Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-15-04)

ossireese
Mon Mar 08, 2004 2:12 pm
#1


Hello TH, since you didn't have time to reply in last week thread i'll repost here.


Hope you answer this time


1) Is there an ETA on the new FSCS unlock?


2) a couple of weeks back you said that most of the jedi grinders didn't understand something important to the path, and suggested you could post about it if you were allowed to...well can you post about it?


3) You said that the FSCS had not changed since publish 6, however the flood of unlocks that was seen i the weeks previous to that publish has trickled down to very very few (and the number of pros that had to be mastered went way up on those unlocks). are there any logical reason the devs are aware of that weare not?



Thank you for your time


ossi







Apology accepted captain Needa­..
Jayces
Mon Mar 08, 2004 2:12 pm
#2


I posted this in the TC issues thread for Thursday but feel it is more appropriate here.



Thunderheart, now that you have a rolling schedule on new dungeons and have a couple up and running with a third on the way is there any chance of fixing and enhancing the ones you originally put in the game please?


(Okay by you I mean SOE rather then you personally )


There are IMHO a few what seem to be simple things that could be done to the exisitingdungeons (pre the warren)that would greatly improve them without taking away too much developer time from the awesome new ones which would result in an incentive to visit them more and give people an alternative if the new ones are busy. At the moment the old ones are under utilised, not very busy and far from rewarding compared to the new ones.


1) A boss NPC at the end of each one with some type of reward for killing it would be nice. People like loot, the new schematics are helping everyone or failing that useful nick nacks for decorations though probably not as popular.


2) A faster respawn time (I think it's currently anything up to an hour which means arranging a stint to one of these dungeons can sometimes result in finding it has just been cleared and you're whole plan is out of the window). I would say 10-15 minutes on the regular mobs that spawn there and maybe 30 - 60 on the boss NPC as per the new dungeons?


3) Please for the love of god get something put in those magseal containers. I remember months ago one of the devs (not sure if he even still works there) did this wonderful post about content on various planets and one thing he concentrated on was the fantastic rewards available to those that cleared the dungeons (the ones before the warren came along), at the time we as a community asked for the rewards to be put in yet 6 months later these containers are still empty. Maybe make them only lootable once per visit bya person to that dungeon but allow a new person to loot them straight away even if the previous person can't loot them.


4) When harvesting creatures in dungeons it seems to only give 1 of each resource yet the same creature outside gives loads.


I know you guys want to control what is coming into the economy and database but that control currently makes the old dungeons not as much fun as they could be and I believe that the one priority is for people to have fun for no fun is no players and no players is no SWG
bigmacdaddy12
Mon Mar 08, 2004 2:12 pm
#3

Hi, I was just wondering if you could stop into the smuggler forum at some point. I'm sure you've received personal messages and such from our correspondant, but we'd love to hear basically what the developers are thinking the smuggler profession should be. We are unsure of what we should suggest to improve our profession because we don't know what you guys think our purpose in this game is. We have over 700 posts in the smuggler revamp post on the in concept forum and it would be great at some point if you could at least comment on what you guys think we should be. We've voiced our opinions on what we'd like to be, but we have no idea if anything will come to fruition. Anyways, basically would just like to hear your thoughts on the entire Smuggler Profession.

Jacque Ufaultrades, Master Smuggler, Ahazi
Ocu_Lus
Mon Mar 08, 2004 2:15 pm
#4

I've got a quick question.First, the new Geo lab is awesome, I made it to the bottom with a rather large group and the Acklay is cool. The TKM that was constantly beating on the thing looted some venom and gave out some to a lot of the people there. My question is,a lot of BE's were assuming that the "Secret Research Data" would be found somewhere in the Geo lab, but no one has found it. Is it in the game at all? A simple yes or no would be fine with me, it would help stop the "What's the secret research data and where can I find it?" threads in the BE forum. If we know it's not in the game, we can quit looking, but if it is, I'll start doing a lot of quests for scientists. Thanks.



