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Coming Combat Changes

Posted: Sat May 06, 2006 2:16 pm
by Szul
Apparantly, this new combat system is just a few weeks from going Live, its on Internal sandbox server now, due for TC next week-ish.

Rogue 5 Comlink
Motivation & Goals

Overall, the majority feedback we've collected from the boards and elsewhere suggests that combat is currently perceived to resolve too quickly, thus leaving little room for strategic choices or meaningful attacks beyond the standard left-click shot. With the GCW becoming a major factor in our game within the near future, we want to make sure that the core combat system is enjoyable for most players as combat will be a major aspect of the war.

The goal of these rule changes is to

Bring strategy back into combat
Decrease default attack speeds to possibly allow for more natural looking animations while at the same time keeping the overall "laser shooting", action-paced feel that combat currently has.
While not immediately part of this change, these changes lend themselves to bringing back the combat log so players can once more track combat in greater detail.
These changes also directly play into the upcoming Expertise system where players will be able to permanently modify some of their combat "variables" by spending points in some of the Expertise trees. A player might increase her chance to land "critical hits" for instance. Read on to get some details about crits and glancing blows at the end of this comlink.
Base Combat Changes

Weapon damage will be adjusted upward (this is what we've been calling the "weapon retrofit", i.e. we're retrofitting the weapons for more damage) to account for the damage we are removing from combat caused by being a particular level. Currently a player does most of her damage based on what level she is. This will no longer be the case.
Damage against an unarmored opponent (all non-elite, non-boss npc enemies) is expected to be within a couple of points of the listed weapon damage, barring any damage modifiers the player might have gained from various sources (loot perhaps, or an Expertise for instance).
All actions have 2 timers. An execution timer (during which no other action in the game may be executed, because you are "busy doing something else") and a cooldown timer (during which you cannot perforam that particular action again, but you can perform other actions). This is currently the case in the live game and will continue to remain true.

Currently, primary left click attacks (also know as default attack) have an execute time of 0.25 seconds. After this change, default attacks will have an execute timer of zero (0) but will gain a cooldown timer that is determined by the weapon speed (i.e a weapon that has a 0.4 speed will only be able to shoot the default attack every 0.4 seconds). This change shifts the primary combat strategy from "left click until it dies" to making more meaningful special attack decisions, given various variables in any given combat, since default attacks will not always be available.
As mentioned, default attacks have no execute time. In practice, this means that specials can be executed immediately following or during primary attacks. This will fix the issue of attacks firing visually on the server and in the UI (cooldown starts counting down) but not on the server (you don't actually get healed, for instance).
Considering the control scheme in SWG it will be difficult to execute a variety of specials AND run around at the same time ( movement being the primary left hand responsibility while the right hand is busy aiming with the mouse). This means that moving in combat actually becomes an "action" (conceptually speaking) you take to effect the outcome of a fight (much like executing specials). In other words, a player now chooses whether to stand and fight (increased DPS through more criticals and use of specials) or run around to be harder to hit because of the targeting scheme as well as the increased chance of glancing blows (see below). Running around becomes a defensive action that one does instead of offensively using specials.
AI Creatures will once again change weapons if they have a secondary weapon to switch to.
Critical Hits

Attacks now have a chance to be "Critical Hits" that do additional damage in addition to a special effect if you are using a weapon with a heat, cold, electricity or acid elemental damage property.
Critical Hits are indicated to the attacker by differently colored fly text and words such as (Critical Hit) displayed next to the damage caused.
The chance to critical hit is influenced by the Agility and Luck stats at X % for every Y points of each. In addition, there is a bonus to score a critical if you are not moving. Additional modifiers due to posture may be added added if posture use in combat makes a comeback. We'd like to hear your feedback on this, especially.
Critical chance may also be modified by buffs and eventually by the Expertise System.
If the player is using a weapon with one of the aforementioned elemental effects the critical will have an additional effect. Heat criticals set the target on fire for a short period of time, cold criticals snare the target, electrical criticals cause the target to have an increased chance to do a glancing blow attack and acid criticals cause the target to become vulnerable to additional criticals for a short period of time.
Cold, electrical and acid critical secondary effects last for about three seconds. After this time the target is immune to those secondary critical effects for about six seconds. Any criticals scored during that time with a cold, electrical or acid weapon are reduced "normal" criticals that just do increased damage.
Glancing Blows

Attacks now have the chance to be "Glancing Blows" which do trivial damage to the target, currently 1/25th of their normal damage.
Glancing Blows are indicated to the attacker by grey fly text with the words (Trivial Hit) displayed next to the damage.
Glancing Blows are indicated to the defender by green fly text with the words "Glancing Blow".
The chance of scoring a glancing blow is modified by the Agility stat at a rate of about X % for every Y points and the Luck stat at the rate of P% for every N points.
A moving attacker using a ranged weapon has an increased chance to be land a glancing blow attack. Additional modifiers due to posture may be added.
Glancing Blow chance may also be modified by buffs and eventually by the Expertise System.

