Bounty Hunter Archive
Thread: WE WANT PLAYER BOUNTIES!!!!!
bizondele wrote:
I read the post and I stillthink forced PVP for the masseswitha payoff optionas something that would notmake sense. I don't want to call it a bad idea becuase it's certainly creative but it is not an acceptableone if you look at it from a non PVP'er perspective.
PvE is considered roleplaying is it not? Roleplaying a games story...? Well in the real world of SWG I highly doubt players could head into town and kill mass quantities of people w/o consequences. It is not forcing PvP on people, it is a way of putting some immersiveness whereit should be. If you don't want to face negative consequences, then don't do negative actions. Like i said, it's like when you pull out your BARC speeder around siths, your asking for it. If you, by MISTAKE, or w/o realizing it, attack too many NPCs in town and the BH does by chance(by chance, because breaking the rules and being put on the terminals doesn't nesesarily guaranty a BH visit) then you could always pay him off. Consider killing NPCs in town like talking to a recruiter to become a SF player. All in all, thepros outweigh the cons, so why go against the idea?
Message Edited by bizondele on 07-27-200510:39 PM
Oracle74 wrote:
OK, so I'venever made a post with the "DEVS:" subject in hopes of getting their attention, but I think I'm finally fed up with some of this stuff (after 2 years - if only all their customers were as patient as I have been...). The problem isn't that these bugs exist, per se, it's that there are posts everywhere, conversations in game, /bug reports, CSR tickets, etc. and they haven't responded, admitted, acknowledged, or presented a plan to tackle them. We are the clients here, and we deserve to know what improvements they're going to make to our paid service.
And we deserve communication, something that's been disgustingly lacking in the last 2-3 weeks. It is inexcusable the low post count for everyone, especially TH & Tiggs, especially the near-dead-silence that followed the last publish. It's astonishing that we tell them over and over and over and over that they need to communicate better, and they say "we hear you, and we agree. we're working on it" then they put out a publish and there are 1 or 2 posts in the first2 daysfollowing a publish. HELLO!?!? Anyone home? "Do or do not, there is no try." Read our posts then click the little reply button. That's it. Tell us you understand. Tell us you're working on it, or that it's going to have to wait and that you're sorry but there's only so much you can do at once. Just tell us something.
And without further ado...
Chat tabs resetting on every character login.
Since publish 19.
This is not only frustrating and irritating, but IMHO it's slowly killing the game, as people have a harder and harder time communicating and end up logging out. Yes, it's possible to get around it and change tabs, but the defaults never allow for both tells and guildchat in the same window, for example, and changing it every time is unsatisfactory.
We are hoping to get this fixed with Publish 21. Keep watch on TC.
- When connection to SWG is lost and you are sent to the loading screen, it is impossible to reconnect without doing a total exit.
Since publish 6-ish.
This is time consuming and frustrating and has never been acknowledged or fixed.
This has been bugged.
- Premium and Flawless pearls are no longer dropping, only "good".
Since the CU (at least).
Altough the use of ADK's helps current jedi maintain high quality sabers without decay, new jedi are at a significant disadvantage - I dare you to find a new jedi with a 10 FC saber (that didn't get ahold of pre-nerf premiums). And while we're on the subject, why in the world have I been looting Krayt Dragon Pearls and Krayt Dragon Tissues off of dead imperials at high end bases?!?!
This issue has been bugged but is on hold until other bugs are fixed first.
- When switching between characters, your HAM bars get steadily farther apart, resulting in your force pool vanishing after only a few switches.
Since publish 19.
It's possible to even get your mind (and action eventually I guess) bar to disappear if you do it enough, and a total exit is usually required to fix this. Again, VERY time consuming for many and irritating for all.
This bug is on our list.
- Y-8 mining vessel cannot be used for mining, as mining lasers in the turrets don't work.
Since ROTW release.
In addition, the quest has since been borked and apparently no one can do it now. I'd love to use mine, but the requirement that you only have 2 decorated POB's keeps it grounded, as my yacht is done up for parties and my YT-1300 is done up like a smuggler ship. Way to go SOE, thanks for limiting my playstyle. I'm not yanking 75 items (though that number has apparently gone up with no fanfare or announcement) and redecorating my ship just to go "play for 30 minutes before dinner" in the space mining mini-game.
This bug is being looked into.
- Lag in combat, chat, email and even emote/spatial is attrocious, and getting worse.
Since publish 20.
It was like you flipped a "let's slow the server communication down 30%" switch when you released this publish, and it's getting worse. Loading in on a system with 1GB RAM should not take 3 minutes. And my framerate when I arrive at a new location is abysmal, even with 2 GB RAM and a 2.8 gHz processor with a Radeon 9800 Pro.
This isn't a bug.
(not really a bug, but...)
- Smugglers still can't smuggle.
Since release. Since PRE-release. Since...
Mission terminals, space quests, slicing mini-game, bounty hunters.. the pieces are all out there, just put them together for us! Give me a reason to use my YT-1300 and give me a chance to be interdicted and fight or evade detection with a secret compartment.. And the new loot system is horrible. I was optimistic at first, but the fact that the components don't stack, the rarity of the high end items (ICB, Mandalorian Intraframes, etc.) is insulting.
We are currently focusing on fixing what is currently broke. New features will be move out to a longer term implementation.
- Bio-Engineer/Tailor skill mods don't work.
Since publish 18.
And while you're at it, can we get you to make those things applicable to all types of clothing so we can actually see some true diversity in clothes? I mean come on.. why on earth would I jedi choose to wear a hood-up cloak when it doesn't have the same +17 melee defense capability as a duster? Don't force us all to migrate to the only logical choice when it doesn't hurt to provide variability. This same argument applies to the speed of the new multi-passenger vehicles - they're so slowthat they rarely get used (which is a good thing, because the next patch is going to render them nearly useless...). But I digress.
This bug is on our list.
Message Edited by Oracle74 on 07-26-2005 02:11 PM
Message Edited by Tiggs on 07-26-200505:04 PM
http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=30689&view=by_date_ascending&page=2
Sorry for no clicky
I don't know why the devs would ever do something like this to themselves. the game is filled with players don'tgive arats behind aboutPVP and also there are many BH'rs can't hack not being able to take down a Jedi so they will always try to find the easiest mark possible. This would lead to about the biggest whine and grief fest ever imagined. The compliantson both sideswould be unbearable and I can easily see how this would ruin the game for many people who like to PVE only. I hear some saying "well If you don't want to deal with a BH then don't do XYZ." that's not really how it works in the big picture, an MMO needs to allow for multiple play styles without restricting content, and whether you like it or not this includes PVE. A PVE player should not be restricted in game content at the risk of being killed by a PVP gamer. There are special circumstances like Jedi and Special Forces but I see this as totally different than a crafter getting shot down because he killed some low level NPCs for a change in game play. SF and jedi know there is a risk of PVP and they have the skills to defend themseves in most cases.
To me it is obvious why smuggler bounties never have happened and the reason is due to the fact that forced PVP always causes more problems than they are worth. That's precisely why they got rid of the TEF in the GCW.
If a player bounty system is ever introduced it needs to be limited to professions that know before hand that forced PVP is a viable risk to your profession and that profession should be given viable options for defending itself, it's just my opinion, but a low level crafter getting wasted by a level 80 BH would be pretty one sided in the fun department.
My advice appreciate the jedi bounties while you still have that.