_________________________________________

I'm not creative enough to have a sig.
JediKozel
Mon Mar 08, 2004 2:39 pm
#5

I am yet to be scanned for contraband at least one. And only seen 1 stormtrooper harrasingsome AFK dancerin Theed cantina in the middle of a night. And I do play couple hours everyday. Does the crackdown comes to us, or should we come to crackdown? Is it possible to increase how often scans happen? Do Devs plan on revisiting the whole Crackdown theme and make some adjustments? Or it is a "fire and forget" feature, and there is no time for it in the shedule?


(I'm on Kauri, btw)





Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
electricnomad
Mon Mar 08, 2004 2:41 pm
#6

I have yet to see the Weekly Discussion thread produce an answer to most of the serious questions that you get asked; only softballs even get swung at.



You may as well name this thread "Tough Questions The Devs Will Ignore For Another Seven Days."






"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Naufragus
Mon Mar 08, 2004 2:54 pm
#7

1) LOK DEVOID OF LIFE ---- since the city publish Lok has no spawns


2) VEHICLE PAINT --- painting a vehicles lasts 1-2 days. we all hate this and no one bothers any more. make it permanent or at least last a couple of months. who thought up the calling your vehicle 20X make sit fade. same goes for dorids.


3) "YOU ARE NOT STRONG ENOUGH" --- please allow us to do missions and not have the game tell us we are not strong enough. some that are telling me this I have previuosly done. why are you denying players content. who told you we wanted this. it should be our choice not the games. most of us can easily do these missions you have gate us from. If you must leave this in then please QUANTIFY what strong enough is or what we need to do to be stronger.


4) BACK PACKS ON VENDORS ---- leave it alone


5) NEW EXPERIMENTATION ---- we really dont want this. its ISNT what we asked for.


6) COLORED LIGHT FOR NEW LAMPS --- why isnt this possible? we already have colored lights on the street lamps. it is possible.


7) LAMP DECAY --- remove that or make them last a few months, otehr wise it will go the way of painting droids and vehicles


8) THIS THREAD --- have you noticed that the thread gets smaller every week. why do you think that is Kurt?


LeBob
Mon Mar 08, 2004 2:54 pm
#8





from here


TH
,



I know you guys are working on all of the professions "Top Ten Questions" and I know you want to get good answers to them before responding since many people were hugely underwhelmed by the first couple of sets you answered.
I would like to offer some advice, if I may...


every day that the questions go unanswered the people will expect that much better of an answer...


I know this is probably a tough call, but I really think you might consider putting these things on a schedule (as I saw in one of your posts that they are indeed not on a schedule). If the schedule is even one set answered every two weeks, please let everyone know some kind of eta for these... our correspondents worked very hard in polling us, collecting the data, organizing the questions, rinse - repeat


personally, I would rather be upset than have to wait a month to have the same feeling after hoping to dear life that I would not be


imho
Sartinius







from here


TH

your time would be spent more worthwhile, to me, working on answering the "Top Ten Questions" than having an any-topic concept thread... I think they serve the same purpose in many respects too... the only difference is that with the "TTQs" our volunteer correspondents have invested a great deal of time and effort in compiling the questions (as we too have in submitting them) but in this thread, people are just randomly asking questions and presenting new ideas...
thanks very much
IMHO
Sartinius




QFE




SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

Naufragus
Mon Mar 08, 2004 2:56 pm
#9

8) BESTINE PAINTINGS ---- these are not RARE items...people get one schematic and mass produce 1000s in factories....they are now just cheap knic-knacks....pleasen make the schematics 2X use with no option to make a schematic from the schematics....
CheeseBurgerAnimal
Mon Mar 08, 2004 2:58 pm
#10

TH,


I belive the majority of us appreciate your efforts but there are 2 HUGE issues have you haven't responded to (4 weeks and running).


1) Is the Jedi un-lock system changed? Your last answer has left the community confused.


2) Will the DEV's please concentrate on fixing the known BUGS instead of changing/breaking the game and new content


"Shuttle destination screens are broken again!", "You can't Burst Run while running!"




- I support Mindless Fanboi's. You Can Too

Colonel & Hero CheeseBurger "I just saved money on my cloning insurance!"
Musician CheeZeBurger Solar Flair
Tarquinas

Dewdus
Mon Mar 08, 2004 3:12 pm
#11

Please address:

1) Stomach contents and spice state not clearing on death. When you die, you lose the effects of buffs/spice/foods (as it should be), but the contents of your stomach are not set back to zero, and your retain a spice crash counter.



