Teras Kasi Archive

Thread: PVE Issues week ending 5-29

DrArgule
Wed May 19, 2004 4:06 pm
#1



I'm starting this post a little early as I will be taking my friday afternoons to present what all of you have givin me on the corrispondent forums.


This is where I would like you to give me your PVE issues. If its possible, would you please put your thoughts down in a simple format of cause/effect and then your ideas on a solution.




For instance:


Cause/Effect: I cant use unarmed hit3 on a dwarf nuna because they are too small to hit while my legs are spinning at eye level.


Solution: Make them as large as a human, or increase the physical range to hit to accomidate thier small size.





Most of you do this anyway but I thoughtI would mention it, and if you actually DO have a problem with a dwarf nuna as a TKM thenI suggest you PM me immediately and submit a bug report


Be specific, espically when it comes to resistances, damage (type), duration, HAM,and the NPC/Creatures your fighting.The more information you give me the better I can present our case. Write a book if you have to. I will be reading every post and I will be asking questions, so make sure to check every once in a while.



Thanks so much!



Vlak




Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

Jenky
Wed May 19, 2004 4:57 pm
#2

What about adding some kind of area attack?


Currently, in my opinion, spin attack 1&2 is not very usefull...


Why not make Unarmed combo 1&2 area attack stuff.. or maybe just one of them?




______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
Duckfat
Wed May 19, 2004 5:11 pm
#3

cause/effect: what is the situation with the instant db after the incap by high level mobs? I know there are patch notes that say that the high level mobs will db more often but the way they have it implemented there is no chance for us to use FOW. If you get incap by a high level mob you will get a db with the exact same timestamp.


solution: I have no problem with the higher level mobs dealing out db more often instead of them letting players lie there waiting for the incap timer to count down but at least put in some kind of timer before the db. Even if the timer was just a second or two that would be enough to at least have a chance to use our FOW. I know that some people are using FOW macros that spam FOW over and over again at least once a second but to me that is not a viable solution asit causes unneeded stress on the servers if every TKM started to do this to remedy the situation. A short timer IMHO would be much more desireable unless the devs really want every TKM doing high level mobs to run this stupid macro.





Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
DrArgule
Wed May 19, 2004 5:20 pm
#4

Jenky:



Could you be more specific?


I dont encounter too many mobs I cant take out over a reasonable amount of time with TK spin.




Good one Duck! I have the same frustration.




Vlak






Vlak Hergozinovia
Original Commando
Nefertity
Pre-9 Jedi Knight
(ggggggggggggggggggggg9Xnn[[[[[[[[[[nnnnWg)

Duckfat
Wed May 19, 2004 5:25 pm
#5

cause/effect: It was my understanding that the devs did not want this game to be one where people just went out to find uber loot and sell on ebay. So why is it that the only way for us to get a weapon that does damage other than kinetic is to get a very rare loot item that is already needed by another profession from a mob that only spawns once a day and is immune to TKA attacks?


solution: If this is just a rumor and not true at all please get a dev to publicly squash the rumor. If it is truly the way it is planned by the devs we need to bring up this point with them that this is going completely against the design of the game that they advertised from the start. I dont mind if the mob that drops these is very hard or even impossible to do without the help of another profession like the NS elder as long as it is not such a rare loot drop from a once a day spawn that only the people with millions upon millions of credits will be able to afford. I am hoping that it is not their intention to have guilds camp the spawn after every restart which will make it impossible for the average player or even smaller guilds to even have a chance at the loot without having to buy it at what will be the most rediculous prices we have yet to see.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Jenky
Wed May 19, 2004 11:38 pm
#6

I was thinking more in the lines of an Area Attack which could stun/dizzy/bleed/blind it's opponants, or maybe Knockdown multiple enemies at once?


I hear that swordsman can solo Rancor lairs unbuffed by just attackin the lair with a Powerhammer and all the rancors die very fast, when he is using Area Attack 3, or thats what I have heard


I also hear that Pikeman got some good area attacks and same with fencer!


It's just... Why have Unarmed hit 1, 2 and 3, instead of calling them different things and give them different advatanges over each other?


Why would anyone use unarmed combo if they had unarmed combo 2?


If unarmed combo was renamed to, lets say: /Unarmed power hit 1, and the attack could KD multiple enemies at a time, and get a chance to apply a blind on them - Then that move would have a hole other use in my toolbar and meaning


-Jenky



______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
mochloD
Thu May 20, 2004 4:24 am
#7






DrArgule wrote:

Jenky:



Could you be more specific?