-Helios Titan
-Lead Designer, SWG
"I find your lack of faith...disturbing."

Posted: Sat May 06, 2006 4:09 pm
by Apium
I cant decide if I like it or not. I'm going to have to try it first I guess.

Posted: Sat May 06, 2006 5:12 pm
by Szul
What I find humorous is that its Combat Upgrade v.3, but being billed as Weapon Retrofit. It would be nice if they would just get Combat right and properly tested for once. From what I understand, there are ways of using old /slashcommands from CU/pre-CU to do large amounts of damage, bypass the speed restrictions or take large amounts of damage.

You still can't trust PVP combat to be "fair" and balanced. I watched a level 10 Jedi beat the shit out of a level 90 Jedi in a duel at Mos Eisely. Bitch of it was that the guy was admitting he was using an exploit, and said there was no way he could be beaten. He was correct.

In my opinion, nothing has changed with CU or MGE, because its the same old exploit bullshit that SWG has been infamous for, and I just see no reason to even bother PVPing in this game. SWG players seem to have the adolescent belief that if they are able to figure out ways to exploit the combat system, then that is what makes them a skilled PVPer.

I'm very disappointed with these "changes" up to now, so we'll see wtf they do with this new thing.

Posted: Sat May 06, 2006 5:20 pm
by Apium
Hopefully they just take it slow this time. Allow players plenty of time to test it and make sure at least 80% of the community supports it.

Posted: Sat May 06, 2006 8:39 pm
by Szul
Thats never worked for them either.

Posted: Sat May 06, 2006 10:19 pm
by Kurke_Aumea
Szul wrote:SWG players seem to have the adolescent belief that if they are able to figure out ways to exploit the combat system, then that is what makes them a skilled PVPer.


Welcome to the world of online gaming. You see it in all kinds of games, not just SWG. Want to see some more examples of cheating, exploiting, and glitching, try playing Halo 2 online... I heard people are doing the same thing in Battlefield 2: Modern Combat for the 360 too. It's players like that which make the game no fun to play anymore...

Posted: Sat May 06, 2006 10:27 pm
by bizob
Well I have to say I like the concept. I would like to see posture have some type of influence in combat. For example, when using long ranged rifles you should get an increased chance at a critical hit if you're prone and if you're standing you should have an inreased chance at a glancing blow. I'd love to be able to snipe from up on a hill.

Posted: Sun May 07, 2006 1:07 am
by Apium
The only thing that bothers me is that it seems there is too much luck involved in what they plan to implement. Right now the combat system is based on stragety and equipment. Not counting exploiting and hoping you don't bug. Yes if you make one mistake you are probably going to die, so it needs to slow don't a tad to where you can make two mistakes before you pay for it. Luck to me isn't the way to go though. If you want to slow down combat why doesn't SOE first create a seperate skill set for pvp. Same names and skills but different values for pvp and pve. Then adjust the pvp skills accordingly. Such as decreasing dmg values and/or decreasing/increasing heal values. (I'm not sure if you would want to increase to extend combat length or decrease to put in line with dmg.)

Posted: Sun May 07, 2006 4:04 am
by Szul
Kurke_Aumea wrote:
Szul wrote:SWG players seem to have the adolescent belief that if they are able to figure out ways to exploit the combat system, then that is what makes them a skilled PVPer.


Welcome to the world of online gaming. You see it in all kinds of games, not just SWG. Want to see some more examples of cheating, exploiting, and glitching, try playing Halo 2 online... I heard people are doing the same thing in Battlefield 2: Modern Combat for the 360 too. It's players like that which make the game no fun to play anymore...

LOL do you have any idea how long I've been "online gaming"? Probably not, so let me give you a year: 1991.

SWG is by far the worst MMOG for exploiting, mostly due to its poor design and improper testing. Its the only game that I exploit the hell out of PVE, and I would exploit PVP too, if I someone told me the tricks. I despise the asshats that use exploits in PVP and then claim how damn good they are. I want to know the tricks so I can piss people off, use exploits as a griefing tool than making myself look E-reet. (so that makes me a bad person, sue me)

However, exploiting does NOT make me a better player. I exploit for credits that I had used to sell for RL $$$. Unfortunately the economy got out of hand, so its not as lucrative anymore.

