Re: Chapter 1.2 Testing
Posted: Fri Mar 06, 2020 8:27 am
SEAs: We are reevaluating our decision for the SEA removal too. The bottom line is that the current tool has some issues and will be changed in some way. It is difficult to add new content which drops SEAs because the SEA Removal Tool makes it so that SEAs are never removed from the economy. Nothing is permanent in SWG, but the SEA Removal Tool makes it so that SEAs area. It's the Anti-Decay Kit of Sentinels Republic and is not balanced in its current form.
SWG is about decay. Weapons decay, armor decays, speeders decay, clothing decays, droids decay, pets decay and buildings decay. The point being, the SEA removal tool has zero negative consequences and totally negates the decay process for attachments. It is not very difficult to obtain and craft while doing nothing but be detrimental to the economy. It even has unintended bonuses, where you can retrieve skills mods from BE crafted items which is damaging to the economy.
As far as the difficulty of looting new tapes, they are rare because of the SEA Removal Tool and new drops are intentionally limited. Even then, I know a lot of you hoard them. There is not a shortage of SEAs and the drop rate of high end SEAs is much higher here on SR when compared to Basilisk.
It's also worth noting that at 1000 condition on a piece of clothing, you have 20 uninsured or 100 insured deaths (or bring a Doctor for 0 condition loss) where you can grind the credits or farm the SEAs to replace your items. You can also use a clothing or armor repair to extend this. - You do not lose condition loss in PvP, so dying to a BH or in GCW will not cause decay.
We are working and planning out something further to extend SEAs, but this needs to be done now in preparation. When we have information available, we will provide it.
Squad Leader: Planetary Squad Leader abilities are too strong, it's been something that has been observed as problematic for awhile now. Especially in PvP where it's a borderline exploit, in PvE it's pointless or used in very specific scenarios that can still play out within 120m.
PvP: It's broken. I don't know what else to say. You can hide a SL on the opposite of the map or on top of a building where the SL cannot be killed. That's borderline an exploit.
PvE: This changes very little for most high end encounters. Death Watch Bunker, Geonosian Cave, Corvette, Axkva Min, most of Dromund Kaas and all of Taanab are all indoors. So if you want SL buffs to run any of these encounters, you must bring the SL indoors with even the old plant wide system. Other content such as Nightsisters, Krayts and Gorax, being able to permanently burst run without any consequences is not exactly an ideal situation from a balance perspective, but with a 120m range, which is higher than vanilla, you can still place a SL out of range to the same level of performance as before. Just instead of sitting your SL at Bestine medical center, you must now bring your SL out to the Krayt Graveyard.
Two Bounty Missions Per Target: Two bounty hunters should not have much issue taking down a Jedi target, especially since one bounty hunter seems to be able to kill a target in most scenarios. We are investigating any potential exploits with limiting the target count and have already have thought up a solution. We appreciate your feedback on the matter.
Avoid Incap: This was happening eventually. The ability to clear an entire dungeon while spamming AI is not its intended behavior. While not FRS, we are working on some balance changes for Jedi, but changing Avoid Incap had to occur sooner rather than later.
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Closing thoughts, this is for the Test Center, we are testing these changes. These notes are posted for a reason, for testing.
Mindsoft and I sat in Discord all day today and at the Geonosian Cave. A total of five players came to test the instance and only a handful offered to help test or constructively discuss any of the other changes that are apart of these notes. Instead of working on fixes and improving the server, staff spent hours hearing the same personal complaints which offered very little feedback. Currently, I'm reading a lot of factually incorrect statements being thrown around and most of the comments I'm reading are emotionally charged. Jokes, rude comments and telling us that you're leaving/the server will die because of balances to additions (Not even base gameplay) is not helpful.
There have also been some incredibly rude, aggressive and hateful messages sent to staff today and before we start having to discipline players, I am going to remind everyone that we are humans, we do this for free, for fun and receive nothing in return. We are not here to ruin your game play experience and keep in mind that Sentinels Republic, nor any SWG Emulator, is run by a AAA game development studio, this is a hobby. We are just doing the best we can and in general going above and beyond as many of us have taken many personal sacrifices to bring you the server you play on.
I suggest that everyone take a step back and realize that these changes are being made for the health of the server. We've given lots in terms of new items and content, but sometime we also need to take things away for the sake of balance. Sentinels Republic is almost 3 years old, which is older than live was before the Combat Upgrade hit. We have to make adjustments, balances and changes; otherwise we will have failed the player base. Not everyone will agree with every change, but some need to be made, no matter how difficult.
