between combatants. We need a /stick command that keeps our character stuck on our opponent on the server, regardless of latency.

3) Somehow I'm more worried about the brevity of the question, and I'm not sure if I should be upset with the designer or the correspondent (sorry, Thunderwulf). You've put the VK's in the game, so you're stuck with it. The correct answer is to flesh them out into a complete equipment system like every other weapon in the game. I have a feeling they're just going to get nerfed into oblivion now.

4) Well gee, this doesn't go completely against what Q told us, which was that melee combatants have to rely on their special moves. If you don't want us to chain specials, then why to the fail so much? I wouldn't have to chain them if I didn't have to attempt them six times to get some sort of effect. And you're dodging the issue: TKA HAM costs are in no way balanced. Why can ranged professions (with the possible unfortunate exception of Carbine) spam their specials all day long? Why pick on us?

5) I guess we'll have to wait and see, but "increasing the power" doesn't really seem to address any of those concerns, if I interpret it as meaning "they'll do more damage."

Seriously: this response sucks. It makes me wonder if the designer has ever bothered to play the profession he designed.



NinjaFish
Teräs Käsi Order
http://www.teraskasi.net
Reachwind
Tue Aug 12, 2003 10:05 pm
#58

If one in four body shots failed you'd here a cry go up like the servers being wiped. Yet melee classes are expected to smile and take it as they watch special after special fail. Sweet.
Shin_Shodei
Tue Aug 12, 2003 10:17 pm
#59

lol to me being a teras kasi is like being a injured animal backed up to a corner. i also consider Commando to be Teras kasi's backhanded iraqi marter stepchild <somthing is probably spelt wrong but i don't care>. lol if they think Teras kasi is working fine then i'd like to take them into a back ally and show them what it feels like to get trapled on by a 18 wheeler and maybe that would be the same as going againstmost ofthe monsters in thie game without dodge or other skills to help stop us from dieing. it's like standing infront of the 18 wheeler shouting look at me. LOL and for commando it's like running up to a american tank aiming the rocket launcher at close range hoping it won't miss with nothing but the love of god to keep them from gettingpwned becouse they are so close. lol thats so great thats like saying. hi tank i'm a commando and i'm gona take you and me out well.. mostly me becouse i don't do damage at all =D


"i'm the God of fire, Ofcourse i flame!" Shin "Umbra" Shodei





Rijin Shodei - Naritus - Dark Jedi Master (Active)

"The Dark Side of the force is the path to powers that some may consider..unnatural.."

(////////////////////////////////////°[Ì██[[[[≡≡≡≡≡[F]]]█
Denebo
Tue Aug 12, 2003 10:18 pm
#60

What the hell? Don't you get embarrassied writing something like that?


"We’ll investigate this and see how balance stands"


Phew! I'm glad you fixed that! Err..wait. You didn't do **edit**, as normal.


"If you can catch something, they’ll die, if not… It’s a trade off for the power of close range."


I see...but then again, you DO know that we can't hit moving targets, right? And that our range is 3 (!!) feet. Takes one HELL of a marksman to escape that!


"We’ll look into this and see how to solve it."


Again. I see you spent your two weeks goodon this one. Just didn't find a solution did you? Nah, easier to screwus over. Probably right.


"Special moves should not be chained together for this profession since the HAM costs are expensive."


Oh...thanks for answering that! Man, it's all so clear now.


"We’ve increased the power to most special moves. Berserk in general should be fixed."


You fixed Berserk alright. Real good job there. I suppose you calling the second nerf on berserk a fix, right? I see..


"We tried very hard to get these going with beta. It didn't work out to our satisfaction so it was dropped."


That's strange. I was in Beta, and I never heard or saw anything of it. Ahh..don't say it. It's your brilliant "internal" jedi crew who had some spare time who did a little five minute test? Oki.


I must say thank you, Kevin. This is really good work. I think we can safetly say that we wont be needing any more fixes in the near future, as everything has been taken care off. Once again, your brilliant team has stood out and really put time and effort in doing their job.





"Ladies and gentlemen, we got him!" - Paul Bremer
PayneApollyon
Tue Aug 12, 2003 10:25 pm
#61

Well, I read a great deal of this topic and I just wanted to add my $.02. I don't think TK's need more melee defense. If anything I think they need more ranged defense. At least in melee we can hit back. I see TK's as Master Chun from "Remo Williams the Adventure Begins". We should at least be able to have the reflexes to dodge an occasional bolt that would have normally hit. That will at least give us some time to close the gap, or get away. I don't think this is an unreasonable request.



