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19 Answers 4-29-04
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Thunderheart
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Posts: 14802
Registered: 07-02-2003


Thunderheart

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19 Answersfficeffice" />

 

So here we are in week 2 of “19 Questions and Answers”.  The first part is “19 Questions” which is a question that each of the correspondents brings from the community.  We collect them and get answers for you.

 

Let me start out by saying that since this group of professions has a strong orientation to combat, many of the answers will fall squarely on the upcoming Combat Balance - - which is why there has been a big internal push to develop this as soon as possible, but with a determination to do it in “the right way”.  It represents a big core system and this really has to be done well the first time.  As a core system, it is tied into a huge amount of computer code and will effect almost every player in the game in some way or another. 

 

One of the big reasons for the prolonged delay is that we want to build a special “sand box” environment to test the changes as they are made and also outside of the existing testing environment.  Executing a massive change on live game servers by creating a secondary testing medium enables those changes to be tweaked or even completely altered over and over as needed, based on feedback and experience from the devs and the testers who will be involved in this effort.  This differs than our existing test environment in that the way things usually work is the developers work on a code publish and that publish is pushed to Test Center.  After that, the publish is pushed from ffice:smarttags" />Test Center to the Live servers.  That process is a one way trip and would have to be completed within the time frame of one publish cycle (which is now two weeks with frequent TC updates).  With those limitations, it makes the logistics of carefully balancing combat across all the professions much more difficult than it should be because it is actually trying to do two big jobs at once.  Instead, we want to create this combat balance sand-box parallel to the existing publish cycle so that the developers can have more of an ability to make a change, then go back and tweak that change as necessary, or even change it altogether.  For instance, let’s say everyone likes the idea of changing the brawler special move /warcry from a cone to an area-of-effect to make it better fit the idea of melee combat.  Hypothetically we could make that change and then test it in the combat balance sand-box.  Then let’s say we make that change and then find out that the new area-of-effect /warcry has a PvP exploit that in theory is a great idea, but in practice becomes a good idea gone bad.  In the existing test environment, there is a limit to how much and how fast changes can be made.  In contrast, this sand-box test environment that we are creating, will allow the development team the needed space to easily tweak things and test them using different solutions, etc.  Basically, instead of testing all the publish items and the combat balance at the same time, we’ll have a server cluster where we test only the combat balance.

 

In short, doing the combat balance in a different, more appropriate test environment will allow the team to get better results overall.  This is the main reason for the delay in the combat balance (time which was needed to allocate and set up the technology) and also the main reason why there isn’t a fountain of specific examples.  All the specific examples that everyone is looking for pertains to the combat system as it exists and represents all the questions developers will be asking during the course of development.  If I gave you answers now, they would be “best guesses at this time” and would definitely change over the course of developing the new combat system.

 

The good news is that in JustG’s latest State of the Game letter, he talks about the current plans for these changes to go live in Publish 10 which means that we will begin the actual internal work within the next week or so.  You can definitely look forward to seeing CB In-Dev threads, news updates, and correspondent posts while this is going on, so while many of the answers here tie into the upcoming work, we are almost there and the details will shake out soon.

 

The weekly breakdown of professions is:

 

Week 1:

Architect, Armorsmith, Artisan, Bio-Engineer, Chef, Core Systems, Dancer, Doctor, Droid Engineer, Entertainer, Image Designer, Medic, Merchant, Musician, Player Associations, Politician, Tailor, Test Center, Weaponsmith

 

Week 2:

 

Bounty Hunter, Brawler, Carbineer, Combat Medic, Commando, Creature Handler, Fencer, Galactic Civil War, Jedi, Marksman, Pikeman, Pistoleer, Ranger, Rifleman, Scout, Smuggler, Squad Leader, Swordsman, Teras Kasi Artist

 

 

On to the questions…

 

 

Bounty Hunter

The Bounty Hunter Profession is worth 217 skill points; where as master rifleman, master TKA, or master swordsman only takes 92.  Beyond upcoming overall speed/damage/HAM changes in the Combat Rebalance, what are the developer's intentions for Bounty Hunters specifically and is a Bounty Hunter Meant to be able to match anyone who has spent 217 (In augmenting Combat Professions) points evenly in a One on One Combat, if that is not possible is it possible to lower the requirements for BH as the Scout line does not provide any benefits to the profession?