Plus I have no respect for this game or its players, which is a rather common attitude by other gamers anyway. No good gamer respects SWG or any of its fanbois.

Posted: Sun May 07, 2006 8:05 am
by Kurke_Aumea
I don't know that SWG is the worst, but it's definitely one of the worse ones out there. I still think Halo 2 takes first place on this one. Yeah, I know they are different genres, but it's the same principle. I swear, you can't get into a game anymore that doesn't have cheaters, exploiters, or glitchers in it. Hell, my friend felt he had to learn every glitch in the game from his clan "buddies". Now, when me and others play against him, it just isn't any fun because he feels he has to exploit poor programming to beat us. Then, he feels the need to brag about how good he is...

I'm sorry, you had to cheat to be better. How does that make you better than me? What pisses me off most, at least with Halo 2, is the fact that everybody feels it is OK to use glitches. Now, maybe I should be blaming Bungie (Halo's developer) for purposely putting in many of the glitches, but it's the players took a fun "mini-game" and turned it into outright exploiting.

In SWG's case, the game has been broken since before it was released (I can personally vouch for that one). Every dev that has touched this game has been an inexperienced, overpaid programmer. Of course, as bad as the combat exploits are, the crafting exploits were just as bad. I mena, macros are nice, but they ruined the game's economy. That and Jedi...

Oh well. Hopefully one day I won't have to deal with kiddies with no lives who feel the need to ruin a game just because they need to feel special.

Posted: Sun May 07, 2006 7:36 pm
by Leviathen
The one thing I hated about PVP at one point, when I did do it way back before was that so much relied the best weapon/armour, as long as it doesn't go back to that it will be okay.

I am glad they are slowing it down, combat right now is way too fast. I would like to try out these changes.

Posted: Mon May 08, 2006 3:07 am
by Szul
Kurke_Aumea wrote:I'm sorry, you had to cheat to be better. How does that make you better than me? What pisses me off most, at least with Halo 2, is the fact that everybody feels it is OK to use glitches. Now, maybe I should be blaming Bungie (Halo's developer) for purposely putting in many of the glitches, but it's the players took a fun "mini-game" and turned it into outright exploiting.

This is exactly what is going on in SWG as I write this, and what I am bashing. Exploiting PVP is an accepted practice in SWG, and damn near expected, or you get labeled as a noob, or "worse" (lol), that "you have no talent". PVP is an utter joke in SWG.

PVE is different story. I see that as me vs. the code. Being an old Everquest player, it was all about finding the design flaws to beat a Raid zone.

Posted: Mon May 08, 2006 3:12 am
by Szul
Leviathen wrote:The one thing I hated about PVP at one point, when I did do it way back before was that so much relied the best weapon/armour, as long as it doesn't go back to that it will be okay.

I am glad they are slowing it down, combat right now is way too fast. I would like to try out these changes.

Thats what worries me a bit about this new stuff. People actually want it to go back to best weapons, armor, etc. and been crying for it since NGE came.

I think that LA/SOE realized that the uber-gear was what lamed out the old game and why they changed it to level based damage, and evened out all weapon damages based on type and usage level. It appears they wanted the differences to be cosmetic, how the particle effect and weapon wielding looked.

But apparantly that is not very popular, because people still seek out the best of the best loot for PVPing. I hope they keep that in mind when they do this retrofit thing, and from what I have read, I know damn well that they are aware that most players do this and desire it.

Re: Coming Combat Changes

Posted: Mon May 08, 2006 8:10 pm
by Santos
Szul wrote:Apparantly, this new combat system is just a few weeks from going Live, its on Internal sandbox server now, due for TC next week-ish.

Rogue 5 Comlink
Motivation & Goals

Overall, the majority feedback we've collected from the boards and elsewhere suggests that combat is currently perceived to resolve too quickly, thus leaving little room for strategic choices or meaningful attacks beyond the standard left-click shot. With the GCW becoming a major factor in our game within the near future, we want to make sure that the core combat system is enjoyable for most players as combat will be a major aspect of the war.