I dont encounter too many mobs I cant take out over a reasonable amount of time with TK spin.









Dont fight many Janta on Dantooine then do you? You can obliterate Janta Shaman with spinattack2 and look good doing it.


unarmedspin is not worthless. Its very effective for grabbing aggro and keeping off of weaker members of your party while keeping it on you (not this isnt always a good thing). The ability to damage all targets surrounding you at the same time once every second is far from worthless.



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

Cauil
Thu May 20, 2004 4:27 am
#8

You know, I'm actually really happy with TKA and PvE. I think that we have good defenses, great offensive capabilties and some of the coolest abilities. The major complaint I have is the lack of a second type of damage (who knows what the deal will be with the heat damage, the rumors are it will be super hard to get). I would actually really like to see us get stun knucklers. This would address my major PvP problem with TKA as well, but that will be on the PvP post. But basically a TKA is one of the best PvE professions in the game. We make great tanks (NS Elders, Krayts, etc.) and can solo rancor lairs and other stuff with ease. The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.



Cauil
mochloD
Thu May 20, 2004 4:41 am
#9






Cauil wrote:
The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.






Same way for me right now but after the combat balance these two things will be a huge concern of mine. I dont think we'll be that strong and we may end up laying flat on our backs alot more.



mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

JediMasterZero
Thu May 20, 2004 5:25 am
#10

One thing I've noticed, and I acutally submitted a /bug for this, is that for the last few days when I'm PvE'ing, right when a mob is about to die (one of its HAM bars is almost non-existent) and it starts to run away, it takes 2 steps and then BAM...warps to 83m away in the blink of an eye. Perhaps if you could mention something about this...most frustrating when I'm trying to level in the other brawler trees....



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
LordMaxx
Thu May 20, 2004 6:56 am
#11


The reason to have Unarmed Hit 1 2 and 3 and to have combo 1 and 2 is that as you progress you get better attacks then what you currently have. I dont believe the game was necessarily meant for you to powerlevel and become a master in a day or 2 and then look at your attacks and see what is useful. I believe it was intended for you to get new attacks that are better than your old ones, and get a few specials along the way i.e. leg and head hit dizzy and stun etc...


If we need to rebalance some of our attacks then we need to focus on what our role should be. I think we make good tanks as long as we can be assured that defensive acuity is actually working, It would be nice if Vlak could actually get some concrete evidence of our supposed defense.


So as for PVE...I think we are pretty dang good. Buffs are usually required as well as Brandy and Canape to take the big stuff, But NPCs have gotten better at kiting. Maybe the range at which they stop and shoot should be limited to the 20m range so we actually can have a chance at lunging. Just seems fair, and more realistic to our fighting style.


As for the warping while running away, Ive noticed when that happens that the mob turns to run and pauses, almost walking slowly, then warps. I think it was meant to be running that entire time, there was just a lag issue involved...no worries though they usually come back as your taking down the lair.


edit: ah and forgot another worry of ours...the Nightsister Motors...any chance of getting lesser ones to drop off Elders, and maybe protectors so we have a chance of getting them. Have the good ones drop off the head witch. But I think the non rich players would like a shot at getting these new RKs...

Message Edited by LordMaxx on 05-20-2004 10:01 AM



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Tigerr
Thu May 20, 2004 10:25 am
#12

Cause/Effect: Large creatures back up constantly when you get in range to hit them, thus you lose a lot of attacks constantly inching up to be in range. Creatures I have seen this on are Giant Crystal Snakes on Yavin 4, Plainswalkers on Dantooine, Tortons on Rori (been a long time it's the giant turtle thingies) and honestly most any creature much larger than myself. It seems their optimum hit range is set just outside our ability to hit back.


Solution: Either increase our range to hit back or decrease theirs so they stay put.



Tigerr, TKM/CH Eclipse, TKM/Doc Sunrunner






Tigerr, Master Dancer & Master Doctor, Sunrunner
Sasori Stargazer, Master TKA Sunrunner
Ryutek
Thu May 20, 2004 10:50 am
#13






LordMaxx wrote:


If we need to rebalance some of our attacks then we need to focus on what our role should be. I think we make good tanks as long as we can be assured that defensive acuity is actually working, It would be nice if Vlak could actually get some concrete evidence of our supposed defense.







We have already been told taht it IS working, it is just outdated since the revisions made to teh defenses of other players. The question should be what are the plans to fix it, not whether it works


Now, taht being said I can even tell you what the answer would be:


"Wait for the Combat Balance"



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
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