Development Cycle Archive

Thread: Holobits?!?!?!

CasualMaker
Tue Aug 10, 2004 11:04 am
#144



Propain666 wrote:


Iceman-KG- wrote:
I think statements like that are precisely what they are trying to get rid of, and for good reason.

Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY - 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS
There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS




I have to agree with ya on this point.

This guy is a dope for even listing that crap. You just made it painfully obvious why this change is happening and because of who.. people like YOU!

DONT USE VENDORS AS STORAGE AND WE WOULDNT HAVE THIS PROBLEM...

(and the community turns on one another)

Message Edited by Propain666 on 08-10-2004 07:13 AM




And where ARE we supposed to store things? My house is usually full to the item cap with stacks of crafting resources (Furniture? What's that?). My lots are generally covered with harvesters and factories, so i can't put down more houses. That leaves my vendor as the only place to keep the stock I've already removed from factories; some items are selling slower than I'd hoped, but I don't want to lose them OR stop stocking new things that sell faster.

Bigger resource stacks would help a little, but not very much. Wish-list item: stacking crates of identical item! You can split a crate but never recombine them.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
chimichi
Tue Aug 10, 2004 11:25 am
#145






chimichi wrote:





Thunderheart wrote:






GeneralKerensky wrote:


In regards on how to give credit for those who have been mindlessly grinding away such as myself, is to at least give credit for the actual professions that were needed for our individual selfs progression, for example:


First Holocron - Master Merchant ------------------------------------------------> Skip one of the Trials

Second Holocron - Master Droid Engineer ------------------------------------> Skip second part of Trials

Third Holocron - Master Architect -----------------------------------------------> Skip third part of Trials

Fourth Holocron - Master Carbineer --------------------------------------------> Skip Fourth part of Trials

Fifth Holocron - Silent started RANDOM mastering of Professions ------> Give no credit as we chose to proceed hap hazardly and took a gamble.


This could be something as simple as giving us an option when we visit a particular quest NPC to allow us to proceed with credit to the next NPC quest, or to actually do the quest, for those of us who would enjoy roleplaying the process thru, which is more realistic in the first place.


I think giving credit to those of us who have done 20+ random professions would not be fair, its like your paying us for doing something that was not worth anything. We were gambling, and we lost, its life, so why pay off a gambler. If we had opened the slot with the right profession before these Patch 9 and Patch 10 then we won our bet, we beat the odds.


Though I have grinded over 40 professions between 3 different accounts, all I can say is I took a gamble and lost. I knew the first few Jedi on our Flurry server and was very envious, but I think earning my Jedi through the Jedi trials will give more meaning and respect than simply me randomly grinding professions any longer.


I just hope like others have stated that the Trials are soloable, by those who are masters in their professions. I really would rather see thinking quests and puzzles similiar maybe in some respects to the Hero of Tatooine Quest, though not with the complete randomness of spawn locations. I don't thinking testing my tracking ability for random spawns is a true test of a Jedi.


In anycase my two cents.



Earning your Jedi will have much more meaning after Publish 10 goes to live servers and as soon as is possible, I'll be posting about the translation of the efforts of all those people who have been completing professions on their way to becoming a Jedi. I can understand why it is such a burning issue and as soon as a couple of decisions are made internally, I'll be able to bring you the scoop.





How about some info regarding 9-10 unlockers and what it is we have "unlocked".







Still waiting....
Artiman
Tue Aug 10, 2004 11:42 am
#146

As soon as I have somehard info, I'll post it later this week.

__________________________________________


Geez that helps. People have started to item purge RIGHT NOW. People have stopped taking orders RIGHT NOW. People have stopped buying resources to make items RIGHT NOW.


I started this game two month ago with the free trial. Between the bazaar bug that killed sales for days and now this I've basically had to herk-and-jerk my way through, catapulting from one extreme to another. It is insane that the devs drop major bombs like this and I think you have NO concept on the impact to new players when you yank the economy helter-skelter like this. We don't have the luxury of sitting back and waiting for it to "sort out". Our harvestors/swoops etc. demand credits RIGHT NOW.


