Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 5-31-04)

Bowoci
Wed May 26, 2004 7:27 am
#118






speardancer wrote:





Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...











OK, is it just me, or does this seem like a bass-ackwards way of doing things?






Yep


Gotta love this "roundtable" thread... where the Players appear to be the ONLY ones here at the table;X



Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

Squidwalker
Wed May 26, 2004 7:29 am
#119






th0mas wrote:

I find that sometimes (far from always) i slow down/stop my swoop and wait a little the area will spawn lairs.

Should you have to come to a stop to spawn the lairs?

No, but its a potential workaround for those creatures handlers looking for lairs.
Doesnt fix the planets beeing deserted and non-advanced.






LOL, dude, I am an oldschool ranger, and I hoof it. You can run all the across Dant, and I mean run, and not see more then maybe 2 lairs. If you're lucky. It is better. A few months ago you could walk from the southern outpost to the Rebel hideout, and not see one single mob on Dant. Very wrong.



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Bowoci
Wed May 26, 2004 7:33 am
#120

"As I have stated in this board before, I truly think the dev team has underestimated how well some people play this game and the lack of master level content in this game is lacking. A quick fix to this would be to make the max mission level 50. I invite you to go to the aggro outpost on Dantooine on a saturday and read the spam for starting solo groups. I know the dev team did not intend for groups taking missions to work in this way.


Let us kill ourselves as we see fit. If I want to take a level 50 mission and obviously cannot do it alone it harms nobody but myself."


No need to do that... for higher level content/missions they gave us the Death Watch Bunker and Corellian Corvette;X


Just did my FIRST solo-group last night.... LOL.... gonna do it ALL the time now ONLY problem I had was about a half dozen of the missions I did gave me NO payout... the lair and all NPC's were destroyed but the WP remained... and NO system message about completing the mission - game owes me about 150K




Bowoci ~ Elder Enemy of the Republic ~
Peele Notoo ~ Medic ~
Ymina ~ Master Shipwright - +2 Engine/Chassis/Weapon Exp ~
Notoo Shipyards - New Justice, Lok - West of the Shuttle
-I support crafting in SWG!

wickedHangover
Wed May 26, 2004 7:40 am
#121






Bowoci wrote:



No need to do that... for higher level content/missions they gave us the Death Watch Bunker and Corellian Corvette;X







I applaud the new content and love it to death, but there are times where I don't want to go to those places. I just want to hike up that hill over there and fall into the middle of two huurton huntress lairs with a half dozen horned voritors between them after I just got done wiping out a piket lair 50m backlike I used to run into back in november...






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Squidwalker
Wed May 26, 2004 7:59 am
#122

The real fun and challenge of your skills is to wander an advanced planet, or just a non starting planet, with no buffs, and no armor. I do this crap all the time. For me, being being buffed and wearing armor is no challenge. Any noob can kill crap and survive and do group solo on Dath that way.


Try it o natural.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
wickedHangover
Wed May 26, 2004 8:09 am
#123






Squidwalker wrote:

The real fun and challenge of your skills is to wander an advanced planet, or just a non starting planet, with no buffs, and no armor. I do this crap all the time. For me, being being buffed and wearing armor is no challenge. Any noob can kill crap and survive and do group solo on Dath that way.


Try it o natural.









that's actually all I did for many months. You are right in that it provides much more satisfaction to go hunting without buffs. The problem is what happens when you go hunting and you find that all the creatures are gone?


This game is designed for player created content. So I set goals and say "I'm going to go slaughter voritor lizards." I don't want to play tag with mission terminals, I want to venture into the parts of dantooine that don't even have player houses, structures or even a harvestor. Why would this part of a planet be barren?


It's not a question about how i'm going to fight, its a question about having something to fight when i get there.


Dantooine used to be a very hard planet for anyone less than master unbuffed. Now any noob can walk around with their CDEF pistol and not get scratched. I do believe that player cities ruined this game and if they ruined the hunting grounds on Dantooine than that only further proves how they ruined it.






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Cafa
Wed May 26, 2004 8:46 am
#124






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...




From a play standpoint this is terrible. When I first got to Dantooine in Sept 2003 (before your lovely team made the Imp OP all no-build zone) we had a few houses and 2 guild halls surrounding the Imp OP. You could not walk outside your house without getting agro'd, much less across the planet without having a doc and a few high level fighters.


When an adventurous place get more people where is the logic in deleting the reasons that people came there in the first place.


Are you basically saying that in order to get general content in the area we have to pull and drop missions?


