Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

Jabberwocky_
Tue Aug 10, 2004 10:58 am
#118

I cant even describe how happy I am that starport wait times have been decreased, good job
OttOtehgreat
Tue Aug 10, 2004 10:59 am
#119

i almost said i luv you guys... but i'm a CM =*(.



thanks for the lowered starport times tho.



"The Internet is a great way to get on the Net." --Bob Dole

Borsk:Chilastra
Master Marksman, 4/0/0/0Scout, 3/0/4/0 Bounty Hunter, Master Pistoleer, 4/0/0/0 Brawler, 0/0/4/0 Smuggler
KingLuka
Tue Aug 10, 2004 11:00 am
#120






Templar1865 wrote:

JustG: Thanks for being open to feedback. Here are some comments/suggestions/observations


Travel: If possible, decrease travel time in selected cities only; perhaps make less-used starport the 5-minute ones (or zero-delay ones) to distribute population away from Coronet and Theed. Coronet and Theed could stay at 10 minutes, thus encouraging people to visit other cities.


Wookiee Armor: I don't play a wookiee; however, this kind of change happening so quickly after the armor release does suggest that some more internal testing before release would be a good idea.


Profession: As a doctor and a combat medic, a couple issues here. First of all, giving both innoculations and area cures to the doctors was a pretty fantastic blunder. The innoculations make sense (doctors prepare people for combat and heal them afterwards), but area effects have always been the domain of the combat medic. Area curing is really only applicable in a combat situation, so the combat medics should get this one. Honestly, I believe that this is something that should be changed in time for publish 10.


Combat: This is a major anti-CM nerf on FOUR fronts: 1) doctors area cure 2) doctors innoculate 3) poisons and diseases no longer auto-hit 4) poisons and diseases, if they hit, no longer auto affect. I use the word nerf specifically as it connotes an unfair change. A "balance" is a fair change. Based on this information (will test it out in live later), combat medics should nowhave zero offensive ability in team PvP combat, and reduced effectiveness in PvE combat (no auto-hit). CMs were overpowered in PvP, but reducing their effectiveness to zero is a nerf. CMs were underpowered in PvE, so reducing their effectiveness there is as bad if not worse (here's a radical PvE thought--have poison and disease be lethal to MOBs but not players). Another suggestion would be to allow poisons and diseases to autohit (kind of hard to avoid a cloud of toxic vapors, a la the Geo Lab). The chance to resist, coupled with innoculations and area cures, seems more like a balance than the current nerf.


Poison/Disease Message: makes perfect sense from an interface standpoint. Please continue with these kinds of usability improvements.


Fire/Bleed stick frequency: Fine with this as long as it affects MOBs and players equally. Does it?


Turret Hitpoints: Ah....a factor of x3?? This smacks of the "it goes to eleven" habit we've seen with MOBs, POIs, etc. This will discourage low- and mid-level players engaging in GCW activities. Is that what the devs intended? Smaller, incremental changes, ladies and gentlemen--enough with the pedulum swings!


Crafting: Makes senses, especially in light of the impeding doom of recursive macros. Did the devs intend crafting professions to be a tedious bore until attaining Master? Anything that moves these professions into a more interesting, interactive way of gaining experience is great (I suggest substantially increasing user XP, but that's just my opinion. I know that this can be exploited if implemented incorrectly).


Please continue to fix bugs and correct imbalanced game systems.


Thanks.










I know, i used to play "lab rat" fora friend when he was making his new CM stuff, several times he would tell me that i "resisted" or that it "missed me". I think this was always there, and this portion is just a reminder to let us know they never changed it.



Kitkat Egeap
*A Renraku Memory*
FalinMor
Tue Aug 10, 2004 11:07 am
#121






Shann0w wrote:





Combat: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency.


I've said it before, now I'll say it again, poisons and diseases were N-E-V-E-R AUTOMATIC!!!!!


I've had (notethe past tense there) three accounts since launch, I'veused poisons and diseases on my other toons, they were NEVER automatic!!!!!


I don't expect the TKMs, Swordsman, rifleman, pistoleers, etc. to know, understand, or even care how CM works, they've never gotten the 'X has resisted' messages like we have, but the DEVS should at LEAST know how the system works.


I've been here since beta. I remember the first time I spawned into Kor Vella, I was abolutely amazed. I see things in the details of SWG every day that are amazing. Once when I was waiting for my harvester to appear after a server restart, I watched one of the lizards on Tatooine. It breathed, when it walked it's joints moved, when it put its foot down the toes spread out, it even responded to other creatures. Why can't we get that level of attention to other aspects of SWG???



On a side note, I've typed this message twice because of:


Message Body: Your post has been changed because invalid HTML was found in the message body. The invalid HTML has been removed. Please review the message and submit the message when you are satisfied.