 

One thing we want to address “prior to” or “as part of” the combat balance is to actually achieve the original design status of high offense/low defense of the Bounty Hunter instead of low/low.  The point of discussion we are at with the BH Correspondent is that a High/Medium would be better for a BH to accommodate for the lack of variability in their skill sets and skill point allocation options and will be some of the first changes to the BH skill set in the CB sandbox.

 

The Bounty hunters do not have the flexibility of other professions to combine their skill set.  Therefore it is difficult to balance the bounty hunter profession against various combinations that take the same amount of skill points.  We are looking to rectify this during combat balance and also by working with the BH correspondent when the combat balance gets into full swing.

 

Further complicating the balance of Bounty Hunters is that while their flexibility is severely limited they can still benefit greatly from the acquisition of additional combat skills that share prerequisites with the Bounty Hunter profession.  If we balance the power gained for the 217 skill point cost to reach Master Bounty Hunter to be the same as spending 217 skill points in other combat professions like Commando and Teras Kasi then Bounty Hunter may be overpowered after purchasing additional Pistol or Carbine skills.  All things need to be considered when determining the proper balance of a profession. 

 

 

Brawler

Are the Devs considering changing Warcry from cone to AoE to make it better fit melee combat?  If they are, when might we see this change implemented?  ie, minipublish, combat balance, etc.

 

This is something the team is considering and plays into the reason we want to do the combat balance in a “sand box” environment.  We want to make many adjustments for all the specials and intend on making many changes throughout the process.  Because of that, specific answers are very tough because so much can, and will, change.  The suggested change in the warcry special is something that will be looked at.

 

 

Carbineer

The Carbineer profession is unarguably the weakest ranged combat profession in SWG. Even with recent attention to some of our more long standing problems Carbineers still are on the lowest end of the power spectrum, while we expect this to be addressed in the combat rebalance it has been noted with each progressive publish more high end and new pistols and rifles come into the game when comparatively it is the Carbineers who need the special attention a bit more. What in terms of development time and effort is being put forth to provide Carbineers with the comparable attention Pistoleers and riflemen have seen in terms of new weapons, when can we expect to see new weapons developed and implemented in live for our profession?

 

I would not agree that they are unarguably the weakest ranged combat profession, but as a ranged profession, the carbineer specials need some attention.  The answer to this has several parts and it underscores why the combat balance is so important.  What I would say is that professions are *not* created equal in terms of combat.  If everyone was able to match up in combat go toe to toe, on equal terms, then it would make the choice of one combat profession or another void of a unique feeling.  The challenge is to create combat professions with equal value in combat, but with unique strengths, weaknesses and abilities.

 

For instance, in the US army, an infantry Rifle Platoon has a leader, sergeant, radio-telephone operator, weapon squad leader, 2 machine gunners, 2 Assistant Machine Gunners, 2 Anti-armor Gunners and 2 Anti-armor Gunner assistants.  Each of these “soldier types” plays a role in rifle platoon but they are not equal.  One on one, a machine gunner can easily defeat a radio-telephone operator, but I would never want to be stuck in a big firefight without the ability to call for reinforcements.  The goal of the combat balance is to make all of the professions, equally important, but not necessarily equal in power (and for you army buffs, I know what you are going to say, but remember, this is only a very basic example).

 

Keep in mind that professions are not archetypes either.  Based on the various skill point structures, some professions will have to be balanced based on what they are as a whole, like Bounty Hunters, or as a hybrid professions such as Pistoleer and Rifleman.

 

Because SWG professions are very different from each other, the relative balance for each profession will be based on their role in combat and the amount of skill points needed to Master the profession.  One of the things the team will be creating with the combat balance is an overall combat experience that is challenging, but not necessarily equal from profession to profession.  While things won’t be “equal” per se, the professions will be more complimentary. 

Lastly, there are no new weapons planned at this time, but the functionality of weapons will change in the Combat Balance.

 

 

Combat Medic

It has been seen in past patch notes that Combat Medic range was to have been capped. Currently, Combat Medics have the ability to throw up to 96m, farther then any ranged profession. Will our range be decreased to max 64m, and if so, will the fact we are rooted for the entire throw animation be removed?

