Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-22-04)

Atteke
Fri Mar 19, 2004 5:37 pm
#131



Thunderheart don't forget you guysmade the shuttlesout of sync with Publish 6 please fix it, it's really annoyingplus your gonnamakemy hairturn grey and i'm only 19.



Colonel Atteke Runningmoon
Alliance Crimson Pheonix Ace
Jedi Elder

soulbliz
Fri Mar 19, 2004 5:39 pm
#132

I have just one que to thunderstorm!


After starwars epsiode 6 - will darth vador and emperor be gone from the game?


Because i am currently rebel,if they gone by after epsiode 6,I want to go imperial and interact with them or do mission.





Nyan Monoo Emperor Rank Sergeant Guild Rank Private I am not Faction Hater, I am Role Player There is no Emotion,there is Peace

errgon
Fri Mar 19, 2004 5:51 pm
#133

Why is it so hard for armor smiths to find a giant dune kimogila scale for RIS armor, and do you have to be an armor smith to loot one?
DeQuosaek
Fri Mar 19, 2004 5:56 pm
#134






Thunderheart wrote:






atimes wrote:


After reading the dev chat last night and the person's question about Human's HAM bonuses you guys completely missed the point.


Are you aware that Humans can migrate ANY stat (primary AND SECONDARY) to 1100?




I've asked. Ill follow up when I get an answer.




Thank you atimes for clarifying this, and thank you TH for asking. This is one of the things that bothered me most when I started my Mon Cal character. I figured that since the race is supposed to be one of the smartest that I would be able to raise my secondary stats pretty high, but there is a pretty low cap for Mon Cal mind secondaries.


I think that whichever stats get starting bonuses at character creation should have the stat cap raised by the same amount. I'm sure that would please quite a few Wookiees as well. It would require someforced migrationof some peoples' current HAMs and might cause an uproar, but it's something that needs to be done. You could have a message similar to the one the last time there were stat adjustments due to some bug. (around the third publish or so - not sure atm) The code could just lower the cap and take any points over the cap and put them in the HAMmigration pool and notify the player that the points must bemigrated to a different stat.





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."

Rookgraawl
Fri Mar 19, 2004 6:01 pm
#135






Imperial_Destroyer wrote:



uhhh reduced shuttle times great. I can understand the change there.



The starport change, I'm not so sure I like that one. The fact is, the way it is layed out now creates central commerce areas. Much like a NYC or Chicago or Dallas. By eliminating those I think they might be detrimental towards central commerce areas. As it stands, those wishing to be close to those areas can, and those wishing to be in the middle of nowhere (rori for instance) can be.






I agree with Imperial_Destroyer. Keep the routes as they are. If you end up adding more planets later on, make the routes for them, too. I like the fact that Corellia and Naboo retain thicker populations due to traffic/commerce, etc.




Yours,

Mryla'lin Or'Suuk
Dancer Extraordinaire
Chilastra Forum Wartime Nurse
Tyrena Cantina, Corellia
Flickering
Fri Mar 19, 2004 6:03 pm
#136

Regarding the bank deposit emails, as an active Architect I've been very concerned about the forgability issues of those emails, customers dont always warn me in advance they're going to do a bank transfer rather than a trade. I think that the following would be helpful:


1) The emails should be 'from' a system entity, rather than the person making the transfer


2) The email should contain the bank balance after the transaction (It'd be very hard to fake that).


Flickering

MatrimHavelando
Fri Mar 19, 2004 6:13 pm
#137






Thunderheart wrote:









AltharXXX wrote:

Please change shuttle schedules.




We are. Probably in Publish 8. Shuttle times will be reduced to 5 minutes. Starports will go from any planet to any planet and we're still working on exactly what is going to be done with the starport times.


Have a great weekend everyone!










I dont like this idea of being able to travel to every planet form a single starport. Thats too much like EQ where you have nexus portals, wiz/dru portals/ and PoP books all over the place. Your making it way too easy! I actually dont mind having to go to theed from corellia to get to rori. Please change your minds about this. I really do like the travel system the way it is. As far as the 5 min deal, that fine.



