Development Cycle Archive

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

hasibert
Wed May 26, 2004 1:25 pm
#131

Thunderheart:

What happened to these things:



  • Improved Line of Sight calculations (no more shooting through walls etc.) I saw nothing in the patch notes, but something changed, I however heard that's not the same as on tc?
  • Jump to Lightspeed Beta announcement You told us that's not ready yet so that one is ok.

  • Veteran Rewards system any ETA? any information?
  • Badge Display system what happened to that?
  • Loot enhancements you told us Publish 9 I think

  • I understand that things have to change, but please give a little update on these things (JtL beta and loot you gave allready a statement), because I would like to now what the state of these things is.


    Thanks





    Character Names:

    Janom Mosak on Gorath | Eve'line Mosak on Starsider

    SWG :: Database |[The German SWG Fanpage]|
    Geko26
    Wed May 26, 2004 1:30 pm
    #132

    ElanMak
    Wed May 26, 2004 3:03 pm
    #133

    You guys don't seem to get it.


    TH admitted that the dev's put in new code to adjust spawn rates on planets (didn't see that on patch notes, but maybe I missed it). Clearly, that code which is supposed to evaluate server load and adjust spawn rates is not working correctly. The planets that are not spawning right are usuallyalmost empty.


    So, as usual, some change was made to the game which resulted in a new bug. Since SWG thinks testing is for wimps and puts untested code into live all the time, then this is bound to happen. Geez guys, if you can't test it, at least add extra code and reports to make sure the adjustments are working. It would be so easy to report on spawn rates vs. population on servers just to make sure the code was working correctly in the long run. But, I guess those dev's don't think like that.



    TH- clearly the spawning is not working correctly, and its probably because of a bug in the new code to evaluate server load and adjust spawn rates. Please put this one high up on the list of bugs to fix.


    Further, please make note that if you guys had tested this a bit more thoroughly, maybe those half-dozen people on this forum who said theyare quittingSWGuntil this bug gets fixed wouldn't go play some other game with fewer bugs. The bugs in this game are really, really, really, really a problem. Clearly this issue is affecting Sony's revenue and affecting SWG's population growth. This forum is a perfect example; case in point.





    --------------------------------------------------------------------------------
    Tree - a very tall Wookiee: Hunter of all things that move.
    Stilgar - a FAT blue Rodian: Maker of all things that do not move (* TRADERS NEED LOVE TOO, DEVS! *).
    Former Mayor of Artisan Arches and Master Weaponsmith. Recently joined AoF and moved to Edoras. * Tempest Server *
    Chickenlad
    Wed May 26, 2004 3:21 pm
    #134

    Feh, my post on page 5, as I qualified, said I might be wrong. So, I went back to edit it, and I can't. Getting some error saying I don't have privledges, which is odd, as I'm a vetran and have edited things before...
    DeQuosaek
    Wed May 26, 2004 4:25 pm
    #135






    Chickenlad wrote:
    Feh, my post on page 5, as I qualified, said I might be wrong. So, I went back to edit it, and I can't. Getting some error saying I don't have privledges, which is odd, as I'm a vetran and have edited things before...



    There is no editing allowed on a thread started by a Dev.





    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."

    Squidwalker
    Wed May 26, 2004 5:21 pm
    #136






    wickedHangover wrote:





    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.







    Hey I hear ya brotha, I'm with you and everyone else on this. I personally also think player cities changed this game for the worse not the better.



    Teranus Blan'Fyl
    OldSchool Ranger
    Short-Timer
    Squidwalker
    Wed May 26, 2004 5:24 pm
    #137






    DeQuosaek wrote:





    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









    As I think replied higher up on this thread, I'm not sure of dieing in PvP and NOT insured. I never go NOT insured. If I die and get decay,(usually pve death) then I right away buy insurance for all after cloning. I do not receive, nor is any one supposed to, decay from a faction PvP death when I AM insured. This did happen to me, and the CSR said that is normal.


    Hope that makes what I was trying to say clearer.




    Teranus Blan'Fyl
    OldSchool Ranger
    Short-Timer
    DarkSmyth
    Wed May 26, 2004 6:50 pm
    #138

    Please do one small thing to fix PvP and make it fun for us all agian...