 

To this, I can say that the Combat Medic throwing range should not be 96 meters.  It may however be reduced to 64 meters in the near future   My best estimation at this time is that it will most likely happen in the Combat Balance.  We're not certain what the exact range for Combat Medics but it will need to be 64 meters or less.

 

 

Commando

With a current influx of new weapons and equipment appearing for various profession, Commandos would like to know what ideas the Devs have for new weapons, fixes to our weapons, or revamps of our current Commando weapons, when we might see them (i.e. publish 10, publish 12, etc) and will they include ranged specials, AP and/or be non-consumable?  In other words, beyond the Combat Rebalance, what do Commandos have to look forward too in the way of new Commando related content?

 

There will definitely be changes to the weapons in all professions and since the Commando is a very combat oriented profession, the CB will definitely be a big change in the Commando experience.  What they will be exactly will really start to take shape during the combat balance.  There are many ideas for all the specials that will be experimented with throughout this process.  Since it is such an important issue, we will be giving access to a special test server where correspondents and veteran testers can help with the feedback.  When those activities take place, the community can look for updates and news posts about the ongoing progress as well as respond to upcoming CB In-Development threads.  As to the degree of how profound this change will be is something I will be working with the correspondents on.

 

On the issue of specific Commando content, I would say that there is a drive to develop combat oriented content almost constantly.  On the near horizon, there is the Death Watch Bunker and the GCW revamp which I am sure will feel the boot heels of many commandos.

 

 

Creature Handler

What specific changes will the development team be making between now and the rest of the combat rebalance to mitigate the serious negative impact on the CH profession, and does this include the much requested "everything under CL 70 has at least a chance to spawn babies" change that the tamers in particular have eagerly awaited?

 

Any specific changes made to the CH profession will actually be seen as a result of the Combat Balance, but not necessarily part of it.  Back in November, the galaxies creatures were all rebalanced as part of a preliminary combat balance effort.  Once all the other professions are balanced against the same mathematical benchmark, the Creature Handler’s combat effectiveness will be much more in line with player expectations.  As far as the “baby spawns”, that is a different issue but we are working to fit that into the development schedule under the “Correspondent Issues” for Mini Publish 10-1.

 

 

Fencer

Many a months now fencers have been asking to literally swap the dmg of the gaffi stick to one of our swords, just so a fencers 'best' weapon would be a sword.   Is there anyway we can implement this as it has been a top 10 issue for fencers for oh so long?

 

This is one of the details that should be easily tweak-able and happen in the Combat Balance.  This certainly is a short answer and Fencers may be looking for more, but for the most part, devs and many players feel that Fencer is a really cool profession and as such, won’t see any dramatic changes.

 

 

Galactic Civil War

Specifically, when and how are the developers planning to address the TEF system in PvP, most notably the large amount of abuses associated with Group TEFs allowing covert first strikes and endless conflict at clone centers? Have the many varied player suggestions for dealing with the issue been taken under consideration for this aspect of the GCW?

 

Inevitably, there will always be abuses in any PvP system and will always be flashpoint situations that represent the “front line” where players re-spawn in a game world.  Highly combative players are conditioned to seek the place where the “combat chain” is weakest and attack it.  As such, there is an ongoing effort to change these types of combat variables.  Specifically, the group TEF questions will be addressed in the GCW revamp and unfair base exploits are a constant work-in-progress.   In short, yes we agree it is an issue and plan to address it in the GCW revamp.

 

 

Jedi

 

Lightsabers are the heart of the Jedi.  Yet our sabers strangely deal universally, highly-resisted kinetic damage at only AP2, and even require incredibly rare Krayt Pearls or crystals which are impossible for Jedi to procure without switching to an alt character.  Our weapons wear down quickly due to the incredible amount of XP we must earn, cost millions upon million to create, and are easily resisted by quality composite armor.  Will lightsabers be revamped along with our profession and can you give us any details? 

 

Yes, Lightsabers are being revamped along with the entire Jedi profession.  The details on the lightsaber changes, along with Jedi revamp changes are going to be released as soon as possible with the Jedi Academy threads.  