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
Chianti
Fri Mar 19, 2004 6:48 pm
#138






Imperial_Destroyer wrote:





Thunderheart wrote:



We are. Probably in Publish 8. Shuttle times will be reduced to 5 minutes. Starports will go from any planet to any planet and we're still working on exactly what is going to be done with the starport times.


Have a great weekend everyone!










uhhh reduced shuttle times great. I can understand the change there.



The starport change, I'm not so sure I like that one. The fact is, the way it is layed out now creates central commerce areas. Much like a NYC or Chicago or Dallas. By eliminating those I think they might be detrimental towards central commerce areas. As it stands, those wishing to be close to those areas can, and those wishing to be in the middle of nowhere (rori for instance) can be.








There is something to be said about distrubuting areas of commerce as well. Maybe coronet will be lass of a lagfest because of this.
Barb-Wire
Fri Mar 19, 2004 6:55 pm
#139

i like the time reduction but letting starports go to any planet from any planet doesnt follow the starwars mythos at all. there are spacelanes for travel. you dont hop on a transport on tattooine and up on coruscant in one flight.


keep the space lanes the way they are.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
PlayeroftheDay
Fri Mar 19, 2004 7:27 pm
#140






Barb-Wire wrote:

i like the time reduction but letting starports go to any planet from any planet doesnt follow the starwars mythos at all. there are spacelanes for travel. you dont hop on a transport on tattooine and up on coruscant in one flight.


keep the space lanes the way they are.







Haha, what if they decide to implement instant travel but charge you accordingly? Meaning you keep you space lanes and pay extra but you don't stop at on the way? For instance going from Corellia to Lok, no stop on Tat but they still charge you.

3D4D
Fri Mar 19, 2004 8:40 pm
#141

I just hope that when wookiees do get armor, that it is balanced with what trandoshans can wear.



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
LeBob
Fri Mar 19, 2004 9:19 pm
#142

TH,


I'm sure you know how pleasant the sound of those giant fountains is... I'd really love to be able to have this sound effect in my cantina, but obviously the fountain would not look very nice in there... I was hoping it might be possible to make a miniature sized fountain that would have the same ambient sound effect... upon further consideration I thought that there are probably many other of those ambient sound effects in the game that people would really like to have in their homes (especially since as we all know the game generally lacks music) and I came to the conclusion that a sound effects box could be created that could be placed in one's structure (i.e. my cantina) and could be set to create a particular sound effect.... be it the crackling sound of a torch or the soothing sound of a fountain........ I'm sure there are many more people would like but I do not know what


can you check to see if this is possible?
it doesn't seem like it would be too difficult to code


thanks
LeBob





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Account cancelled as of June 23, 2005

Kennicotti
Fri Mar 19, 2004 11:05 pm
#143

I don't post often on these forums, and generally just on my server forum. I don't know if this is the correct forum,however I do have a point I wish to make. You need to better define the term "safe point". For example:


Tonite I logged in. The house I had logged out in previously was deleted since the player has left the game. I was magically transported away from the nice safe city to approximately 0,0, where a very nice Tusken Raider killed me BEFORE I EVEN LOGGED INTO THE GAME. I had no chance to react, I was dead when I finally got into the game. And all my items got to loose 5%, yahoo! If you don't understand why you are loosing players it is events like this.


Is it that hard to define a safe zone someplace safe? Sayoutside a starting city perhaps? Or have a no mob creation zone say 120 units around 0,0 so you don't get killed when you end up there through no fault of your own? I can't believe that I am the first person to bring this up.


If SWG bean counters are smart (so far they haven't shown that they are) they will follow Everquest's lead and not delete character data. I cancelled my SWG account and re-activated Everquest, and lo and behold. My characters are where I left them. All I had to do is purchase Lost Dungeons and off I go!


SWG has made great strides over the last few months, and I hope it continues to do so. Personally I am a bit burned out fighting the bugs and the insta-death login teleport thingy just sorta finally pushed me over the edge. I may re-join you all in a few months, or later this year.Perhaps a new game will wow me and I will see you all there.

Enjoy!
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