You have an economy set up that is HEAVILY weighted to advantage long-term players with huge stocks. But it isn't that way because of the lack of item limits! Geez louise play the damn game. It's because FINDING the damn stuff takes hours and is a huge time sink. I could EASILY sell my wares if the bazaar limits were dropped. I could EASILY sell my wares if they were just listed SOMEPLACE.


Because of the lack of information available to players of what is for sale "out there" you make it near impossible to start. I suggest that you ask thecrafter/resource collectorbase one question:


How many MONTHS did it take before you felt comfortable in knowing the value of a resources?


Then ask yourself... Is that sane?


Propain666
Tue Aug 10, 2004 11:42 am
#147






CasualMaker wrote:





Propain666 wrote:






Iceman-KG- wrote:




I think statements like that are precisely what they are trying to get rid of, and for good reason.






Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY - 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS


There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS













I have to agree with ya on this point.



This guy is a dope for even listing that crap. You just made it painfully obvious why this change is happening and because of who.. people like YOU!



DONT USE VENDORS AS STORAGE AND WE WOULDNT HAVE THIS PROBLEM...



(and the community turns on one another)


Message Edited by Propain666 on 08-10-2004 07:13 AM





And where ARE we supposed to store things? My house is usually full to the item cap with stacks of crafting resources (Furniture? What's that?). My lots are generally covered with harvesters and factories, so i can't put down more houses. That leaves my vendor as the only place to keep the stock I've already removed from factories; some items are selling slower than I'd hoped, but I don't want to lose them OR stop stocking new things that sell faster.

Bigger resource stacks would help a little, but not very much. Wish-list item: stacking crates of identical item! You can split a crate but never recombine them.




You have house storage. That is where. Using vendors as storage is not as intended. Simple as that. That is why this nerf is coming. People storing 2000+ items on vendors.



My lots are generally covered with harvesters and factories, so i can't put down more houses.


Thats your choice, Use less factories, use less Harvesters. No one said you have to have the largest most thriving business on the planet. Everyone is supposed to have a part in crafting and selling items, that is the reason for lot caps. So one person cant put down 200 harvs at a given spot. Same thing goes for items.


If you are forced to sell your items quicker you will price them to move. Crafting 10,000 stim pack B's and selling them for the next year is NOT AS INTENDED because you shouldnt have that much storage.



Bigger resource stacks would help a little, but not very much. Wish-list item: stacking crates of identical item! You can split a crate but never recombine them.


Im with ya on both these points. Stackable crates.How about this one, even better. Make Backpacks with items in them that are droped in your house only count as 1 item. Not 61. There would still be a hard cap but it would be much higher. Would that satisfy you? Youre house could then hold 15,000 items in a large house. Ouch! Maybe special craftable crafting containers that hold 20 items but only count as 1 when droped in the house. 5,000 items max in a large house. Now that seems acceptable.BUT!!! Items added to your vendor dont minus from the houses items. So 5,000 items on your vendor and or in your house COMBINED.How about that one?


Storage is the problem here and there is a solution. Simply nerfing vendors isnt the answer though. But as it is vendors as storage is a problem.







Your Move SOE....
RSQViper
Tue Aug 10, 2004 11:43 am
#148

I actually think that limiting venders is poor form. 500 should be the limit and no lower. If I went to a store and they only had 110 things to pick from I would be pretty upset.


Also, is the PA Hall item limit ever going to be raised? 250 items is really low. I would think 500, even 400 would make much more sense especially because of their massive size and the fact that 2 smalls hold more than a PA Hall or a large house. It just seems wrong. Also, the large houses could use a bump up to 300 items. Is this ever going to happen? Especially after the character purge whena lot of "junk" is going to be flushed from the system.



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Artiman
Tue Aug 10, 2004 11:52 am
#149

the system for getting resources from the producers (those that run harvesters and hunt critters) to the consumers (the crafters) is NOT FUN.

________________________________________________


I guess I should have read yours before posting.