 

Marksman

Tumbling is primarily used to generate damage to be healed for med xp (outside of combat.) What is the intended effect/use of tumbling? (it prevents you from using specials while in the tumbling state so it isn't used by combatants on the battlefield.)?

 

Tumble was originally created as a defensive move that allowed easy, fast transition between postures.  It gave the tumbler a defense modifier while tumbling from a standing to a prone position and was meant as an interesting combat maneuver.  Since launch there have been many changes in armor, specials and other small independent combat changes that have been swallowed up by the combat imbalance.  Basically the maneuver is not meeting those needs currently.  During the Combat Balance we'll be looking at ways to return the usefulness to those abilities. 

 

 

Kurt "Thunderheart" Stangl
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04-29-2004 03:12 PM  

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Re: 19 Answers 4-29-04   [ Edited ]
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Thunderheart
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Thunderheart

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Pikemanfficeffice" />

 

Pikeman have three problems with Axkva Min:

 

1) Axkva has 100% resistances to Kinetic and electricity, meaning unless you already have an Energy Lance, you cannot damage her as a Pikeman.

 

2) She only spawns once a day, which means forming a group to go to that cave is very risky (IE the trip could be a dud and the preparations and time spent getting top the cave wasted, which translates into players being frustrated of missing out on a night of fun).

 

3) The Energy Lance is a super-rare drop, as are the Vibro Units. Some players have killed Axkva 12 times or more, and have yet to receive any loot. That translates into nearly two weeks of playing time trying to find loot, not counting any times they went to the cave to find Axkva had already been killed for the day. This problem will only be multiplied to exponential numbers once the Razor Knuckler is added to the game, all but eliminating any chances of Pikeman having access to Energy Lances.

 

The Question:

 

Can Axkva Min's resistances be changed so that pikeman may damage her, as well as having her spawn and drop rates increased so that Pikeman, and (eventually) Teras Kasi's, do not get frustrated at this dungeon by being locked out of content from low spawn rates, even lower drop rates, and negligible damage.

 

I do realize that given the resistances and upcoming TKA competition for the vibro units will be problematic.  I will work with the developers toward a solution, but at this point, I can only tell you that I will do my best to get it looked at by the team as soon as possible.

 

From a more philosophical game design point of the discussion, I agree that Axkva Min is indeed a challenging target and that the Pikeman covet the Energy Lance because basically, it gives Pikeman a useful and much desired weapon.  The answer however is not to lower the challenge of Axkva Min and make a treasured weapon easy to come by, but rather, the goal is to raise the effectiveness of the other Pikeman weapons and specials so that Axkva Min’s loot remains a fun and exciting adventure but doesn’t ham string the Pikeman by making that their only viable solution.  So, no, we are not going to nerf Axkva, but rather, place a strong focus on the Pikeman profession in the Combat Balance as they deserve (which would include giving Pikemen a weapon or ability so that they could participate in these types of Night Sister Raids). 

 

 

Pistoleer

Many Pistoleers feel that their attacks are generic.  Vanilla random HAM is a big issue. How do the developers intend to "spice up" the profession, in the near and distant future?

 

This round of questions is getting long in the tooth, so “it’s coming in the Combat Balance” is a busy answer, but it is the truth.  One of the main parts of the Combat Balance is to examine all of the specials and make them fun and interesting.  Beyond that, on a currently unknown timeline, Pistoleers and Fencer’s will be getting Dual Wield abilities and that’s uber-spice

 

 

Ranger

In August of 2003, Holocron posted in the Ranger forum regarding the lack of uniqness to the Ranger profession.  The post stated 'The focus of this post will be on how we are making Ranger different from scout.  Ideologically, the ranger is still a "super scout."'  This post then went on to list many ways to improve the Ranger profession.  Since then we have had only two things implemented (/areatrack and /camo) from that list, and both of those were unintentionally nerfed.  /areatrack is nullified by player cities, spawn rates and vehicles; /camo was broken in a patch so that it doesn't work on most NPCs and in general is worse (costs resources and breaks far too easily) than /maskscent, a Scout skill. 

 

What are the plans, if any, to differentiate the Ranger profession from the Scout profession and will this happen in the form of a Revamp or can it be done via minipublishes/hotfixes?