This should be changed at the highest levels, and probably is the most detrimental issue in the game, behind storage conservation techniques that are not being utilized.


Cafa Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

DeQuosaek
Wed May 26, 2004 8:53 am
#125






Squidwalker wrote:

I died in pvp faction death, while I was overt and the Imp was overt, and got item DECAY.I should not have been, since it was well over an hour after asking to go covert. But that was not what I sent the ticket in for. I sent it in for the item decay. Not so much cause I wanted the condition returned, but the fact that we are not supposed to get decay in pvp death, period. The CSR responded with a non sence answer. I asked for more of an answer. They came in game and sent me a tell. The CSR told me THAT YOU DO GET ITEM DECAY WHEN YOU DIE EVEN IN PVP. IF I'M NOT INSURED, I WILL GET THE 1% DECAY EVEN IN PVP DEATH. So I told him that he is wrong, you do not get decay in pvp faction death. He argued that against me and said he can't help me if thats how I feel about it.




Well, I believe he was slightly incorrect, but you are wrong. You do get decayevery time on any item that is not insured, no matter what. However, you say the CSR said you would receive 1% decay if uninsured in PvP and that's not right. It's actually 5% when uninsured no matter what. So if you insure and die in PvP or even PvE battles against opposing faction, you will get no decay at all, but if you do not insure and get killed by a faction person,a durni, or anything at all you will get 5% decay on any item that is not insured.


No insurance = 5% decay (no matter what)


Faction death + insurance = no decay






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Iseult
Wed May 26, 2004 9:12 am
#126






Thunderheart wrote:





wickedHangover wrote:

This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.




It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...










Hi Thunderheart - thanks for clearing this up.


I wonder, though, how this impacts those (admittedly few) of us who are rangers?


Aside from a player's harvestingskill level,there aretwo factors in determininga player'sharvestyield:


1) Time to find creatures to harvest

2) Time to kill the creatures


We all know that when it comes to the second of these two factors (kill-speed),rangers are at a disadvantage to elite combat types who just have scout-level harvesting but whose combat skills allow them to take down creatures comparatively faster than we rangers can.


When we consider the first of these two factors (time-to-locate-creatures), we rangers should, at least on paper, have a slight advantage, as our tracking tree allows us to find natural lairs and spawns and these lairs and spawns contain significantly more creatures (and hence more resources) than do mission lairs and spawns.


The problem, though, is that as planets fill up with players, our best hunting grounds dry up, as areas that are not within the effective radius of a mission terminalbecome completely barren. These areas are usually the best hunting grounds -- the most remote areas of the planets that spawn the most challenging (and hence the most resource-bearing) creatures. For example, the mountains west of Tyrenna used to be great hunting grounds, full of greater gulginaws (for Cor. avian meat) and war grondas (for Cor. leathery hide), but they are now almost completely barren.


The same holds true for the mountainous regions of most planets -- it used to be that these were the best hunting grounds, but because you can't build player cities in mountains (even if you can place the buildings, players without terrain negotiation hate the hills), these areas are now well outside the effective radius of a mission terminals and thus the first to dry up when the planet's population surges.


This situation becomes even worse when resources spawn that a lot of players desire. This leads to a flood of players on the planet in question, andthis flood of players has the effect further reducing the rate of natural spawns. This decrease in natural spawns and lairs means that we as rangers actually become less effective in the very situation that our skillpoint investment was meant to most help us with.


Yes, we can just run missions like everyone else on the planet, but the mission terminal pretty much finds creatures for you, so now the onlyadvantage in harvesting that we have over non-ranger is our higher harvesting skill, but the our lower skill speed pretty much cancels out any advantage that we might have gained from our higher harvesting rates.


Look, as ranger have lost a lot recently -- speeders and mounts make maskscent and terrain negotiation increasinly unnecessary; camo no longer works against npcs; our camps are not longer needed to call pets and droids, etc... -- but is there anyway that you guys could give us our best hunting grounds back?


Iseult
Master Ranger/ Mediocre Pistoleer
Bloodfin


, esp.given that a lot of our current skillset is geared towards finding creatures. As planets fill up with players, this portion of our skillset becomes increasingly useless.


Yes, we can run missions from the nearest player city in the hopes that doing so will jump-start the spawn system for that area, but there is no guarentee that doing this will spawn the creatures we are seeking. Also, this essentially limits our effective hunting grounds to the radius of the nearest mission terminals, withareas of planets without mission terminals likely to be completely barren. To make matters worse, you can't get missions for every type of creature that might spawn on a planet.






