Development Cycle Archive
Thread: Publish 9.25 Feedback Thread...
Message Edited by MrSclod on 07-29-2004 11:28 PM
even though i am ranged and seem to have a harder time than melee, still LOVE IT
_________________
Name: Doo
Gender: Male
Race: Wookiie
Pre Holocron: Master Scout, Master Rifleman, Master Merchant, Master Creature Handler, Master Brawler
1. Holocron: Master Medic
2. Holocron: Master Commando (Master Marksman)
3. Holocron: Teras Kasi Master
4. Holocron: Master Bounty Hunter
JustG wrote:
Folks,
...... The AI will not have a weapon switch delay. They do not use the same combat queue as Player Characters do. We could eventually code this in, but it will take approximately a week of dev/ QA time, and I am certain more than a few of you would find a way to, er, take advantage of this situation, so we would have to spend more time balancing it against exploits etc.....
What are you guys smoking ??? REMOVE this ****ing delay for players and find a smarter way of fixing exploits. This delay is a pure fun killer for the whole community. My 2 coins for this: Instead for having a delay for equipping, have a delay just for unequipping of : Jedi Robes, Jedi Sabers, DoT Weapons. DONE, exploits fixed without nerfing the rest of the players.... and dont even dare to come up with a "realism" kind of argumentation this game is not designed for being realisticits design for creation and fun.
Glad to know that you dont have the time for *****ing the AI of the NPCs, hehe
JustG wrote:
No other loot drop rates have been touched outside of the Loot Kits.
Well, consider revamping the complete loot system. Its one of the worst i have seen. Having the option to "Open" a corspe and having it >90% "0/60" empty (on a fully equipped Mob) or having it <10% filled with only one item (or one serial) is complete NONSENSE. humanoid MOBs should have at least what you see on them in them inventory (maybe significantly damaged, so that can be used just for recylcling or so). This would fix AFK fighting for loot.
OK enough flaming, er , constructive critique. Óverall, it seems, that the quick fix strategy aims at the right direction. Keep on going for it.
--Thrush--
Barb-Wire wrote:
JustG wrote:
Folks,
Thanks so much for the feedback, please keep it coming.
Thunderheart is in San Diego doing some transitional stuff as he takes on the role of Community Manager, so I am filling in for him today.
The AI will not have a weapon switch delay. They do not use the same combat queue as Player Characters do. We could eventually code this in, but it will take approximately a week of dev/ QA time, and I am certain more than a few of you would find a way to, er, take advantage of this situation, so we would have to spend more time balancing it against exploits etc.
This may be something that we revisit in the future, but we would rather spend whatever spare dev time we have now in getting powerful quick fixes out to you before JTL ships. Case in point, this is our second publish this week, and we will have inoculations and area cures on Test Center by tomorrow.
No other loot drop rates have been touched outside of the Loot Kits.
We are furiously trying to track down the Wookiee Armor crash, and have been working in close concert with some of you (THANKS) to nail it down. We are making traction, but have not solved it yet.
Again, we are as concerned over the CB delay as you are. Over the next few weeks, we are going to be trying very hard to get as many short-term fixes/ augmentations in as possible. We are bringing your correspondents down to Austin for a Summit Meeting next month to discuss the broader picture in full detail.
Thanks for the feedback and your patience,
- g
Message Edited by JustG on 07-29-2004 06:26 PM
critical things to fix
ranger camoflauge kits completely ineffective breaks on the slightest exposure to any aggressive creature
mask scent does the same except creatures can see thru it and attack with it in effect.
traps are completely ineffective on creatures in attack mode even with 100+trapping
All three of these features work fine for me.I can go pretty much anywhere I wan't to go with my camo skill. When I use traps I can stick them on just about anything... though some very high-level and large mobs (Krayt Dragons, et al) are not affected by traps. I play a Master Ranger on Starsider.
rifle block skill does not work it is linked to brawler center of being and since rifle has no center of being skill
creature handler pets constantly poof when crossing or fighting near server lines. remove autostore feature from pets to fix.
people warp when exiting a vehicle this can be prevented by using a /wave command which syncs the player to the area they are in a quick fix would be to include a "/sync" as part of the vehicle dismount function
If you come to a dead stop before entering or exiting your vehicle this will stop happening.
center of being does nothing for TK
remove and rollback group waypoints and new group nearest mission code. it does not work and causes the group listing to be completely messed up over time as people come and go from the group across server bounderies. it needs to be moved to TC only as the nearest mision waypoint often fills the datapad to capacity with useless waypoints that seldom to the closest mission. can be re-implemented when it is fixed. as it is now the code is worse than nothing.
These are onlt problematic when in a Solo Groups. I think a toggle in the UI section of the Options pop-up would be a better implementation.
just off the top of my head of things that are pretty important.
JediNewb wrote:
Trayson_Antilles wrote:
Stone> The odds have to be stacked in favor of the NPCs from time to time because they cannot compete with the intelligence of a thinking human being. The same thing is done in every MMORPG (rules for players difference than from NPCs).
I would agree except this would imply that the average person uses "intelligence" while fighting these NPC's. From what I've seen, PvE strategy goes as follows: Choose a melee profession, approach lair or choice, spam AoE attack. Repeat.
-Benggal
Please change this so it doesn't work for droids! Super Battle Droids using wooden sticks, Medical Droids with T21 rifles is a bit over the top...
# NPCs should again use special abilities
Please "re-balance" the DWB mobs' HAM. This and the above change increases the difficulty level of the bunker. It was hard before these changes. Now it's pretty much impossible.
This really needs to be balanced!!