 

There are many excellent points and the Ranger community has done an great job bringing many great ideas to the development team and the dev team has also been kicking around some ideas also.  The plan is to improve their combat usefulness in the CB and address other items on the schedule under the “Correspondent Issues” umbrella.  I know the answer will probably be seen as a little vague, but the truth is that we are focused on all of the item’s in JustG’s letter and that’s a huge development effort.  We are focused on the things that have the biggest impact on all the players.  On the brighter side, we do have a window of opportunity coming up for player correspondent issues and we will take a serious look at what can be done at that time.

 

 

Rifleman

What is the Development team’s vision for Rifleman with the upcoming combat system overhaul?

 

The vision for the rifleman hasn’t changed.  They are still intended to be the long range snipers and that will stay the same.  What will change is the mechanical balance - - especially with the HAM revamp portion of the CB.  The new HAM system will be much more dynamic and as a result will change the focus on “mind hits”.  I don’t know to what degree, but that is something that will surely be looked at.

 

 

 

Scout

"With the removal of the need for camps to call pets many Scouts and Rangers have begun to consider camping unnecessary, as everything they use a camp for (healing, calling pets, vehicles and mounts) is better accomplished through another game feature. What do the Devs see as the primary reason for calling camps in the wild, and what do they think is necessary to make camping a more useful skill in the game?"

 

That is a great question, especially since the core needs and design of camps has changed so dramatically.  We think the best ideas we have to make camps more useful are from the community.  One aspect to consider here though is that the scout profession is a novice profession and while some attention will be on making it a fun experience, the core effort will inevitably be placed on elite professions.  That doesn’t mean we are going to abandon scouts for sure.  As new players come into the game, these novice professions represent their initial game experience so it is important and we want to make it as fulfilling an experience as possible.

 

 

 

Smuggler

What will smugglers gain in the upcoming revamp in regards to actually smuggling?" where you could go in detail about how you are making missions and such, giving an XP system it seems, or other things that will be good for them to know.

 

We are in the midst of putting together the design doc and looking at the alternatives now.  The current plan to increase the fun-ability of the Smuggler Class is to enhance the existing skill onion.  Since the communities focus is the desire to increase smuggling, the focus of the revamp will be on the underworld tree.  We want to start with specialized delivery missions that provide both monetary and itemized rewards, but also special favors from the travel system NPCs.  This would make smugglers an important hub in smuggling people from place to place by helping them get around the 10 minute Star Port wait, generate some cash flow and create a real value for Smugglers.  The other edge of that sword is that tying into the travel system and creating new missions is a huge effort.  Once that is accomplished, we will tweak the spices (and hopefully add a couple of new ones).  After that the priority hits the Smuggler’s melee abilities.  We want to increase the smuggler’s ability to use melee to move in and around superior forces and be able to work his or her way out of a tough spot.  We can also further tweak the Smuggler’s combat role in the combat balance.  That’s a pretty good overview of the current approach.

 

I’ll offer you some more details here, but ultimately, they will create more questions to which the answer is, “that work is in progress”.  Some of the details for things we want to include are:

 

  • Slicing features that would be a kind of equipment buff programs
  • Datadiscs to further adventure similar to treasure maps
  • Ethical decisions that effect the smugglers reputation (basically, the new smuggler missions would be XP based  and focused on…well…smuggling   So the smuggler would have to “smuggle” phat loot from one NPC to another without getting caught and if the smuggler chose to deliver the item, the get the XP.  If they didn’t, well, it would be an XP hit, but they would keep the item…)
  • Adding new spices.
    • Glitterstim: (Master Smuggler); Boost to Health, Strength, Action, Quickness, Mind, Force Power Max Force Power Regeneration
    • Liik: (Spice III): Mind Poison Mitigation

 

  • Slicing: Adding a vehicle durability slice. / A smuggler mission loot item might be required.

 

This is a peek at what we are working very hard to get into the game….

 

 

Squad Leader

What does /rally do? (what stats does it affect? Is it a high, medium or low bonus?)

The game has been out for a long time and we still have not been able to really determine what beneficial things rally does. We know it prevents you from harvesting, sitting or rezzing but we don't know what good it does. This will be important information to determine if we want to keep it for the revamp.

