Development Cycle Archive

Thread: Publish 7 Feedback: Open Discussion

MrMischief1337
Tue Mar 16, 2004 8:39 pm
#118

The Droid Invasion is a joke, I cant believe you gave patch 7 that name.

people want new droids, i say make a Droideka (or another combat droid) schematic as loot or a prize for quests. You see all these weapon schematics being obtained like this, why not do this for other items. Oh and combat droids are stupid.



The new cap on skills is good IMO



I LOVE the no camp bike/pet call.



My guild's weaponsmiths have been ranting about the nerf (though our armorsmith made a schematic for 72% base composite today) just put it back to the way it was so we don't get a pre-nerf superiority.


-I like the Idea that the experimentation is based on the quality of resorces, but i think that it should be more balanced by having low quality resorces yield low quality items, (lworse than the 'bad' pre-patch items youwould see) and high quality reseorces yield AWESOME quality items (better than the 'good' pre-patchitems you would see). This way a crafter who takes the time to find the BEST resorces will make the BEST items, and therefore makingit more rewarding for the person to gets the great materials.


I havent been to Tuskan with the new stuff, but for such uber enemys, make the loot and XP good.


just some constructive critisism instead of "SOE sux"



Gimperial666
Tue Mar 16, 2004 8:42 pm
#119

Theres still a bunch of "bunk" skill tapes floating around...
Like:
grenade experimentation
twohanded melee counter attacks
twohanded melee evasion
one handed melee counter attacks

im sure theres more like those So if anone has ADDS to make please quote this post and list your additions... maybe we can get these taken off the loot table finally next publish..



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
TandisWhisper
Tue Mar 16, 2004 9:12 pm
#120






MCPrimetime wrote:
KD2 for TKA no longer dizzies and KD's...only one or the other. Is this accidental or is this a ninja nerf?






KD2 dizzies and KD's just fine for me /shrug


Well, I should say the same as before the patch. There was always the chance it did one or the other, but I've also had it do both today




Tandis Whisper -- Radiant
Master Ranger/Master Swordsman
Di'Bolari
Master Doctor/Master Bio-Engineer
Star Wars Galaxies: An Empire Nerfed
Ekhben
Tue Mar 16, 2004 9:19 pm
#121

Droid & Droid Engineer Enhancements
  • Droid Damage Repair Kits and Droid Wound Repair Kits
    Using these every few hits on a droid is less appealing than using regular stimpacks every few hits on a buffed player, who may at least be wearing decent armor and probably be able to use center of being and friends. In other words, the tradeoff of introducing these but reducing droid armor severely crimps their usefulness.
  • Droid Battery consumption rate halved (enabling them to last twice as long)
    Good to see, but I would have MUCH preferred to see the current battery level first. I can wait until the next publish, but I just find it odd to do this change first and the more important change second.
  • Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
    Snicker, what, a droid can't spring a hydraulic fluid leak? Good change.
  • Combat Droids will have all the fighting functionality of a regular combat-capable creature (up to CL10)
    These options will function like creature pets.
    All players will have the ability to own and operate these combat droids.

