Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 4-19-04)
Last Week'sThread:
Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.
Quoted from this post
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396&highlight=limit#M308396
Holocron wrote:
You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
No vendors nor their contents will count against the house limit.
Factory crates will count as 1 volume, not 5.
We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.
There are other things that we can and will be doing, but they will take longer.
(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer).
-Raph Koster
Chief Creative Officer,
Sony Online Entertainment
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So, can you please tell me and the community if and when you:
Can just up the items per lot some?
Can not have a hard cap for large houses and PA Halls and such?
Amom
Man, less than 10 minutes on the board and you people are already lighting him up. Everything isnt going to go the way you want. Either accept it the way it is, and try to fix it by providing honest thoughtful feedback that the devs can use, or just leave. The devs are doing eveything they can to make this game fun for everyone in the world. Not everyone in the world has the same idea of fun so thats a hard thing to do. Give them a break.
Thunderheart:
When are the devs going to fixt the following bugs they introduced in publish 6:
1. Mounts do not autofollow their masters
2. Mount HAM bars do not update when they do their tricks or are stimmed with regular stims or pet stims
3. Creature and droid pets still spawn at 0 meters from their master when called; multiple pets spawn on top of each other
DVader539 wrote:
LLJK_Griz wrote:If that is true, then why did the Tusken start off as kinetic and then mysteriously change to another useless energy rifle around publish 4? Why has it taken this many months of weaponsmith and rifleman correspondents complaining before we got ANY response on this?
Thunderheart wrote:
DVader539 wrote:
Here's a real, real, real simple fix for you.
Spraystick is supposed to be Acid damage
Tusken Rifle is supposed to be Kinetic damage
T21 is supposed to be Blast damageThe correspondents and I have looked at this many times. Sorry, but its not an easy change. Damage types have a relationship to damage and by changing the damage type, it also changes the damage modifiers (numbers) and throws them out of whack. This is something Im checking to see if we can address in the weapon balance part of the larger combat balance, but I don't know what the answer might be. And in any event, concentrating on these minor things before the weapon balance isn't productive. We'll want to look at things when the combat balance is on TC.
First off, thank you TH for a response to this issue. Before you read anything else in my response, please understand I am directing no anger at you, since I know you are only fielding the question, and are not responsible for the error nor ignoring the error.
With that said, LLJK_Griz makes a very valid point. If it's not an easy change, then how did the Tusken Rifle change it's damage type? If it was unintentional, then I'd like to meet the unlucky guy who by-mistake did the complex job of reprogramming it. If it was intentional, then I'd like to meet the doofus who went to all that complex work to screw up a weapon. Or is this a case of "if you had a dozen programmers sitting at a dozen terminals typing randomly, in twelve days they would reprogram a complex variable of this game"?
of course that last one was a joke. I hope...
Finally, what bass-ackwards logic made the Dev team make a weapon's stats not variable-entry based? That being, a weapon's code is a string of numbers, each number representing a stat. Like 1=energy damage, 2=heat damage, 3=kinetic damage, etc. Then a seperate function takes certain numbers during a fight and puts them through an equation set to figure out damage and such. If the Dev team made it any more complex than that, then please hire my service of logical thinking. I'll sell you my services at a good price since I'd enjoy making this game better. (p.s. I'm serious.)
After discussing this with my fellow Riflepeople, the idea of the T21 being blast damage is debatable. But a very good point was made.
T21 ws only blast for a few days and IMHO it should stay energy cause a blast rifle would be overpowered for the stuff that is sposed to be what commandos are made for taking out.
However the fact that within a week the T21 was changed from Energy to Blast and back to Energy does show just how full of [balogna] old TH is with his responces to us idiots that play this game
Oh, then we got this little doozie last Friday...
Keldarin wrote:
I just went through the revision history of those weapons [spraystick, tusken rifle] and they have never had those damage [acid, kinetic] types.
Now, please... this is complete BS. If the Dev team has screwed up, please admit it. Don't treat us like morons and try half-arsed lies. My reply to this was...
First off, an article from bloodfin.org
ranged attacks generally do blast damage (unless the weapon is an acid rifle or lightning rifle - i expect some common sense here) ... however there are 2 guns which do kinetic damage - the tusken rifle and the striker pistol
And then a weaponsmith's guide from swgcraft.com
Q. What are the damage types for each weapon?
A.
Heat: EE3 Carbine, E11 Carbine, FWG5 Pistol
Cold: SG82 Rifle
Acid: DXR6 Carbine, DX2 Pistol
Stun: Tangle Pistol, Jawa Ion Rifle
Kinetic: Striker Pistol, Tusken Rifle
Energy: All others
And finally, the piece of evidence worth a thousand words from swgcener.com
A screenshot of a King Tusken Rifle with kinetic damage!
Proof that the Devs lie and the Tusken was kinetic!
I want, on the character sheet, this changed:
Lots Remaining: 3
With something more like:
Lot 1: Small naboo house. Status: 23d14h. Rori -4500, -2500 (create waypoint) Lot 2: Equipment Factory. Status: power 6d4h maint: 7d 23h Rori -4500, -2600 (create waypoint) Lot 3: Food and Chemical Factory. Status: power 6d4h maint: 7d 23h Rori -4500, -2550 (create waypoint) Lot 4,5: Small Generic house. Status: 4d8h. Corellia 2200, -1500 (create waypoint) Lot 6: BER14 Fusion Generator Status: power 2d14h maint: 3d 13h. Talus 350, 781 (create waypoint) Lot 7: BER14 Mineral Harvestor. Status: power 12d9h maint: 13d 3h. Tatooine 3256 4567 (create waypoint) Lot 8: (empty) Lot 9: (empty) Lot 10: (empty)
I am really tired of losing track of where my lots are spent. I have a bad habit of deleting waypoints and would like either a screen that gives me my lot usage, or have the character sheet better display my lot usage.