Seems that lacking any type of imagination or ideas on something to put ingame, they're back to re-implementing old ideas that were terrible to start with and haven't gotten any better over time.
Gotta love how they're on the same page with the players on whats important and needed ingame, apparently the playerbase is upset that enough Traders and Ents aren't getting 1 hit incapped on a daily basis.
http://soe.lithium.com/swg/board/message?board.id=swg_temp&message.id=40760&view=by_date_ascending&page=1
Profession: Entertainer
- Expertise: Folded Inward is now innate 300 Energy resist per point, thought as action is now 300 kinetic resist per point.
- Entertainer holo-band holograms should no longer show up on who lists and community searches.
- Increased the experience point rewards for the Jazzy1 , Jazzy2 , Freestyle1 , and Freestyle2 entertainer dances.
- Entertainer profession rewards have had their combat levels adjusted and damage increased.
- Monsters will now be aggressive towards you.*
- If you accept a quest that grants Combat XP, you will receive a message stating that the quest does not grant Crafting or Social XP. This is because Combat XP is not used by Traders and Entertainers to advance in levels.
Profession: Trader
- Trader profession rewards have had their combat levels adjusted and damage increased.
- Monsters will now be aggressive towards you.*
- If you accept a quest that grants Combat XP, you will receive a message stating that the quest does not grant Crafting or Social XP. This is because Combat XP is not used by Traders and Entertainers to advance in levels.
* Entertainers and Traders will no longer have non-aggro status, but they will earn combat levels (health points, etc) at the same rate as combat classes and also be able to wear armor.
I understand this is an important issue, so throughout the weekend, please remember to discuss this constructively so we can look over everyone's comments next week.
Thank you.
Message Edited by Thunderheart on 02-09-2007 05:56 PM
Message Edited by Thunderheart on 02-09-2007 06:02 PM
The * portion about levels and hp was edited in later after players started rampaging but I wouldn't be suprised if a full Trader or Ent gets a whopping lvl 5 or something similar, just enough to maybe make it a 2-3 hit affair instead of the 1hit wonder before hitting the cloner express.
LOL for some reason I usually picture the Careerbuilder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE decision making process
Comments
The sad part is it's true, I've never seen a company make so many illogical choices on game design.
LMAO
Really? lol if they do that's the second time they've done that with combat skills and entertainer that I've heard of since the NGE. I wonder when they will pretend that they learn from their mistakes.
Really? lol if they do that's the second time they've done that with combat skills and entertainer that I've heard of since the NGE. I wonder when they will pretend that they learn from their mistakes.
The first time it was because they had no idea the Entertainers would get pissed about it. This time is more likely an intentional way for the devs to say "See we're listening!". The publish has been recieved poorly by the crafteing community (well, what is left of them anyway). By adding aggro and removing it before it goes live, they can pretend they are listening to the community without havng to change anything in the actual publish. Crafters don't want to be REbots, but the devs don't want to waste anymore time than they have to working on something as boring to them as crafting. By popping aggro in and out, they can pretend they put more effort into the publish than the three days they actually worked on it.
Really? lol if they do that's the second time they've done that with combat skills and entertainer that I've heard of since the NGE. I wonder when they will pretend that they learn from their mistakes.
The first time it was because they had no idea the Entertainers would get pissed about it. This time is more likely an intentional way for the devs to say "See we're listening!". The publish has been recieved poorly by the crafteing community (well, what is left of them anyway). By adding aggro and removing it before it goes live, they can pretend they are listening to the community without havng to change anything in the actual publish. Crafters don't want to be REbots, but the devs don't want to waste anymore time than they have to working on something as boring to them as crafting. By popping aggro in and out, they can pretend they put more effort into the publish than the three days they actually worked on it.
I actually think it has more to do with a new lead dev in charge now , As is always the case with this game the vision is constantly shifting , Because they consistently change the team around mid stream . As for aggro , And combat abilities , I don't know whats worse , That they keep changing their minds , Or that they gave Ents and Crafters combat immunity in the first place .
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Hmm, thought you guys would have remembered this but I guess not. Pre-NGE, Entertainers & Crafters drew agro. While I'm still unsure if I like the idea of my crafter drawing agro, he will be level 90 and I rarely take him places where the agro is above 80. I dealt with it before the NGE though.
Also, it's been known for 6 months now that Entertainers would be getting combat abilities in their expertise ONLY if they want it though. If they don't, they don't have to put any points into the combat side of things and can instead put the points towards entertainer related boxes. Non-combat entertainers also get the new Build-a-buff thing plus the new dances and music. People complaining about Entertainers getting the option to spec out for combat are being kinda selfish IMO. What about the Entertainers that DO want to entertain and participate in combat related activities?
Crafters get NO combat abilities outside of the levels, they'll only have the weapon they equip to defend themselves.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Yes I know that and I also didn't comment on it at all in this thread but if you want to know I don't like the idea of entertainers and crafters not getting agro, it was a lazy soloution to the removal of the professions and the adding cookie cutter classes. Some basic combat ability is better then that but I do find it incredibley amusing that the last time they tried this in the NGE the entertainers shot it down and here it comes again. When forced to think of content for a revamp for entertainers they fall back on the same old stuff again and again, combat bonuses, new emotes disguised as dances and songs. The build a buff thing at least sounds like a nice new version of an old idea.
and the reason entertainers useally argue againts combat skills is the fear that if entertainer gets them that the devs will stop ever considering actual additions to the entertainer side .... not that they ever did much intresting content for entertainers anyway. That quest to get the theatrical dance was all that made it live that I can recall. The Hutt Casino sounded nice but I bet it got shelves cause they couldn't think of anything non combat to put in it.