    Er, woohoo? What reason is there to use a droid over a Bio Engineered pet? I would rather see droids everywhere than pets everywhere, but unless there's incentive for using droids, I won't.
Combat Changes
  • Defensive Mod caps
    This change has no bearing on me. I'm not here to be in competition with anyone, I don't want to PvP, so I really don't care if some shmuck is unhittable. I can see how others would care, so I can see why this change is important.
  • Carbineer Specials improved
    Good for the carbineers. Maybe someday I'll try the profession.
  • Defense / To-Hit Fixes
    Testing when you introduced these changes would have made fixing them now unnecessary. Your internal QA department is abysmal. When you make a change and do not bother to verify that the change does what was intended, there's something majorly wrong. I can understand you failing to find unexpected consequences of that change, but not testing it at all just screams incompetence. Sorry, but that's the truth.
  • Warcry/Panic Shot nerf
    Another useless skill. Mobs automatically encircle you. Cone effect attacks will only affect the one right in front of you, and guess what? you're hitting that one. What was wrong with the ability to justify this?
  • Bleed DoT fixes
    This is another mistake that should never have been made. While not the same as failing to test it at all, it suggests you're not analysing the consequences of changes, which does not give me any confidence in the processes you have.
Crafting System Enhancements
  • Reduced chance of critical failures
    I do not see the necessity for critical failures at all. Risk vs Reward is complete bunk. Your paradigm should be Investment vs Reward. Crafters already invest time and resources into crafting. The more time they spend and the better resources they use, the better the result. Introducing risk introduces a random irritation which can range from a mild inconvenience to a blue in the face rage. It does not add anything good to your game. In other words, you have not reduced the chance enough, since it will not be enough until it is zero.
  • The one day exposure to a new system
    As has been said, one line experimental results and SEA users are producing schematics of a quality that will not be obtainable tomorrow. The poor, poor economy. Please consider the consequences of the actions you take.
Bounty Hunter Jedi Tracking Missions

I'm not a Bounty Hunter, but from what I've read, this is a partial success at best. I'd be up before my manager explaining myself if I released code in as untested a state as you do. There is no sufficient excuse for the lack of quality we are seeing. Hang your heads in shame.

Junk Dealer Revamp

Do I hear the sounds of muffled laughter?

Vertical Item Movement

Cheer! It's a shame your command parser can't tell the difference between "move [obj] [dir] [amount]" and "move [dir] [amount]," otherwise we wouldn't be having the continuing problems with items sharing the same name as the direction in question. Nonetheless, these issues can be laboriously worked around, and the addition is met with relief.

Lighting Objects

I can't wait to use these. The interior of my small naboo house in Amyrlin is dark enough to require the personal light, but I'd much rather use lighting objects. I haven't been inside my large house on the beach for some time, but my warehouse (generic small) isn't particularly dark, but has no furniture.

Camp Restrictions Replaced

I'm not sure I can express just how disgusted I am over this. I've dropped Creature Handler, which I'd been set on since late beta. Replacing one mindless obstruction with another is not a step forward.

Player City Garages

With vehicle repair so expensive, and decay rates so high, and vehicles themselves so cheap, and bugs that autorepair vehicles or prevent the repairs from sticking, the potential of these buildings is unreached. You would need to address the above concerns to see these buildings popular.

Sliced Armor/Weapon info

Aside from the info not appearing on current vendor stock, this is good. It would be great if it gave more detailed info.

GCW changes

I don't PvP. I don't want to PvP. Most of your players do not PvP, and a fair number of those would never want to. Yet you've made the GCW PvP only, with TEFs and covert detectors and the like. You've even made Jedi PvP only. You break PvE abilities and nerf professions because of PvP. You must make the sides in the GCW equal, for the sake of PvP, which means you cannot introduce a progessional PvE storyline involving the GCW. You even took away battlefields, the only bastion of pure PvE GCW content.

In other words, I do not care about the GCW. You could take it out entirely. I would not miss it. But if you attempt to force participation in the GCW on us, you will make the game entirely PvP, and you will lose your PvE market. This may be more successful than trying to be half and half, at least.

Bestine Quests

Faugh! Victor's rewards weren't tested by your QA department, and his new quest is another static spawn camp. Remember your initial design goals? Didn't think so.

New Mounts

I can't get excited about mounts. I have vehicles, which handle slopes much better, travel flats much faster, and don't bounce my viewpoint around at all.

Summary

The Droid Invasion brings us nothing good for droids. It brings us combat nerfs and bugfixes. It gives us a one day economy buster, and another failed attempt to fix Bounty Hunter missions. We get junk dealers, for what little they're worth. We get a new set of obstructions for calling pets to supplement camp restrictions, and are expected to be grateful. We discover that you didn't see if Victor's rewards worked, and that you gave us another static spawn camp. We get to keep critical failures, at a supposedly reduced rate.

We also get GCW changes and mounts, which I do not care one way or the other about, and player garages, which will have mostly decorative impact.