Of course the next thing is that people will say we need to communicate more and have more player-to-player interaction. Meaning I need to basically wander around and querry people at random about what they need and how much they are going to pay for it.


Oh wait... That's called SPAM. And it why this game has an unlimited supply of it.

WorriedViper
Tue Aug 10, 2004 12:01 pm
#150

MERCHANT NERF MIGHT DO MORE HARM THAN GOOD.


WHO IS COMPLAINING? HOW IS THE ECONOMY NOT WORKING?


HOW ARE EXPLORERS SUPPOSE TO SELL THEIR LOOTS TO CRAFTERS WHO PLAY AT DIFFERENT TIMES OF THE DAY?


WILL PREVENTING THOSE WITHOUT BUSINESS 3FROM HAVING VENDORS REALLY MAKE SWG MORE ENJOYABLE?


THERE IS A BETTER WAY.





gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggg
WorriedViper
NewEco
Tue Aug 10, 2004 12:03 pm
#151






Thunderheart wrote:


....... From my perspective, some important game play concerns that the communityhas underscored and I think we should pay close attention to that........









Sorry Thunderheart, but THIS is the perfectly documentedexample of what we critizise ! THERE IS NO TRUECONCERN, THE COMMUNITY IS ABLE TO UNDERSCORE. Ifit is no problem for your customer IT IS NO {insert swear-words here} PROBLEM. But that the general problem we have been observered over the last months, the development team is addressing issues that are no issues or they addressing them in a completly wrong way and dont listen to the community. The only reason i can find for this behaviour is ego. It must be your colleague's egos that drives them to play GOD while they are supposed to serve their customers.


/sarcasm

Well aligned with you boss, who also gives statements that he does give a (s)hit about customers feedback, because he "knows" that there are many silent customers that are of the opposite (SOE's) opinon. Well done keep on going, if this is your way of getting in to a new MMORPG-project, because SWG is going to be kocked off due to lack of subscriptions.

You're just about to bring me and a lot of other customers of the edge of cancelling, well done


/sarcasm_off



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
Albion_DeCrappa
Tue Aug 10, 2004 1:39 pm
#152

Thunderheart, here's a Holobit for you!


When are you going to find out about fixing the <beep>ing bugs that have been in this <beep>ing game since <beep>ing forever?


1) Sales taxes do not work properly. Sales taxes go to the merchant, not the city.

2) SEAs do not work properly. Double and Triple SEA don't giveall bonus'

3) Master Politician does not work properly. Have you ever seen an Industrial Socieity? Ever wonder why?

4) Dismount warp. HELLO!?!

5) Bio-Engineer invalid pets.

6) Houses sometimes display the wrong item quantity, then fix themselves and destroy items at random from a house. Like I want to go around wasting time counting all the items in my house every day?

7) Recruiting and removing a trainer from a city doesn't always remove the 1000cr charge for the removed trainer. And placing a new trainer just adds 1000cr more to the cost.

8) Fix the <beep>ing speed hack!!!

9) Ban Scammers. They are everywhere. You know I've actually read posts on some forums that tell people who are concerned about scamming getting them banned, that it's "Not a big deal, they don't ban scammers or cheaters or people who sell accounts on ebay"

10) Fix the lag problem when it says "You cannot XXX while running" when a player is standing perfectly still.

11) Harvester animations?

12) Etc...


It's not that any one of these problems is a game breaker, but all of them together is a game breaker. How about instead of pissing everyone off by taking away more storage, you make them happy by fixing all these little problems?





-Al (+0 Master Bio-Engineer / Master Swordsman and Miner for Hire.)
AlbyCorp Bio-ComponentsNew Coventry, Corellia (-701, 324) Intrepid Galaxy
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SELECT * FROM users WHERE clue > 0
We'll never forget the 8/19 bannings, a day of injustice!
JacobKell
Tue Aug 10, 2004 1:55 pm
#153






Thunderheart wrote:


Yes, Holobits.


It really is a great tradition for threads and I can't think of a better name, so Holobits it will remain.