Payne


AurosBain
Tue Aug 12, 2003 10:35 pm
#62

Ok ok ok... Maybe TK's dont need more defense... CAUSE ALL BRAWLER CLASSES DO. Unless, "we" meant all brawlers, not just TK's are tanks.



Maybe I'll accept a duel and once he runs off I'll just sit down "cause I cant hit you while running, so whats the point."



See, he said something along the lines of if you can catch something, they'll die, if not... etc. Well, this isnt the case. Something tells that if the gun user stood at optimum range of our fists, he'd still win. We still have no guarentee of success by "catching them."

MotherMGA
Tue Aug 12, 2003 11:10 pm
#63

--------------------------------------------------------------------------------
Q-3PO wrote:
2) Ranged Combat – TKAs have sever problems in combat. They are very easy to kite.
If you can catch something, they’ll die, if not… It’s a trade off for the power of close range.
--------------------------------------------------------------------------------


Are you kidding me?
*frustrated*
*sighs*
*recomposes*


I can garauntee you that this is not the case. Let me explain.


"If you can catch something..."
1) Movement speed of a ranged is the same as the movement speed of melee. Given a race, melee have no advantages over ranged. Because ranged are running away, melee have to respond to where they are going, this will always allow a ranged to stay ahead because a response time must be greater than 0. Advantage Ranged.
2) Everyone has burst run. You can use it, it will run out. Ranged have the same. If you use it to close in, they can use it to escape; the difference is that they can hold theirs in reserve for when the *need* to use it for their lives. Advantage Ranged.
3) Server synchronization problems. Melee is a twichy game; you have to constantly be altering the path of your character to adjust to sparatic changes of the enemy. You have to have great reaction times to keep on a target, otherwise you just lose distance. This requires attention and reflexes much like an FPS, except one thing: SWG is finicky. There is a huge amount of time difference between the client and server, not to mention that it appears to be a certain amount of "slosh" where the server doesn't even bother to update teh client if it seems resonably close. Well that "seeming reasonably close" is exactly what causes the "target out of range" while we see "1 meter " on our distance reader; it ultimately causes our deaths. Many times while I'm playing the Catch Mr. Kiter game, I pretend I'm Neo and can see straight through my monitor in the matrix in order to see the underlying data that is on the server in hopes to predict exactly where my enemy is; I know for a fact he isn't where my screen says he is because I'm standing right on top of him and I get the "target out of range" error. Although its fun to image I have ultimate powers, it doesn't help me to actually hit my opponent as I watch my ham bars deplete themselves. Because ranged have a much greater degree of error in order for them to hit, they do not have this problem. This is an unacceptable Advantage Ranged.



"they’ll die, if not…"
Lets say you get through everything above and you have caught up with the kiter, you have about time for one hit before their movements put you out of range again. You have two options for hits: a lunge or a knockdown so you can stop them; both of these are not hard damaging hits. The fastest special move time I've seen anywhere was 1.6 seconds. Unfortunately, the state change effects of both lunge and knockdown take about 0.5-1.0 seconds for your opponent to recover from. They have at least 0.6 left to get out of there, sometimes up to 1 second and they are out of range. The most hits you can ever get in at a time is 1 and ranged are out of range again. Advantage Ranged.


"It’s a trade off for the power of close range."
The most damage I've ever seen myself do (3rd Power Line, 32-158VK) was 1542. That was on a non-armored creature while berzerked (double damage berzerk), though the average hits were more around 400. On NPCs, armored creatures and players, I can't get anywhere near that damage. I've witnessed Riflemen Headshoot for 2k+. I hear that all ranged can easily break 2k. I've also heard that Bounty Hunters can exceed 3k damage. I'll wait and see if that last box of the power line will get me an extra 1k damage, but for some reason I'm thinking that that +7 won't really change much. Advantage Ranged.


As you can see in every aspect of PvP and many cases of ranged PvE, melee is difficult, disfunctional, and broken. The fact that you shrugged this whole situation off with an ellipisis and a smiley face states exactly how obvious is that you don't care about this class.


care--;
respect--;
hope--;


DEADCROW27
Tue Aug 12, 2003 11:15 pm
#64

Anyone have our tka designers home address, i'd like to stop by and have a few words with him.


Or a name im sure I can fine an address online.


j/k


Iri
Tue Aug 12, 2003 11:33 pm
#65

IMO The most hindering issue right now is the inability to special or attack while moving accurately.


This... and the inclusion of a walk speed bonus would be nice to help us catch up with those ranged people...





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