/rally gives To Hit and Defense Modifier bonuses to everyone in the Squad Leader’s party.  The bonuses are not significant though which is why the question exists.  This is something that is sure to change in the upcoming Squad Leader revamp.  I know there are people looking for specific numbers, but as a general rule, you will almost never see me post the numbers.  Developers believe that “figuring the numbers” is something that is fun for many players and that revealing the numbers is like a magician revealing his secret and that it takes some of the fun out of game play.  Unless there is an important and specific need to post a raw number or formula on an issue, we won’t cite numbers. 

 

 

Swordsman

The Swordsmen profession has many redundant specials. Most are concerned with damage and simply vary the target (single target, AE, single target mind). Will the combat rebalance address new specials with new sorts of functionality or will it primarily be a re-tweaking of current specials and current functionality?

 

The combat balance will bring elements of both to a Swordsman’s specials with the lions share of focus on re-tweaking the current specials to be more effective.  The challenge with “new specials” is whether or not it requires new animations.  Creating new specials with new animations is heavy on the development side, but one thing the developers will be looking for are ways to create new effects with the existing specials to make them more fun and useful.

 

 

Teras Kasi Artist

All player run tests to this point have shown Defensive Acuity, and thusly CenterOfBeing, to provide little to no benefit when used. Are these two abilities working as intended, and if not, what is the future of these two abilities for TKAs.

 

Defensive Acuity and CenterOfBeing are working, but like the original intent for “tumbling”, changes in the game since those two abilities were put in the game have really caused them to be ineffective tools at the high end of combat.  These are two very important melee considerations for the combat balance.  A melee artist’s ability to defend him or herself in a galaxy that is focused on ranged combat is a tricky thing.  We want it to make sense in that a melee artist has a solid role in combat party make-up and to give the melee artist the tools they need to survive when they aren’t part of a larger combat unit.

 

 

 

1 Answer to rule them all…

In closing, one thing that is very important to keep in mind is realistic expectations.  The reality is that there are a huge number of player questions and answers that hang on the combat balance.  What I don’t want to see happen is that because many questions revolve around a tight group of answers that the scope of the work gets expectations set so high that they are impossible to meet.  We all have high hopes for the combat balance and the certainty that the Combat Balance is very, very important.  We are putting a strong focus on special training and hardware to give the effort a leg up and will make this as cool as possible, but I wouldn’t look on it as a magic bullet, but more as an exciting change in direction.

 

I can’t thank the correspondents and the profession communities enough for making this such a fun and interesting process.

 

Message Edited by Thunderheart on 04-29-2004 07:33 PM

Kurt "Thunderheart" Stangl
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04-29-2004 03:12 PM  

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Re: 19 Answers 4-29-04
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Djferio
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It seems your answer regarding the lightsaber question is incomplete, why is it that you can't give some details about it?
 
people are waiting for a week on this and we get such an answer as this...

iOziss Zirzosski
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04-29-2004 03:18 PM  

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Re: 19 Answers 4-29-04
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XiLorith
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TH Thank you for the answer about the smuggler profession I know the smuggler community it anxiously awaiting the revamp and I know we will all work together to make it as enjoyable as we can.
 
XiLorith
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04-29-2004 03:19 PM  

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Re: 19 Answers 4-29-04
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Thunderheart
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Djferio wrote:
It seems your answer regarding the lightsaber question is incomplete, why is it that you can't give some details about it?
 
people are waiting for a week on this and we get such an answer as this...

Because the work is going on now.  By the time I do the next Jedi Archives, I will have more information and include it in that feature.
 

Kurt "Thunderheart" Stangl
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04-29-2004 03:21 PM  

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Re: 19 Answers 4-29-04
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TheLateAnakinSolo
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Sweet
 
Just finished reading it.
 
Tho I do have to say that more info on lightsabers would be nice
 
 
Thx again for posting these TH.

- I support keeping & balancing the current combat system
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04-29-2004 03:21 PM  

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Re: 19 Answers 4-29-04
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D3st0r
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Good to hear that Lightsabers are being revamped totally.  I hope that means that they wont be Medium Armor piercing only and Kinetic damage type *crosses fingers*


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04-29-2004 03:21 PM  

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Re: 19 Answers 4-29-04
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Djferio
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Djferio

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Thunderheart wrote:


Djferio wrote:
It seems your answer regarding the lightsaber question is incomplete, why is it that you can't give some details about it?
 
people are waiting for a week on this and we get such an answer as this...