Yeah, and when they scrapped the combat abilities for Ents, a whole bunch of them got pissed off on the forums because they were looking forward to that. As I said, it's not forced that they get combat abilities with Chapter 5. ALL their combat stuff (except levels) is obtained through their expertise.
New Music and dances is the equivelent of new weapons for a combat professions. These are how they perform their role. I've come across a number of Ents that have been rather creative with their combinations of music, flourishes and instruments to produce their own unique sounds.
The build a buff system is something completely new, although granted the overall role isn't. Rather then typing X command to give Y buff, the Entertainer can build their own buff to apply out of a whole list of different buffable stats.
It'd be fun to see a list of all design elements that were in, then out, then back in again. Especially listed by date. I bet the list would run off the page.
SWG Team Mtg.
I can't really argue this one with you because I'll admit I don't personaly see it as a problem. I do still find it funny and predictable that combat would be one of the devs idea for entertainer expertise though, the whole way through the game from PreCU to now the devs have struggled with understanding the entertainers. Personaly (and very unpopularly with entertainers I'm sure ) I think if they can't add actual content and fun missions for entertainers they should just turn them into a secondary profession like pilot so there is no doubt that entertainers will get more dev attention then they really will.
I can't speak for the musicans as I always had my in game music turned off apart from combat effects but while there are a few creative dancers that made good use of those emotes most of the new dances that I saw them add were next to useless. Big pretty dances that need alot of room and didn't go well with a cantina or anywhere else apart from outside or in the non player city theatres. It's like adding a gun a combat profession might use once a month for one fight and going 'aren't you exicted and happy about the huge amount of content we just added for you?'
Yes I meant the concept of dancers giving a buff wasn't new not the implementation but if a previous dev hadn't come up with the idea that dancers give mind buffs I doubt the current devs would have thought of even the basic concept. The old concept certainly did need improvements though, I remember most entertainers that weren't bots being happy when mind buffs were removed.
since then and the oned left have much less of a problem with an optional combat tree.
Pre-NGE Entertainers and crafters could also pick up combat abilities to defend themselves. It was the fact they they were stuck at CL 1 in the NGE that aggro was removed. Entertainers are going to get some combat abilites, which makes aggro fine for them, but crafters are still going to be defensless while checking their factories and harvesters. I don't doubt there will be some combat abilities added to crafters if they stick with the current aggro (I doubt they will). The developers have little concern for non-combat gameplay, which is also why they focused primarily on PvP for the past year.
Maybe you forgot that in Pre-CU:
Crafters and Ents could wear armor,
There wasn't any lamer Combat Levels making sure a lvl 1 was a death sentence,
People weren't getting 1 hit incapped from a womprat,
Folks could get Doc buffs for added survival,
Combat Alts or combat friends could do harv maint,
People could mix and match proffs as they saw fit, TK/Weaponsmith or BE/CH anyone?
When the CU hit, with Combat Levels and Armor/Weap Certs, all ents and traders were pimped into LVL 1, couldn't wear armor, couldn't wield a weapon, still had aggro, and where getting 1hit killed all over the place. It was only after many many months of complaints and crafters leaving in droves that the non aggro was put in as a sloppy fix.
Ents were against combat skills because after the NGE made Ents and their buffs useless, except for maybe crafting buffs for the few remaining crafters, SOE was going to give them combat abilities as a half assed fix for the proff. Everyone and their brother knew that the combat skills was the only fix Ents would get and then when anyone complained SOE could say "We gave ya combat skills, shut up already". Combat skills for Ents was shouted down because most Ents could point out if they wanted combat they wouldn't be dancing/singing inside cantinas, they wanted a USEFULL proff with a purpose not a worthless proff with crap combat skills.
That was then, now that they're both supposed to be getting fixes with expertise folks views might of changed a bit with those proffs getting combat skills ON TOP of the fixes rather than combat skills as the only fix for busted proffs.
Personally I thinks it's just another step in making those proffs sideskills of Combat proffs down the road to fit in with the "Kill, get treasure, rinse and repeat" mantra SOE seems to want to push in NGE SWG. After all, crafting as secondary skills is how WoW and EQ2 do it and that seems to be the playbook SOE is trying to follow rather than design anything original of their own or keep the original concepts they did have before the NGE.
Quoting people doesn't make you clever, in fact, it makes you all the more stupid for not bothering to read the quotes you post in the first place.
HAHAHAHHAHAHA DOOOOODD>> HAHHAHAHAHAHHA
Omg Im taking that... I am I am...
______________________________
I usually picture the Career builder commercial with the room full of monkeys and upside down sales chart when thinking about the SOE/SWG decision making process.....
SOE's John Blakely and Todd Fiala issued a warning: "Don't make our mistakes." Ref NGE
Winner of the worst MMOS goes to.... the NGE and SWG..!!! http://www.mmorpg.com/showFeature.cfm?loadFeature=1034&bhcp=1
HAHAHAHHAHAHA DOOOOODD>> HAHHAHAHAHAHHA
Omg Im taking that... I am I am...
LMAO feel free to use it, I'm to put it in my sig myself but being somewhat lazy about sigs I haven't got around to it yet. Feel free to share the wonders and delights of the SOE decision making processWait, "Monters"? "Monsters"?!?!
Jesus, they're not even TRYING to pretend this is Star Wars, anymore.