The goal of these rule changes is to

Bring strategy back into combat
Decrease default attack speeds to possibly allow for more natural looking animations while at the same time keeping the overall "laser shooting", action-paced feel that combat currently has.
While not immediately part of this change, these changes lend themselves to bringing back the combat log so players can once more track combat in greater detail.
These changes also directly play into the upcoming Expertise system where players will be able to permanently modify some of their combat "variables" by spending points in some of the Expertise trees. A player might increase her chance to land "critical hits" for instance. Read on to get some details about crits and glancing blows at the end of this comlink.
Base Combat Changes

Weapon damage will be adjusted upward (this is what we've been calling the "weapon retrofit", i.e. we're retrofitting the weapons for more damage) to account for the damage we are removing from combat caused by being a particular level. Currently a player does most of her damage based on what level she is. This will no longer be the case.
Damage against an unarmored opponent (all non-elite, non-boss npc enemies) is expected to be within a couple of points of the listed weapon damage, barring any damage modifiers the player might have gained from various sources (loot perhaps, or an Expertise for instance).
All actions have 2 timers. An execution timer (during which no other action in the game may be executed, because you are "busy doing something else") and a cooldown timer (during which you cannot perforam that particular action again, but you can perform other actions). This is currently the case in the live game and will continue to remain true.

Currently, primary left click attacks (also know as default attack) have an execute time of 0.25 seconds. After this change, default attacks will have an execute timer of zero (0) but will gain a cooldown timer that is determined by the weapon speed (i.e a weapon that has a 0.4 speed will only be able to shoot the default attack every 0.4 seconds). This change shifts the primary combat strategy from "left click until it dies" to making more meaningful special attack decisions, given various variables in any given combat, since default attacks will not always be available.
As mentioned, default attacks have no execute time. In practice, this means that specials can be executed immediately following or during primary attacks. This will fix the issue of attacks firing visually on the server and in the UI (cooldown starts counting down) but not on the server (you don't actually get healed, for instance).
Considering the control scheme in SWG it will be difficult to execute a variety of specials AND run around at the same time ( movement being the primary left hand responsibility while the right hand is busy aiming with the mouse). This means that moving in combat actually becomes an "action" (conceptually speaking) you take to effect the outcome of a fight (much like executing specials). In other words, a player now chooses whether to stand and fight (increased DPS through more criticals and use of specials) or run around to be harder to hit because of the targeting scheme as well as the increased chance of glancing blows (see below). Running around becomes a defensive action that one does instead of offensively using specials.
AI Creatures will once again change weapons if they have a secondary weapon to switch to.
Critical Hits

Attacks now have a chance to be "Critical Hits" that do additional damage in addition to a special effect if you are using a weapon with a heat, cold, electricity or acid elemental damage property.
Critical Hits are indicated to the attacker by differently colored fly text and words such as (Critical Hit) displayed next to the damage caused.
The chance to critical hit is influenced by the Agility and Luck stats at X % for every Y points of each. In addition, there is a bonus to score a critical if you are not moving. Additional modifiers due to posture may be added added if posture use in combat makes a comeback. We'd like to hear your feedback on this, especially.
Critical chance may also be modified by buffs and eventually by the Expertise System.
If the player is using a weapon with one of the aforementioned elemental effects the critical will have an additional effect. Heat criticals set the target on fire for a short period of time, cold criticals snare the target, electrical criticals cause the target to have an increased chance to do a glancing blow attack and acid criticals cause the target to become vulnerable to additional criticals for a short period of time.
Cold, electrical and acid critical secondary effects last for about three seconds. After this time the target is immune to those secondary critical effects for about six seconds. Any criticals scored during that time with a cold, electrical or acid weapon are reduced "normal" criticals that just do increased damage.
Glancing Blows

Attacks now have the chance to be "Glancing Blows" which do trivial damage to the target, currently 1/25th of their normal damage.
Glancing Blows are indicated to the attacker by grey fly text with the words (Trivial Hit) displayed next to the damage.
Glancing Blows are indicated to the defender by green fly text with the words "Glancing Blow".
The chance of scoring a glancing blow is modified by the Agility stat at a rate of about X % for every Y points and the Luck stat at the rate of P% for every N points.
A moving attacker using a ranged weapon has an increased chance to be land a glancing blow attack. Additional modifiers due to posture may be added.
Glancing Blow chance may also be modified by buffs and eventually by the Expertise System.

-Helios Titan
-Lead Designer, SWG
"I find your lack of faith...disturbing."


Its funny how every single change there is already a component of World of Warcraft.

Posted: Mon May 08, 2006 8:15 pm
by Apium
WoW sucks. It may keep interest for 2 weeks but after that boo!!!!