We also get lighting, vertical furniture movement and the ability to see if armor and weapons have been sliced.

Conclusions

The most positive response I can offer is: "At least there are three grains of wheat in this bag of chaff."





Boycotting the GCW. I don't force you to PvE, don't force me to PvP!
VorantasBorotva
Tue Mar 16, 2004 9:20 pm
#122

I for one like the crafting changes. Not sure it will matter but I have great resources and I have been gettng the best results I ever have in this game. Its disappointing it will not last do to whining. People need to try things before they cry foul.



It's just the rebels sir...... they're here.

My god man! .....Do they want tea?


You there! Cake or Death...choose NOW!
salvestrom
Tue Mar 16, 2004 9:28 pm
#123

I would like to point out that all-new droids that were ready to go in this patch - aspart of a Droid Commander class -disappeared because most people didn't want combat droids in the hands of a single profession. We all want Droideka's . Obviously the DC also went the way of the Dodo. Ultimately the larger part of this patches content got scrapped.


However, that's no excuse whatsoever for false advertising. That wallpaper shows a Twi'lik in ultra rare RIS armour, shooting at some droids as he runs down the corridor of a Correllian Corvette. These last two items, the droids and the ship are both solely related to the mini-publish due in a few weeks and nothing at all to do with the Droid Invasion Publish.


Failing to supply new chasis as compensation was a serious error in judgement, especially after most of the Publish's content got thrown out. Yes, Droideka NPC's are 10k ham, but that was no reason not to include an "Experimental Droideka Schematic" or "Flawed Droideka Schematic" which might have produced a lesser version of the Droideka, which I'm sure we'd have all set about renaming anyway.


I'd like to believe that they are going to add new Droid schematics, but are waiting to see how the changes to exisiting combat droids pan out.


I'm extremely disappointed to hear about the changes to Fort Tusken. By all means add content for guilds and large groups - but did you have to do it at the cost of the primo solo/small group spot???


I really enjoyed running around those tunnels and buildings. It was sort of like camping, only you weren't sat still.


I've also heard about the new Viktor quest, and the required Tusken Head - found at the Fort, I believe. So this has put the quest up on the guild level? No problem, I've advocated new content for large groups and guilds, but don't turn this game into StarQuest where you've NO choice but to group to do anything - including skill-up your character. Where quests require hours of camping -


Bah. Why bother...


This games never going to be the game I've always wanted to play - and I'm not talking in terms of it being Star Wars, either.


I still like it, but that doesn't mean it can't be acontinuous source of disappoinntment for me.


Sal.
RyeunDharow
Tue Mar 16, 2004 9:58 pm
#124






RocketM wrote:
The new crafting system is fun and more intricate than the old one. I like it a lot more. If not for the fact that it nerfs half the equipment which will result in a post-nerf monopoly market I would really like to see it stay. Is there any way that you guys can make it work without leaving all crafters into the future in the cold?






Yes, the way they can do this is by having the +experimentation skill tapes drop more often. Right now, once your character is maxed at anything (which happens quite quickly), skill tapes and attachments are the ONLY way to get any better skills, so people are willing to pay millions for them, as they are so freaking rare. A +2 weapon experimentation tape shouldn' t cost 20 million credits.


Ryeun
Goucho
Tue Mar 16, 2004 10:02 pm
#125

Non CH pets are now worthless... As i bio engineer i made 1800-2800 ham with mid 20's kinetic pets for me and all my friends and for sale. Which imo are useful but not overpowered.Now they are all worhtless. If you don't want us using pets without being a creature handler why did you give em to us in the first place? Put it back please or at least put the final nail in the coffin and just remove non ch pets.
The_Cabbage
Tue Mar 16, 2004 10:34 pm
#126

We can now move objects in housesup to units of 500...but the size of said units are much smaller than they were before. On one hand, it lets us be more precise, but on the other, we aren't gaining the extra movage that we thought we were. I suggest increasing it to like 2000, or whatever.