_____________________________________________________________

Iseult
Elder Ranger / Respec Moisture Farmer
Bloodfin


Iseult's Adventure Shop - winner, galactic homeshow 1.25.2007
atimes
Wed May 26, 2004 9:49 am
#127

In your ongoing quest to ensure that high level MOB's can no longer be soloed by players keep in mind the reason so many of us solo is because grouping in this game is a complete and total waste of time.


If you "nerf" soloing without making grouping worth our time then you may be in for a backlash from players.


Phantasy Star Online for the old Sega Dreamcast got it. . . I don't know what it was about a game that had 4 static stages that never changed and zero dynamic content but I played that game for over a year and a half nearly every day and I grouped at every possible chance I got.


I don't know what it was about that game but grouping in that game was a blast, grouping in SWG (for me at least) is a waste.


taloncard
Wed May 26, 2004 10:05 am
#128

Wanted:
Continuity director.

Job Description: Keeping in mind the time frame of SWG (inbetween epi IV and V) insures that the game lives up to the standards of that time period of the SWU. Prevents Dumb mistakes like placeing battle Droids (a Seperatist weapon) on Imperial Corvettes, and Making them stronger than their more powerful counterparts from that time (the Droidkea).

Seriously TH. Someone needs to be in charge of this. The operation of the Battle Droids relied on a central command center to provide them with orders. They could not function with out this (see Epi I) That is the whole reason that the Republic never used them and they were never used again (in SW). That and they are supposed to be disposable troop. They are not built to the highest standards yet they are harder to kill than a Kryat dragon in this game!

Yes we realise that in real life they were created after Epi IV however if you read the reasons for their lack of use was explained. If you are gonna put them in then add a destroyable central command center.

Droidkea You at least explained their existance on LOK. They were built and tested there, so understandably someone went through the factory and built more. But Battle Droids? I want to hear the explination for keeping them on imperial corvetts?, or better yet the death watch bunker. Assasian droids like IG-88 maybe not BD's

Pick a time period and stick with it!




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


DuffStone
Wed May 26, 2004 11:29 am
#129

Play KotoR. No dev problems there.


-Duff



(gnn[[[[[[[[[[nnnnWX|
Vodabaas: (lvl80) Elder Dark Jedi of Corbantis

- Unlocked 2/5/2004 -
Duff Stone: (lvl80) Scoundrel
Mercenary for hire.
Master Smuggler / Master Bounty Hunter of Corbantis


DeQuosaek
Wed May 26, 2004 11:36 am
#130


I had the pleasure of playing through the Corvette when it was still in the late stages of development on the Test Center.


It was exciting when we finally got the ticket and shuttled up to it. The first room was kind of dirty and strewn with junk and nothing too impressive. Then the door opened and we were awed by the long white hallway and the gleaming floors that looked like they were freshly waxed. Scenes from Star Wars: A New Hope flashed through our minds as we walked down the halls of the ship. It was so much fun just exploring some of the rooms and seeing the interior of the first spaceship in SWG. We didn’t have very long to just gawk at the ship because there were several Rebels who were challenging us for being in their ship. We blasted, slashed and punched our way through them and we were able to explore more of the ship. We saw the main corridors and the cool side corridors that were more of an access tunnel with the escape pods. Everything had great detail. When we got into some of the rooms with computer consoles we were happy to find clues about our mission. It had a very nice RPG mission feel to it.


When we finally battled through most of the NPCs we came across a real surprise. In the aft (or stern) of the ship under the engine room we found some droids. But these weren’t regular droids. These were Battle Droids and Super Battle Droids! We were taken aback by this. They looked incredible. The droids seemed like they “fit in” in this portion of the ship. The felt like they “belonged” there. Foolishly a few of us tried to take one down. We were surprised at how tough they were. We had to retreat back to the elevator to regroup and heal before we tried again. It was great fun and while we didn’t finish the mission due to some door bugs we still had a great time.


My point with this post is this: The Corvette was fun before the new changes. It felt almost cinematic. Everything was in its place and it all seemed to work just fine.
Just because a few players ended up getting through it with more ease than the developers had originally anticipated, there's no reason (IMHO) that the experience should be ruined for the rest of the players. The experience is drastically different from what I described above now. Now there are SBDs everywhere and it renders the whole experience frustrating and much too difficult. There is hardly any time for exploring or even noticing many of the cool little details or the clues and other text from the computer terminals.

Please reconsider.

Thanks for taking the time to read this.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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