    FIX / NERF THE COMBAT MEDICS ALREADY!


    ...and please, do it REALLY soon.







    SWG Classic > SWG CuNge
    DeQuosaek
    Wed May 26, 2004 7:15 pm
    #139






    Squidwalker wrote:


    As I think replied higher up on this thread, I'm not sure of dieing in PvP and NOT insured. I never go NOT insured. If I die and get decay,(usually pve death) then I right away buy insurance for all after cloning. I do not receive, nor is any one supposed to, decay from a faction PvP death when I AM insured. This did happen to me, and the CSR said that is normal.


    Hope that makes what I was trying to say clearer.



    Ok, from your original post I did not think you were saying this. You're right in this case. IF you are insured any factional death PvP or PvE should not have the penalty of decay. I misunderstood what you originally said.





    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."

    saintchuck
    Thu May 27, 2004 5:17 am
    #140


    • Pending Jedi over-population
    • Harvester graphics broken for 3+ months
    • Non-Correspondent program
    • Combat Inbalance
    • Adding new content before fixing original content
    • Wookiee are wusses
    • Large houses that aren't
    • 50% of players having vendors/5% of players with Business 3+
    • Going Live way before advisable
    • Holocrons


    Only a few of the reasons for my final subscription expiring today.

    This game had so much potential...



    Jedi will be rare and difficult - No
    Increased Dev communication - No
    CU will balance combat - No
    Most of the bugs from launch fixed - No
    saintchuck will continue to pay - No

    - I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
    SioBabble
    Thu May 27, 2004 10:45 pm
    #141






    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...










    No.


    I don't buy this.


    TH, you remember how heavily populated the servers were in the weeks after launch?


    I crossed the Agrilat swamp on Corellia on the Ahazi server tonight. It was, with the exception of a couple of mission lairs I picked up from the player city of Toyland on the western edge of the swamp, devoid of life.


    In the first two months after release, I was in the Agrilat a lot. It was always filled with critter spawns and lairs; swamp humbabas, giant carrion spats, agrilat and plumed rasps, swamp gurrcats, Greck minions, meatlumps...all sorts of mobs.


    Now, with the load on the servers being "light", you go into the Agrilat and it's empty?


    I am not buying this "it's because there are a lot of people on the server" story. I crossed the Agrilat tonight on a dewback. Even the plains west of Doaba Guerfel, which as recently as a few weeks ago were filled with lairs of gurrcats, paralopes, vrelts, and gubbers, was virtually empty.


    Something else is going on here. There are fewer players on these planets now than there ws just after launch, and there were more than enough mobs for everyone then, with mission lairs being spawned as well as the natural "wild" spawns, with or without a visible lair.





    Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

    Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

    Jeffn Akbar Nerfed from here to Lok MD/MCM

    Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


    DeQuosaek
    Fri May 28, 2004 12:00 am
    #142

    Ican't seem to find the notes for it,but there was a note that said items purchased from vendors or the bazaar will go to your inventory automatically if there is room and that has not worked for me yet. I've purchased from several different vendors and it gives me the message that it should transfer to my inventory, but it never does.




    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."

    wickedHangover
    Fri May 28, 2004 4:12 am
    #143






    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...




    Thunderheart:


    I didn't intend for this post to be taken this far, but the obvious problem is that the explanation you provided is flawed and that there is a real problem here.


    Could you please have this problem looked into?


    THe number of players on any given planet does not seem to be the issue. There is an underlying problem here. Some planets are dead planets. Some areas of dead planets have a "normal" level of creature spawns. But other areas of the same planet are empty, regardless of the number of players.


    Dantooine is the biggest problem of all the planets, this is an advanced planet but nothing spawns there. Using mission terminals is fine, but the things I want to hunt are not on the terminals and why would the dev team want me to stick close to terminals to hunt? I mean with 15,000x15,000 meters to explore, you cannot possibly think I won't get bored of running back and forth 1200m from a mission terminal.


    The spawn rate needs to be looked at, there is a serious problem with it and your explanation does not cut it. I hate to press on this issue, but its important. I think its more important than a lot of things, no sense in having combat rebalance if there's hardly any PvE combat due to a lack of spawns.


    Sincerely,
    The Hunters of SWG






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