- Krelian Atreides, Lowca
Master Squad Leader/Creature Handler/Pistoleer
Ackis
Tue Mar 16, 2004 10:58 pm
#127

I actually got cracked down on from the crackdown! LOL


It was great... having to fight my through the city. w00t!!





Imperial Captain Ackis Losackego - Über f335h

MatBrown
Tue Mar 16, 2004 11:04 pm
#128






Peaceman wrote:

Since this last publish, my framerate has dropped to almost slide-show quality.






I have been having to use "/flushGraphicsResources fullReset" every few minutes in big cities today. Something happened.
Mack_Dorgeans
Tue Mar 16, 2004 11:33 pm
#129


I'm curious about the intent behind moving the Nym carbine and the Republic Blaster to novice certifications (even if they didn't actually take effect as advertised with the patch). I can understand there are some very good arguments against keeping these weapons usable by those untrained in the relevant profession, such as:


1. It is way too easy to level up through the carbine and pistol marksman skills using these weapons instead of having to use the lower-end carbines and pistols as intended.


2. Jedi should not be able to use these weapons to "hide" that they are Jedi because part of the point of beingone is to risk discovery (at least as currently implemented).


3. Players should have to pay skill points to be able to do good combat damage, rather than getting free abilities.


However, removing these weapons also threatens to make even more rare the near extinct species known as pure crafters. Since the pets they can use (droid or biological) are not able to protect against, or even slightly distract, the average random spawn mobs found on "starter" planets (let alone a place like Dathomir), and the weapons they can use as non-combat professionals are a joke, crafters must either have player bodyguards escort them on their harvester rounds, or they must count on always running away from trouble using speeders. A game already too focused on combat content and economically helter skelter should be finding ways to ENCOURAGE crafters, not make their lives harder.


I always thought that the trade-off for having a couple weapons that could be used for full damage without skills was really terrible to-hit chances, no speed mods, etc. It seemed a fair trade, because though unskilled players could fire a very dangerous weapon, they were always taking a big chance that misses, lack of speed/damage modifiers, etc. would mean they'd get pummeled anyway. This was a gamble they could choose to take or not, as they wished.


Now, given that there ARE good reasons for not wanting high-yield weapons to be usable by just anyone, why not come up with a THOUGHT-OUT alternative that offers another option once the nerfs are put into effect? For example, what about having a skill level experimentation option on craftable weapons? That way, weaponsmiths could sell default stat weapons that could be used by low-skill or no-skill players. Keep a solid accuracy penalty (and the fact that unskilled players can't use specials is a big counterbalance already), and players still have some options for personal defense even though the easy-leveling and other loopholes are dealt with.


Or, if a new experimentation stat is too difficult to handle, how about some new loot-only weapons -- dropped by low-end mobs -- that anyone can use, but are hampered by the same counterbalances as above? Frankly, considering how rare the slug-thrower carbines are, they don't seem to be a huge problem anyway. Republic blasters, ascraftable weapons that can be churned out infinitely, are more problematic.


Anyway, the point is, some give-and-take should happen so people who don't want to be combat professionals aren't forced to have combat skills just to get around and do their already tedious chores. By all means fix the exploits if that's what they're deemed to be, but give people other, balanced, options at the same time as the nerfs.


Thanks for listening.



Mack Dorgeans
MackDor Enterprises
Eclipse Crafters Alliance
KaernLegorah
Wed Mar 17, 2004 12:02 am
#130






Ekhben wrote:
Bounty Hunter Jedi Tracking Missions

I'm not a Bounty Hunter, but from what I've read, this is a partial success at best. I'd be up before my manager explaining myself if I released code in as untested a state as you do. There is no sufficient excuse for the lack of quality we are seeing. Hang your heads in shame.





And how would you like them to thoroughly test it? With the ONE Jedi on Test Center, who is only a Jedi on TC because he's the Jedi Correspondant. They're not going to bestow Jedi characters on TC players in order to test this, and creating their own Jedi for themselves would take large amounts of time away from other development issues (since the Jedi would have to be logged in and constantly moving in order to test the system thoroughly). The resources and time just aren't available on this one. Get real buddy.



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Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
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