Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)
Last Week'sThread:
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=2232
Welcome to the Weekly Discussion Thread.
I hope everyone had a great weekend ![]()
Some answers...
JoahSaett wrote:
The discussions on Stacking Defences seem to be an all or nothing issue. I do understand that balance is nessasary, but why not try hit a middle ground and spread ALL defence and state bonuses in a class throughout the four trees. This was done with the creature levels of the Creature Handler Profession, and I think it was a good fix for that problem, and it may work as well for this problem.
People who wish to play purely combat oriented classes should benefit from it over a person who is a Combat/Crafter (for instance).
A middle ground is being established...
I spoke of the pain of the Combat Balance in my "Art of Combat" post - - we are in that painful phase now.
The big challenge will be to think of professions as they should be and not as they are and to post those ideas in the "Combat roles" posts in In-Concept.
8. Lamps on floors. Yeah because we can't move them up and I am too poor for a large house with stairs.
Move up/move down abilities should be available in Publish 7.
AynRand wrote:
Please add a way to auto-split loot in a group!
Slotho_Vike wrote:
It is nice to see so much red response, TH. Even ifsome of usdisagree with you, we do appreciate your time.
I just have one simple question. Are "/group" commands such as /group notify loot item, /group notify incapp, group notify death, etc...going to be fixed? "/group notify credits" works automatically.
The lack of an indicationas towho is lootingand what they received seems like a fairly big flaw in group play.
Thanks ![]()
Group loot will be working in Publish 6.
What make the challenge big is that there is NO info on what is happening. A number of us can think of "what should be" but, that is going to vary from person to person, with most wanting uberness for their own prof.
Thunderheart wrote:
The big challenge will be to think of professions as they should be and not as they are and to post those ideas in the "Combat roles" posts in In-Concept.
Where is the known issues list? I'm tired of being adversely affected by something and THEN being told it is a known issue, by CSRs.
Why does my datapad continually fail to show any data, forcing me to log off?
Why do I keep getting "Too many commands queued" looping, when all I'm doing is clicking on a crate in my inventory? (No macro running) - again, forcing me to log off.
Thunderheart wrote:
Move up/move down abilities should be available in Publish 7
Architects - houses, harvestors, and furniture. There are no combat bonuses here, but there is a very nice profit margin. To participate in a player city, you must have a house - to be a crafter, it is very helpful to be able to mine your own resources.
Armor Smith - An armor smith can make a wide variety of armor. This is definitely combat related. At high level, the armor smith can make armor - wearable by anyone - that adds one heck of an edge. I would say that this class provides extra checkers that are paid for with credits alone. The Armor Smith sells to a huge percentage of the population - people don't wear armor all the time, but most at least have a suit or two for special occasions.
Weapon Smith - Once again, the weapon smith is a checker provider. You have all the certs for any given gun you need at the novice level (except in commando). So, for a few extra credits, you can go to a weapon smith and buy some extra checkers - not for skill points, but for credits. The weapon smith sells to just about everyone in the game. In addition, skill tapes can be added - this is definitely skill enhancing extra checkers without skill points spent.
Tailor - Well, the tailor has a huge market - almost everyone in the game likes to have some cloths. They don't add any extra checkers - oh, wait, skill tapes here, too. So, even the tailor adds extra checkers without skill points.
Bio Engineer - The Bio Engineer finally got the love that they deserve. The non-CH pets and the skill enhancers are great extra checkers that they can provide. Anyone can go to the BE and get some extra checkers - and many do. Their best CL10 pets are better than the CH CL10 pets and put the probot to shame.
Medics - Doctor buffs are extremely powerful, and are definitely extra checkers. Nuf said.
Smugglers - Spice and slices - things that are going to take a hit under the imperial crackdown - are still extra checkers. True, there is now a penalty for them, but still, checkers they are.
Chefs - I think it is great that Chef's got the love that they deserve - now they can make extra checkers, too. And not just HAM enhancing checkers, but checkers that increase skills. Do you have to have the Gourmand profession to eat the food? Nope. Just some credits, and the chef has to work harder to get the resources now.
Entertainers - Two words: mind buffs. Extra checkers and some nice conversation in a cantina for the cost of some credits.
So, what does this leave us in terms on non-combat professions? Image designers, and ... Droid Engineers. While Image Designers don't have a lot of market, at least at some point, everyone has a use for them.
Thunderheart, you have stated that Droid Engieners cannot give players extra checkers. Yet DE's are one of only two non-combat classes that cannot do so.
I would like to hear an explanation of why this is.
Well I'd say the only really good thing I'm looking forwards too the fact I can decorate my house properly now, too bad it's another 2 publishes away
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