Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 4-19-04)
TH, my question is regarding jedi. I know that the devs can't say much at the current time, but i think my question carries a little weight. I have mastered twenty different professions, ranging from bounty hunter to droid engineer. Some professions i have done more than once, for instance mastering marksman again in order to master commando. I spent months guesses what my "silent profession" is and never mastered the correct one. On my 20th profession (fencer)i finally decided that i could grind no more. I have figured out every short-cut, back alley scam to leveling my toon, but i can spend no more hours wondering if the next profession is the magic one. My question concerns the upcomingjedi revamp...how are people like me going to be compensated for the hours/days/months we grinded hopelessly?? Are people that have done 20+ professions going to be a leg up on the people that have only done 5+ professoins?? I could start a new toon today and master5 professions in a few weeks so it hardly seems fair that these two players will be on the same playing field when it comes to the jedi revamp, espeically considering my orginal toon was started the day SWG went live.
Thanks for you time,
woolie
Proud member of the 20+ club on Valcyn
Thunderheart, why don't you guys communicate with the GCW/PvP community more? I think if you did you would be clearly aware of the real issues facing balance. I think it would mean a lot to us just to get the occasion statement regarding the state of armor, buffs, foods, professions, and generally what is intended and what is not intended (I personally don't think a system where everyone is forced to look like RoboCop is a working system).
I miss the old days when the Devs would actually talk to players about balance, even when we got crumby answers. ![]()
Thunderheart wrote:
The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.
Whoa, hold on a minute. Now, there's a long detailed post from Crys explaining why the current crafting system has thrown the economy and rest of the game completely out of wack with this experiment bug... as in he explained why this bug is the source of all our ills and pains in this game...
...but thenthey decided to REMOVE THE FIX due to "popular demand"? These boards hardly reflect "popular demand". We can't get you guys to fixplayer griefing and combat imbalance bugs, that have all but brought PVP to a halt, but when you've fixed a game breaking bug that would address almost all of these balance issues, and actually push the fix to Live servers...you decide to back it out because 2% of the playerbase cry over it?
I don't get it... what logic am I missing here?
Kister in Entha is a child... he should actually be much older... but he is a child
Thunderheart wrote:
eot wrote:
Ok, you said we could use this area to ask questions. So here is my question!
Why, do these games never have "children" in them? Every NPC is an adult! Where do these "adults" come from? Are they hatched or what?
Inquiring minds, need to know!
This was a big request pre-launch too. Its always a big player interest, but the answer is that with the family rating, the lack of children has to do with keeping vulgar and/or upsetting images out of the game.
I don't know if this has been brought up before or beating to death also not sure if I'm posting in the right spot, but I just wanted to voice my thoughts here.
The amount that each house can hold really need's to be increased by allot. For me being an Master Armorsmith, Master Artisan and Tailor I tend to collect allot of resources and looted segments for my crafting. With a medium house that holds 150 items. I find my self in need of more storage. If for some reason the DEV's do not want to increase the inventory size of the house. I propose this idea then to them. What if you give architects that ability to craft "Warehouses". They could be as basic as a one room structure that holds a large amount of items. There could be maybe a range of two or three sizes. I know I am not alone in regards to this issue. I hate to put down another medium house just for 150 items and waist two lots of the ten allotted to me (Which in it's self is very limiting).
Thanks andIhope the DEV's read this!
Thunderheart wrote:
No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.
Er, no, the problem with Composite armor is that its only weakness is to Stun damage. I have a full set of Advanced Ubese, for example. It's got pretty good Kinetic resists, but it doesn't have very good resists on other stats. That makes it great for creature combat, but not so great whenever something pulls a gun on me. I could go out and buy a set of Composite armor, which would give me protection against Energy, Heat, Cold, Electricity, Acid and Lightning. AND Kinetic. The only thing the Ubese had going for it was how much I paid!
I repeat: the problem is not crafting experimentation. The problem is that Composite protects across the full spectrum of damage types, other armors do not.
Once more: even if you do change experimentation, Composite will still have protection across the board. If you make experimentation universally less effective, Composite Armor will still be superior to every other armor type out there.
Clear enough now?
OMG, do you guys even play the game? The 'crafting experimentation' change made stuff BETTER for people who have 12 Experimentation Points, not fix the problems with armor. All armor sucks compared to Comp, and all Comp sucks compared to Comp made on the only day that the stupid experimentation change was in.
Thunderheart wrote:
10110110 wrote:
ON ARMOR
Hello.
Is the team going to do anything about the fact that everycharacter (including Jedi) wears composite? What's the use of having all these neat types of armor whenonly onekind is used byan entire population (excluding Wooks)?
Each armor type should have strengths/weaknesses against the spectrum of damages inflicted in SWG. Current composite resistance capabilitiesare far superior to any other type of armor made. Is this how you want it?
Also, do you plan to make your upcoming death watch armor a big waste of time like RIS? Broken, shifting stats and loot camp madness?
Basically what I am asking is are you ever going to make armors like Padded, Mabari, RIS, Death Watch (Mandalorian?), Bone, and Ubese worth wearing or are you going to let the composite craze run its current course? Its kind of sad when everyone standing next tomy toonis wearing the same stuff, only in different colors.
No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.
Thunderheart wrote:
10110110 wrote:
ON ARMOR
Hello.
Is the team going to do anything about the fact that everycharacter (including Jedi) wears composite? What's the use of having all these neat types of armor whenonly onekind is used byan entire population (excluding Wooks)?
Each armor type should have strengths/weaknesses against the spectrum of damages inflicted in SWG. Current composite resistance capabilitiesare far superior to any other type of armor made. Is this how you want it?
Also, do you plan to make your upcoming death watch armor a big waste of time like RIS? Broken, shifting stats and loot camp madness?
Basically what I am asking is are you ever going to make armors like Padded, Mabari, RIS, Death Watch (Mandalorian?), Bone, and Ubese worth wearing or are you going to let the composite craze run its current course? Its kind of sad when everyone standing next tomy toonis wearing the same stuff, only in different colors.
No, its not how the devs want it. The rub is that with the crafting experimentation bug, everything is uber. To change that, it needs the crafting experimentation change integrated, but its been pre-empted due to popular demand. We're hoping to equalize that with the combat balance.
You know TH, I really disagree thatarmor is broken, or needs to be fixed. Honestly, unless someone is buffed to the hilt and pvping at the time, I RARELY see composite anymore.
Personally, I haven't worn composite in about 2 months...I have been wearing 75% kinetic ubese, as has about 50% of everyone I know, because it has high kinetic resists and really low encumberance. Kinetic is great for hunting creatures.
Almost every doctor I know wears padded armor, because it has decent resists and composite kills their ability to heal efficiently.
Composite is only good when (1) you have massive buffs, (2) you get lucky and get encumberance slices on all the major pieces, and (3) you aren't usijng many abilities or specials, and (4) you really need it, because it is expensive and wears out quickly. In my experience, most players savecomposite for special occasions because the buffs/expense cost a truckload, and usually use alternative armor.
The only armor that isn't used much is bone, and that is because it is crude and for newbies buying their first set of armor.