It's impossible to make everyone happy, but we are going to do what's best for the server and making the game fun and entertaining for everyone. We hope that you all understand.
SWG is about decay. Weapons decay, armor decays, speeders decay, clothing decays, droids decay, pets decay and buildings decay. The point being, the SEA removal tool has zero negative consequences and totally negates the decay process for attachments. It is not very difficult to obtain and craft while doing nothing but be detrimental to the economy. It even has unintended bonuses, where you can retrieve skills mods from BE crafted items which is damaging to the economy.
As far as the difficulty of looting new tapes, they are rare because of the SEA Removal Tool and new drops are intentionally limited. Even then, I know a lot of you hoard them. There is not a shortage of SEAs and the drop rate of high end SEAs is much higher here on SR when compared to Basilisk.
It's also worth noting that at 1000 condition on a piece of clothing, you have 20 uninsured or 100 insured deaths (or bring a Doctor for 0 condition loss) where you can grind the credits or farm the SEAs to replace your items. You can also use a clothing or armor repair to extend this. - You do not lose condition loss in PvP, so dying to a BH or in GCW will not cause decay.
We are working and planning out something further to extend SEAs, but this needs to be done now in preparation. When we have information available, we will provide it.
Squad Leader: Planetary Squad Leader abilities are too strong, it's been something that has been observed as problematic for awhile now. Especially in PvP where it's a borderline exploit, in PvE it's pointless or used in very specific scenarios that can still play out within 120m.
PvP: It's broken. I don't know what else to say. You can hide a SL on the opposite of the map or on top of a building where the SL cannot be killed. That's borderline an exploit.
PvE: This changes very little for most high end encounters. Death Watch Bunker, Geonosian Cave, Corvette, Axkva Min, most of Dromund Kaas and all of Taanab are all indoors. So if you want SL buffs to run any of these encounters, you must bring the SL indoors with even the old plant wide system. Other content such as Nightsisters, Krayts and Gorax, being able to permanently burst run without any consequences is not exactly an ideal situation from a balance perspective, but with a 120m range, which is higher than vanilla, you can still place a SL out of range to the same level of performance as before. Just instead of sitting your SL at Bestine medical center, you must now bring your SL out to the Krayt Graveyard.
Two Bounty Missions Per Target: Two bounty hunters should not have much issue taking down a Jedi target, especially since one bounty hunter seems to be able to kill a target in most scenarios. We are investigating any potential exploits with limiting the target count and have already have thought up a solution. We appreciate your feedback on the matter.
Avoid Incap: This was happening eventually. The ability to clear an entire dungeon while spamming AI is not its intended behavior. While not FRS, we are working on some balance changes for Jedi, but changing Avoid Incap had to occur sooner rather than later.
---
Closing thoughts, this is for the Test Center, we are testing these changes. These notes are posted for a reason, for testing.
Mindsoft and I sat in Discord all day today and at the Geonosian Cave. A total of five players came to test the instance and only a handful offered to help test or constructively discuss any of the other changes that are apart of these notes. Instead of working on fixes and improving the server, staff spent hours hearing the same personal complaints which offered very little feedback. Currently, I'm reading a lot of factually incorrect statements being thrown around and most of the comments I'm reading are emotionally charged. Jokes, rude comments and telling us that you're leaving/the server will die because of balances to additions (Not even base gameplay) is not helpful.
There have also been some incredibly rude, aggressive and hateful messages sent to staff today and before we start having to discipline players, I am going to remind everyone that we are humans, we do this for free, for fun and receive nothing in return. We are not here to ruin your game play experience and keep in mind that Sentinels Republic, nor any SWG Emulator, is run by a AAA game development studio, this is a hobby. We are just doing the best we can and in general going above and beyond as many of us have taken many personal sacrifices to bring you the server you play on.
I suggest that everyone take a step back and realize that these changes are being made for the health of the server. We've given lots in terms of new items and content, but sometime we also need to take things away for the sake of balance. Sentinels Republic is almost 3 years old, which is older than live was before the Combat Upgrade hit. We have to make adjustments, balances and changes; otherwise we will have failed the player base. Not everyone will agree with every change, but some need to be made, no matter how difficult.
It's impossible to make everyone happy, but we are going to do what's best for the server and making the game fun and entertaining for everyone. We hope that you all understand.