Because the work is going on now.  By the time I do the next Jedi Archives, I will have more information and include it in that feature.
 



Ok i understand that :-) , do you have any "eta" when the next jedi archive may be ready?

iOziss Zirzosski
Where ever there is Light Darkness will shine
iiDark Jedi Knightii
04-29-2004 03:22 PM  

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Re: 19 Answers 4-29-04
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TheLateAnakinSolo
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D3st0r wrote:
Good to hear that Lightsabers are being revamped totally.  I hope that means that they wont be Medium Armor piercing only and Kinetic damage type *crosses fingers*



 
You left out the 40+ mil part too.

- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
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Dont ask me why I'm going for 2 Jedi, because I don't know myself.
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04-29-2004 03:23 PM  

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Re: 19 Answers 4-29-04
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TheLateAnakinSolo
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I mean, what's the use of paying 40 mil for something when a Fencer only has to pay 6k, and they can waste us???

- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
04-29-2004 03:24 PM  

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Re: 19 Answers 4-29-04
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NoShields
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NoShields

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Yay....BH as high offence/medium defence...I like that answer

Mylak Sylvar
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"If you can't dazzle em with style, riddle em with bullets."
04-29-2004 03:24 PM  

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Re: 19 Answers 4-29-04
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Cloudgatherer
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In regards to 100% resistances....(came up during the pikeman question)

I really think that no creature in the game should have more than 90% resistance to any damage type. Making entire classes of weapons/damage useless against a creature makes that creature unavailable to certain professions. I'm all for a creature being challenging, but not IMPOSSIBLE (as it is today) for certain professions. In essense, this removes content for a player just because of his chosen profession, which is a bad thing (tm).

I'm all for challenges, but 100% resists make certain creatures impossible to kill for certain professions. Of course, players should team up to take on such challenges, but even still there will be members of that team that do no damage and only try to 'tank' for everyone else.

This is not fun, it's not an issue of challenge difficulty, it just boggles the mind.


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04-29-2004 03:25 PM  

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Re: 19 Answers 4-29-04
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LLJK_Griz
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Thunderheart wrote:

So, no, we are not going to nerf Axkva, but rather, place a strong focus on the Pikeman profession in the Combat Balance as they deserve (which would include giving Pikemen a weapon or ability so that they could participate in these types of Night Sister Raids). 



how about restoring the kinetic damage rifles WHICH WERE KINETIC BEFORE, AND WERE CHANGED WITH NO NOTICE so that riflemen can actually damage nightsisters

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04-29-2004 03:26 PM  

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Re: 19 Answers 4-29-04
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TheLateAnakinSolo
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NoShields wrote:
Yay....BH as high offence/medium defence...I like that answer



Yeah, you guys do get  killed on skill points, but the only ranged/dizzy KD attack is a "very high offence"  If anything, they should make more points for TKA...

- I support keeping & balancing the current combat system
Face Loran (2 unlocks), Rostek Horn (Jedi Knight), Corbantis
*April 17th, 2004* to *Sept 13th, 2004.* *Dec 20th, 2004* to *Unknown*
*****Non-Geo Cave Jedi*****
JEDI KNIGHT waiting for a FRS fix
Dont ask me why I'm going for 2 Jedi, because I don't know myself.
Do or Do not, there is no try.
04-29-2004 03:27 PM  

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Re: 19 Answers 4-29-04
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WesBelden
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Curses, I knew the Pistoleer questions should have been about our role in combat (namely what you Devs think it to be), rather than something to do with specials that questions about have time and time again been answered with reference to the CB.
 
As for smuggling, the NPC smuggling sounds like something that might keep us busy for a few weeks... after that, who knows. Please listen carefully to Caylin, he's doing a sterling job and there are many many smugglers hanging around the smuggling forum either biting their nails off or crying their eyes out.

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Who's the more foolish? The fool, or the fool who follows him?
04-29-2004 03:28 PM  

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