Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week ending 1-10-04)
Best thing I think you could do is double the number of in-game CSRs. Having to wait up to (or over) a week for a response to an in-game request for help is unacceptable, at least to the paying customer; it certainly should be considered such by the vendor.
On a positive side (just to prove I have one I guess), I really like the fix for composite armor colors. Thanks!
Good game, could be great, I want it to be great, please make it great ![]()
* Enhance chat system (better reply mode, to avoid all the usual miss tell,when wewrite "/r " , replace it automaticaly to "/tell LAST_PERSON_NAME" for exemple)
* Enhance channel, use timeout to destroy an unsed channel, but not each time the server is down
* give us tool to see all the structure we had and there status (a new datapad information), name of structures, waypoint, status (maintenance, energy for factories and harverters, etc...)
* remove the artificial cap of hose: let the 75 items / lot, but remove the 250 absolute item cap, that push us to put 3 small house instead of 1 large (cause we need storage, and we use trick, so removing this absolute CAP won't alter your database, and it will clean up many small houses that take place in the world only for stockroom)
* let the ability to colorize armor and clothe (only on time by the owner), especially if you put the vendor item limit on.
* raise the number of NPC imperialtrooper in imperial town, and equip them with a small range covert detector
This thread has a lot of voices, you would see like 50 posts in SWG General Discussion to cover every post in here, and some or most would be followed by constructive discussion. Here you just have 50 voices and no one even bothers to discuss.
Fix This! Change That!
If you thought a General Discussion BOARD is bad, how can you think a General Discussion THREAD is a good thing?
There needs to be a place where people can all talk about general topics which are not limited to a single profession. And a Galaxy Board is NOT a place to do that (I know you never look at those, but you should do it once in a while to figure how they are not a place to talk about those topics.)
You should create topics about the most common threads on the In Live board, but the General Discussion has to stay, otherwise noone will know which threads to create over there.
I have noticed a pattern to the shifts, and was wondering if this is the way it is supposed to be. On a couple of occassions, I would be at my harvesters collecting my goods, and the server would crash. While the server was down, I would notice that other servers were still up, then when I get back on to the server, the resources would have changed. After seeing this happen 3 times, I would watch when the server crashed at random times and check my survey tools to see if there was a shift, and sure enough, there was.
Am I the only one noticing this, or am I just crazy?
Hi Thunderheart:
I'm very pleased to see the enormous reaction the focused threads have with all us community-folks. My concern is that as you get 100's of posts, it is very unlikely the posters will read the 40 previous pages before they shoot off their own post. This will lend itself to lots of repetition and all the minor problems that come with that.
My other REALLY big concern is that we still need to accomidate posters like myself that play at off-hours. One potential solution to the above conern is to lock time-sensative threads down during your work-day, but when I log in, I can't contribute, or I need to read 40 pages to catch up to the rest of the class.
Not sure I have a solution to this problem, but wanted to point it out as we're still new at all this.
thanks,
1. I feel the powerups have toolittle shots in them and I have to constantly replace them. 100 shots isn't much especially when you are in combat and can't get anything out of a crate. In my opinion it would be nice if there were powerups with for example 1000 shots instead of 100 but would also have the resource requirements of a full crate of powerups, but you only have to replace them once every 1000 shots.
2. I would like it to be changed back to the old days when you could save up xp for later use. Now if I am level IV in pistoleerI can save up 900 000 xp. But the moment I drop that level IV (for example to get another profession) and I shoot one shot, all that xp suddenly gets reduced to my new cap... I have worked for that xp and would like it to be left the way I made it and not reduced. Perhaps I want to take up that profession at a later time and I don't want to start all anew.
3. Often when I log in my tells and mail don't work and I have do to a quick relog to make them work again. Can this be fixed please?
4. Make less variety in doc buffs. I'm master doctor with bio engineered clothesand yet I somehow succeed with top notch buffs to buff sometimes a little over 1000 and sometimes over 3000. Can't master docs all have a x3 multiplier ofbase buffor something?
5. Make musician buffs and dancer buffs take less time. Now alot of those people refuse to buff simply because it takes them too much time and even 10 or 15k tip sometimes isn't enough.... Whereas people would pay 6 to 8k for a full set of doc buffs... I like the concept of buffing with a pack but not sitting in the cantina for 10 minutes (and even then have a failure change if there is a disconnect or whatever). Or why not just give master docs the ability to buff mind too...
6. Add first aid packs or something. Now it sometimes takes me 5 firstaids to get a full bleed away. My mind is almost gone after I fix my bleed. Shouldn't doctors have more advanced packs or something to remove a bleed in one go? so First aid pack A, B, C,....
7. Have heals, related activities and consuming food etc take precedence over the combat queue, now I always have to get my mouse to clear everytime I want to stop a bleed or heal and I can't use specials anymore when I need healing or stop a bleedbecause they stop me from healing.
Thank you for considering these changes
Kriffith
I'm just going to get to the point. The smuggler profession. Fix it. Granted it's not as bad off as some of the other classes (ie..DE's, pikeman) but something must be done. At the moment the Smuggler class is a class you only mix and mingle with other's to either benifit from the cash flow from slicing or spicing and from the benifits it gives to pistol users. As a Master Smuggler i have nothing that distinguishes me from someone who just mingles in itto set up a "good" template. I would like to look at the Smuggler tree and show you what i would like done to make this class a bit more fun to play and fair for the Master Smugglers out there.
1. Underworld - Something more needs to be put into the underworld tree. Faction benifits do not do much for those smugglers that don't do anything with the GCW. Not to mention anyone who feels like just getting the smuggling proffesion can get this tree and sell faction points without having to get Master Smuggler. I feel that you need to move selling faction points to Master Smuggler. There also needs to be something in the Commands and abilities box telling you what you get for this branch of the smuggler tree. And of course somehow add smuggling into this branch.
