Totally understandable. Just thought you might want to fiddle with this idea as you were working on the distance calculations, and SL was taking a nerf.
Anything you can do instance-wise is simply amazing. This will be a great change. My only concern is the “slightly lower stats” statement. If you mean slightly lower stats on bones compared to the current stats, I would just be concerned that players might not use the instance as much, and I know you put a ton of work into it.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmI suggest checking it out TC if you're curious about loot. The respawn/lockout timer is currently reduced for testing. There will be two Acklay's, the instance Acklay with about the same loot chances as the current but slightly lower stats, then an Acklay in the same location as the current, which is harder and un-soloable but with better loot chances and new loot drops including two weapons and a speeder.
As I said, I wasn’t concerned about it, but being able to choose one of the SEAs you get to keep is probably a good idea. I also like the changes that allow different crafting profs a better chance at extraction. /thumbsup
I must have been a bit no unclear on the purpose of the change. I thought it was because Jedi were chaining AI to be unkillable while taking down turrets and were chaining AI when in solo and group PVP, then FR2ing and channeling to regen. The additional force regen tapes probably don’t help matters but it is what it is. I can see the dungeon issue though as I’ve seen dungeons pulled and soloed using AI+absorb on other servers and whole PVP bases being pulled as well. I didn’t think it was possible to not only round up but kill an entire dungeon of really high end mobs in 20 seconds, but perhaps it is and I just haven’t seen it.
Is test mimicking live right now? I guess getting a more definitive % chance of each drop would give us a better idea if things are awry or not? I’ve looked at the githubs in the past and I know it’s a bit complicated as far as groups of loot etc. to break down into specific %s (at least for me), but it would be helpful.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmKrayts/Tanrats are not broken. There is nothing wrong with the loot drops and most of the junk is removed, there is a 15% chance to receive stims, but that's because I had to tone it back because of the SEA issues. They are a ~30% better (If not more) than pre-Chapter 1. I just killed 20 Legendary Tanrats and got 6 flawless geodes, 4 premiums and a horrifyingly high amount of tissues that I will need to adjust.
No sense in going to the extreme or getting upset. I will say that my luck the last few days has gotten dramatically better. I’ll take your word that no changes were made after the “adjustment.” Also, tissues may be dropping more, but tissues that are actually usable are still very rare. I am good with it though because if you do enough hunting you will eventually get good ones.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmIf you all want, I can just revert Krayt Ancients and Grands to pre-Chapter 1 since they are supposedly "broken." Or, I can revert them to Basilisk where your loot chances for flawless pearls hover around single digits. They are-FULL STOP-not broken and are actually dropping more tissues than I would like.
I don’t care about lore.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmGroup members helping? That will never happen, it's a technical dumpster fire and completely unfair to BHs. If there's a group of 20 players and a BH pulls a mission, he will never be able to defeat his bounty. Everyone is always grouped, this will nullify BH missions completely. Even if it makes sense "lore wise," lore goes out the window when it comes to balance. If people want "lore" then we can just remove Jedi completely since they're suppose to almost be extinct.
I have to be honest, this suggestion only sounds like it's coming from the "target's point of view and not considering the Bounty Hunter. I've been getting this suggestion a lot and it would not work, period.
I would surmise that almost anyone that has played on a server that allows group members to help when BH come for Jedi would attest that it actually encourages PVP, not nullifies BH missions. BH and his buddies come for Jedi, Jedi and his buddies fight back, BH brings more people to help, etc. Jedi’s BH buddies retaliate and form a group to go after Jedi that were with the BH, and the cycle goes on. Yes, it’s a bit of a tef-mess. I would invite 5 BH to take my mission if my friends could help. It IS possible and has worked many times in the past.
As far as the target’s point of view thing... This I take exception to. No. Just no. I’m interested in balance. I enjoy playing BH too! Jedi have been living with potentially being hunted by 5 BH and flamethrower specials hitting once per second for 2500+ damage (at a minimum!) when KD for some time now. Not to mention the issue of BH bringing along their 50k HAM faction pets (Which is something else that needs to be addressed). This is no sane person’s idea of balance, and this gross imbalance has apparently been going on for a long time.
It is my understanding that SR has traditionally been more of a PVE-centric and RP EU server (please correct me if I am wrong). Now that more PVP players are migrating here, the issues have become more glaring, forcing fixes to take place.
I know it is likely not worth a hill of beans, but I’m trying to give my feedback based on actively PVPing and PVEing on 8+ emu servers over the years, Basilisk, and Live from start to finish.