I was a CM very active in the GCW for over 3 months, and during that time I could count on one hand the number of times I got resisted (and I was using top-of-the-line poisons/diseases). I quit the profession in disgust because of the sheer overpowered nature of it in PvP. I actually felt guilty whenever I used it in combat.


It was, for all intents and purposes, automatic. It needed to be fixed, and hopefully it has been. Sorry.


Falin

MalDana
Tue Aug 10, 2004 11:14 am
#122

Travel: Decreased starport wait times to 5 minutes!!

Thank you. I have no opinion about the other changes, but thank you for starport time decrease.
WIldWhippy
Tue Aug 10, 2004 11:15 am
#123



BrainMandinga wrote:
The point being on the encumberance is the fact that the new armor is equal to what others have in terms of resists, but as it was put into the game initially it had an incredibly low encumberance compared to Comp armor. I could put on my full set of 80% Kinetic 60% base Wookiee Hunting Armor without having to buff when I got it. That is not balanced. Balanced is requiring the same buffs that any other species should have to have to put on their top quality armor. Did I like the fact that I could put on my armor while unbuffed? You bet I did. I am not going to complain that it is evened up though, it just doesn't make sense to me. When the buff values drop sometime in November or December then I am sure the Devs will have no choice but to make changes with the armor values (which are also slated to change) in order for all the species to put on their best armor. We as wookiees will not be the only ones who are affected by it, but at least the rest of the players don't get to gripe about wookiees not only having increased stats, and equivalent protection, but lower encumberances as well. I have been listening to the wookiee whines since day one being a wookiee. The playing field is now level, lets keep it that way.





are you kidding me? i am a wookiee for a year now and most of us wookiees will agree that we had been gimped for that long? some of us used the def or dodge template to enjoy pvp. i say your lucky to have a good first generation hunting armor that you can wear even without a buff.



FurryCheese - Wookiee King of Coronet | Mount Wars Coordinator
Uber Wookiee Hunter Extraordinaire - Wookiee Protestor[WanderHome][Bria] - Proud Wookiee Jedi
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FalinMor
Tue Aug 10, 2004 11:15 am
#124


Woot! Excellent changes!


Falin


Message Edited by FalinMor on 08-10-2004 11:19 AM

WeeDDemoN
Tue Aug 10, 2004 11:15 am
#125

Playing this game for over a year all i can say is it is about time and ty for starport times it is frustrating when u got 1-2 hours to play and waste half of it on shuttle waits nice publish




still waiting on publish 10 /tap
BiNcY112
Tue Aug 10, 2004 11:16 am
#126

Awesome!!
wookgunner
Tue Aug 10, 2004 11:17 am
#127

Good job on the starport wait times. That has been one of my biggest frustrations.


Players finally have a means to counter CMs. just wish there were gas masks or the resistance packs were self administered. We already have to wait in long lines for buffs... now resistance packs. should have gave them to medic. Corpsmen usually administer vaccinations or pills in the military.NOT doctors. Having had the anthrax vaccinations I know this first hand.


The GCW will still be unbalanced while there are Jedi gank squads and riflemen targeting the mind pool. Need healable mind damage and Jedi FRS out of the GCW. Buffs need to be addressed too, but that is a difficult challenge. Once this is accomplished then we will see the GCW rise from its ashes.


Keep up the good work!



Nagamitsu: Wookiee Master WS/AS/DE
Triston: Master Swordsman/Rifleman Force sensitive, but will never be a Jedi
Medreka: Master Tailor/architect
Builder of Dar'Xun City, Tatooine and Sierra, Dantooine
ThorsAnvil
Tue Aug 10, 2004 11:19 am
#128






SithLord2000 wrote:


DEVS,


6. Why can we build on Dantooine and Lok but not, Endor, Yavin or Dathomir? Make this possible. It would further help to spread things out. There are some places on south Dathomir, that would make great city locations. More of these planets would be accessable also.


SithLord






Nothing personal, but ARE YOU NUTS??????


If they ever allow building on endor or Dath, I quit!


As far as I am concerned, no more housing should be allowed on Dantoine, and people should be forced to move off. the lag there is insane, I have a cable modem, with a 5 meg connection and I still refuse to go there. on Eclipse the Lag is about 3-6 seconds in the farthest reaches where there are no people.


Again, nothing personal. but it would make hunting impossible. and we dont need any more houses outside Krayt spawn points (as an example)





Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Solitiri
Tue Aug 10, 2004 11:23 am
#129

I just looked at the resource lists for the new Doc Packs. All I can say is, I am very disappointed. I won't be making any of these for a long time.



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres
Elyssa
Tue Aug 10, 2004 11:26 am
#130






JustG wrote:
Travel: Decreased starport wait times to 5 minutes!!


So how is it that this does not hurt "immersion" now but it did several months ago when shuttle times were reduced? What has changed?




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