2. Slicing - Again anyone dabbling in smuggler can get this tree and benifit as much from it as a Master Smuggler. Yes Masters get a better % but that really doesn't add much. My suggestion is to move Clamps to master and putting FAN's into Slicing IV. This would help give the Master Smuggler some uniqueness when it comes to slicing. And possibly raising the amount of XP one needs to hit slicing IV. If i remember correctly the only thing that took time is finding the containers to slice. After that everything was downhill and took maybe a few hours of grinding out cdef pistols to hit slicing IV.
3. Dirty Fighting - Again There is nothing in Master Smuggler that seperates from anyone who is dabbling in the smuggling class in this branch of the tree either. My suggestion is to make Last ditch and/or Feign Death Master Smuggler Only. Also, i beleive you need to add some type of bonuses to pistol AND unarmed, but make it so they do not stack with other pistol and unarmed bonuses. Also Maybe possibly adding a Smuggler only pistol and/or unarmed weapon?I also think that some type of unarmed specials should be added to this branch as well.
4. Spice - Again there is nothing in Master Smuggler that seperates them from anyone just dabbling in spicing. I beleive that Experimentation should be the FIRST thing added, right now "jo shmo" who felt like making a quick buck can get this skill and get the same results a master smuggler gets, and then more then likely ends up undercutting us just to make a little cash. This is RUINING THE SPICE ECONOMY and needs to be changed. Master Smugglers should make the best spices around, period. I also think that Muon / pixie / Booster should be taken from spices IV and added to master smuggler. Either move around the other ones to accomodate spice IV or add three more. Also raise the amount of XP you need to hit Spice IV...i grinded to spices IV in one day.
These are just suggestions and of course would be great for others to add on to or just throw your opinion out there. I'm just asking you to give Master Smugglers something to distinguish the "jo schmo" out there who wants to make a quick buck. Right now the smuggling class is just a proffesion to dabble in. Please change this and make it fun for us again.
Iride A'fey
Master Smuggler
Tempest
Hey TH...
I am posting regarding the Space Expansion...for many of us this is the real game...this is our dream. We know almost nothing about it
I guess that there are a communication plan regarding this but we need to know something and be able to discuss about it....So I am suggesting the creation of a Expansions Forums where we will be able to discuss about Space, and future, expansions !!
And of course... release some info...some limited info to get us going !!!
Manogr...wannabe pilot !
Please look at player bases. Keep PvP alive!
1. Please fix the bug that allows covert members with group tef's to abort the destruction countdown sequence...this is messing up PvP
2. Slinging area disease and poison from within a player base, through walls, 70m away is just crazy! Also shooting through floors and walls also is messing up PvP.
3. Please fix the bug that allows players to stand 1m out of turret range and kill turrets without the turrets fighting back! This bug is meesing up PvP AND makes turrets almost useless.
4. Please STOP ADDING STUFF until these bugs are fixed!!!!
One of the most needed additions to this game is a /charcopy command to allow us to copy existing "main" characters over to Testcenter.
The SWG division of SOE is developing a very bad reputation for horrible Quality Control.Bugs and potential exploits (such as the overpowered BE cloned pets) are introduced into the game with nearly every patch. Hearing that the entire combat system is being revamped strikes fear into anyone who's invested hundreds of hours in developing their combat-oriented character.. what bugs willthe next publishbring?
Now, it's not entirely SOE's fault that all changes aren't fully tested before release. They're grossly understaffed and rely on the player community for a lot of testing. However, we're simply not able to adequately test all game content with the lowbie characters we have on Testcenter. Lowbie content and starting planets will get a great deal of testing though!
Allowing us to copy our existing characters to Testcenter would insure a much larger community of self-interested and highly motivated testers. Players would definately want to see how upcoming changes would affect the "main" character they worked so hard to build.
Thanks for this thread.. here's hoping someone at SOE actually reads it!
The first-come, first-serve placement of cities seems to be a hot-topic for many folks. I happened to be in a PA that got a lucky lottery ticket, but I think there are better possible solutions. Not to jump too far ahead, but I think the following solution would also help remove more excess cash -- and it would be excess cash, not the lively hood of the poorer folk.
First of all, even though I'm in a fairly small PA, I think the largest cities should end up with the largest concentrations of players. The only way I see to have this happen, and not screw over less populated servers / planets is to have a dynamic system. Any weekthere is a 'ring' of cities at their cap, I would suggest that the requirement for that ring (city size) get raised by 5 citizens and 50k upkeep / week. This would gradually raise the costs until only the most vital PA and PA associations could afford the largest cities.Now, we don't want to drain the economy of all credits, so any week that a ring isn't full, the costs need to go back down by the same amount.
I'm sure the numbers would have to be tweaked, but I think a solution of this type would make for a fairer distribution of the cities. Please feel free post even better solutions in this thread.
Bradmofo wrote:Hi Thunderheart:
I'm very pleased to see the enormous reaction the focused threads have with all us community-folks. My concern is that as you get 100's of posts, it is very unlikely the posters will read the 40 previous pages before they shoot off their own post. This will lend itself to lots of repetition and all the minor problems that come with that.
My other REALLY big concern is that we still need to accomidate posters like myself that play at off-hours. One potential solution to the above conern is to lock time-sensative threads down during your work-day, but when I log in, I can't contribute, or I need to read 40 pages to catch up to the rest of the class.
Not sure I have a solution to this problem, but wanted to point it out as we're still new at all this.
thanks,
/agrees