2) Shuttle's being out of sync. Was this deliberate or accidental. It has become a MAJOR time sink to jump multiple planets.





Ruldon Otta
Master Bounty Hunter
Thunderheart
Mon Mar 08, 2004 3:17 pm
#12








Jayces wrote:


I posted this in the TC issues thread for Thursday but feel it is more appropriate here.



Thunderheart, now that you have a rolling schedule on new dungeons and have a couple up and running with a third on the way is there any chance of fixing and enhancing the ones you originally put in the game please?


(Okay by you I mean SOE rather then you personally )






About the warren specifically? Not that I know of. If its a "Top player issue", I'd suggest discussing it in the core systems forum. There are a lot of existing POIs that are to be included in upcoming adventures and other sorts of things though.









bigmacdaddy12 wrote:
Hi, I was just wondering if you could stop into the smuggler forum at some point. I'm sure you've received personal messages and such from our correspondant, but we'd love to hear basically what the developers are thinking the smuggler profession should be. We are unsure of what we should suggest to improve our profession because we don't know what you guys think our purpose in this game is. We have over 700 posts in the smuggler revamp post on the in concept forum and it would be great at some point if you could at least comment on what you guys think we should be. We've voiced our opinions on what we'd like to be, but we have no idea if anything will come to fruition. Anyways, basically would just like to hear your thoughts on the entire Smuggler Profession.

Jacque Ufaultrades, Master Smuggler, Ahazi





I know how important this is, I really do.When we get closer to the Smuggler Revamp, Ill do a takeaway on the In Concept thread and work with LodekDall and you guys will be involved.fficeffice" />





JediKozel wrote:

I am yet to be scanned for contraband at least one. And only seen 1 stormtrooper harrasingsome AFK dancerin Theed cantina in the middle of a night. And I do play couple hours everyday. Does the crackdown comes to us, or should we come to crackdown? Is it possible to increase how often scans happen? Do Devs plan on revisiting the whole Crackdown theme and make some adjustments? Or it is a "fire and forget" feature, and there is no time for it in the shedule?


(I'm on Kauri, btw)




In publish 7, the frequency of wilderness crackdowns will go up. Cantina's will go up in the future, but I dont know when yet. Its definitely not forgotten, but increasing the spawns in heavily trafficed areas is a bit tricker.





Ocu_Lus wrote:
I've got a quick question.First, the new Geo lab is awesome, I made it to the bottom with a rather large group and the Acklay is cool. The TKM that was constantly beating on the thing looted some venom and gave out some to a lot of the people there. My question is,a lot of BE's were assuming that the "Secret Research Data" would be found somewhere in the Geo lab, but no one has found it. Is it in the game at all? A simple yes or no would be fine with me, it would help stop the "What's the secret research data and where can I find it?" threads in the BE forum. If we know it's not in the game, we can quit looking, but if it is, I'll start doing a lot of quests for scientists. Thanks.




Help me out here. I havent been through the dungeon on live. What is "Secret Research Data" and why do you think its in the bunker? Did the herald tell you that?





Kurt "Thunderheart" Stangl
Community Relations Manager
Thunderheart
Mon Mar 08, 2004 3:18 pm
#13






ossireese wrote:


Hello TH, since you didn't have time to reply in last week thread i'll repost here.


Hope you answer this time


1) Is there an ETA on the new FSCS unlock?





There wont be an unlock - - the whole system is being revamped. Its going to work differently than it does now. I am working on a Jedi revamp article, but it will be a bit of time. I have to finish drafting it and get some peer review on it.






2) a couple of weeks back you said that most of the jedi grinders didn't understand something important to the path, and suggested you could post about it if you were allowed to...well can you post about it?




No. I won't talk about those things.






3) You said that the FSCS had not changed since publish 6, however the flood of unlocks that was seen i the weeks previous to that publish has trickled down to very very few (and the number of pros that had to be mastered went way up on those unlocks). are there any logical reason the devs are aware of that weare not?




Not that I know of...





Kurt "Thunderheart" Stangl
Community Relations Manager
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