I absolutely hate to give the default answer, but I have to. I have a 60+ hour a week job, family, 3 active kids. I don’t get as much time to play as I would like, and when I do, I prefer to play on a server that matters and not test. I simply don’t have time. The only reason I can type all this out now is because I am on a plane.
Ok. Still, there needs to be a why. AFAIK PVE commandos generally take Master anyways for the accuracy and extra dot from cone2. My guess is that BH would use single2 spam primarily vs a Jedi, not be overly concerned with the lowest dot available to them.
I guess? I can get pretty damn creative with a PVP template, but I don’t think those 2 SP points will make a dramatic difference.
Agreed. But this will effect PVE primarily, and that’s not what I thought needed fixing. No one should be using a .1 speed flamer in PVE unless they enjoy destroying their stuff and have more of it than they can get rid of. I use 2.4 speed and lower flamers in PVE, pretty sure I kill more krayts and tanrats than anyone, and it is plenty fast enough with 25 speed tapes.
Not sure what “can miss through saber block” means as saber block doesn’t stop special heavy weapon specials. I guess you mean that ranged defense will work against the accuracy mods? I guess so, but once again, Jedi will be pigeon-holed into taking Master Defender to just defend against this BH/commando template, and the most likely option is to run once they switch to TK to avoid spending force doing no damage.
I’m guessing that my assumption about you trying to force the template of BH3000/MTK/Commando0044 so there is no novice medic was correct, then?
Just picture this for a moment. BH3000/MTK/Commando0042/nov medic (assuming, likely incorrectly, you put a measly 5 Acc in each of Commando 0001 and 0002). That’s 30 from skills, 25 tape, 40 Citrus, so 95 Acc with no FS skills. Jedi has 0400 Defender, so 55 Ranged Def, +25 tape, +23 food, 103 total RD. (Yes, the Ranged Mit1) will have an effect. Not much has changed. You are still getting hit too hard at once per second. The only logical solution is having the flamer damage reduced by a significant % in PVP.
It is what it is. I don’t mind the change for PVE really. It only really causes issues in PVP, and as you said above, some have .1 speed flamers so it’s fairly insignificant.
Default answer above, unfortunately.
The ultimate issue with Jedi vs non-Jedi (melee, esp TK) comes down to PSGs combined with toughness, but I won’t get started on the history of LS resists on PSGs in Live, why they are awful, and why they should be removed.
I am not a coder. I was unaware that adding a modifier for flamethrowers just in PVP would cause a big coding issue. I’m just trying to think outside the box as an experienced player by looking at potential templates and rational (or what seem to be rational to me, but certainly may not be to others) changes.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmThere are more options on the table, but none, including those you have listed are pretty. You're talking about adding A TON of calculations every time a combat event is fired, whether it's a flamethrower, a non-flamethrower, a jedi or against a player or a non-player, there's overhead. We tack on one calculation here, another there and next thing you know the server is lagging out every time a flamethrower is fired.
The goal is not to nerf the Commando profession into the ground, but adjust the BH/Commando template.
I’ve made similar templates before on other servers with no extra speed and a .3 flamer, and it’s absolutely devastating, against far more OP Jedi than we have here.
I think the goal is mutual. The adjustment of the BH/Insert Melee/Commando template. I only want the PVP changes, that’s why I said to make the PVP % damage change, so you don’t have to screw with the trees much. That 2500 damage while KD from a flamer reduced 75% is now 625 per second, still has dot effects, which is much more manageable, tho still very potent. You can still hit the other 2 dots to stack on 3 total dots. Balance.
No offense taken. I just thought feedback and suggestions were requested on the potential changes, so I did my best based on my knowledge and experience of the game, not the coding.Tyclo wrote: ↑Sat Mar 07, 2020 9:45 pmSorry if any of my responses are heated, this is just the 10th or so time I've answered these same questions and that's an hour of a half of working on these issues that was instead spent answering questions on the forums. Now I get to go to Discord and answer the same questions again.
No one is being attacked here. Civil discussion about things we disagree on should be the norm, not the exception (something the real world could certainly engage in more often, instead of demonization).
I don’t expect a full blown response or a response at all, or to even read anything I responded with, as you owe me nothing, have the server to run, work, and your own life to live. If you do value feedback, however, please just consider some of the things discussed.
Many of us are very passionate about SWG and care about the server they play on. Hell, its been part of my life for 17 years now. If I didn’t care, I wouldn’t have dipped my toe in the water.