For all of these items, the final answers are still being discussed and debated.In the meantime, I wanted to give you an update on some subjects everyone wants to hear about:








FreaknFarlo wrote:

With 6 vendors limited to 110 items each I can not
adequately cover all the things I can craft. And I can only have 2-3 separate locations if I limit myself to 2-3 types of items. An improved interface would greatly increase the utility of vendors but frankly I don't know if I will live long enough to see that happen.

So this kills forever any chance of having a real merchant class. You know, one who buys items to resell them. This is sad because that type of character is probably the pinnacle of a working player run economy.

So long Willly Loman.





I've been reading the feedback with regards to the Merchant/Vendor changes.


On one hand, merchants need to be the vendor wranglers. There is no getting around tying vendor limitations to Artisan/Business skills and Merchant skills. On the other hand, I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level.





RozhlokLightningskull wrote:

TH:


I think a lot of us would appreciate it if you got into specifics of how you plan to elimnate recursive macros. If you do as you say and are elimiting recursive macros and check for an infite loop in a macro and don't allow that, then I think this is fine. I can live with it, for sure.


But, if you are just getting rid of the /macro and /ui action toolbarSlotxx and the like then we are going to have MAJOR problems. I think a lot of the community is up in arms about this right now because you haven't been specific enough.


Is /macro and /ui aciton toolbarSlotxx going away with this change? Because a great deal of my non-recursive macros use these commands!



We'll have more info for sure later this week, but for now, I wouldnt worry (this change won't be happening until well after Publish 10). Something along the lines of a time limit or a check for an infinite loop is what we will most likely see.





GeneralKerensky wrote:

In regards on how to give credit for those who have been mindlessly grinding away such as myself, is to at least give credit for the actual professions that were needed for our individual selfs progression, for example:


First Holocron - Master Merchant ------------------------------------------------> Skip one of the Trials

Second Holocron - Master Droid Engineer ------------------------------------> Skip second part of Trials

Third Holocron - Master Architect -----------------------------------------------> Skip third part of Trials

Fourth Holocron - Master Carbineer --------------------------------------------> Skip Fourth part of Trials

Fifth Holocron - Silent started RANDOM mastering of Professions ------> Give no credit as we chose to proceed hap hazardly and took a gamble.


This could be something as simple as giving us an option when we visit a particular quest NPC to allow us to proceed with credit to the next NPC quest, or to actually do the quest, for those of us who would enjoy roleplaying the process thru, which is more realistic in the first place.


I think giving credit to those of us who have done 20+ random professions would not be fair, its like your paying us for doing something that was not worth anything. We were gambling, and we lost, its life, so why pay off a gambler. If we had opened the slot with the right profession before these Patch 9 and Patch 10 then we won our bet, we beat the odds.


Though I have grinded over 40 professions between 3 different accounts, all I can say is I took a gamble and lost. I knew the first few Jedi on our Flurry server and was very envious, but I think earning my Jedi through the Jedi trials will give more meaning and respect than simply me randomly grinding professions any longer.


I just hope like others have stated that the Trials are soloable, by those who are masters in their professions. I really would rather see thinking quests and puzzles similiar maybe in some respects to the Hero of Tatooine Quest, though not with the complete randomness of spawn locations. I don't thinking testing my tracking ability for random spawns is a true test of a Jedi.


In anycase my two cents.



Earning your Jedi will have much more meaning after Publish 10 goes to live servers and as soon as is possible, I'll be posting about the translation of the efforts of all those people who have been completing professions on their way to becoming a Jedi. I can understand why it is such a burning issue and as soon as a couple of decisions are made internally, I'll be able to bring you the scoop.





Shakespearette wrote:

This being said, I don't have a problem with the current HAM system, and in fact rather like the fact that players have to economize on special moves, that you have to decide between wearing armor to cut down on your damage and dealing damage to mobs. However, I understand that some people want this game to become more like a first person shooter on the Medium difficulty setting (and hey, it is satisfying to be able to kick the **** out of things without ever having to take a break.) While I personally like this game because it's NOT just a first person shooter style game and because there's more to combat than can be macroed (the massiveUO level your player to uber while you're at work style game comes to mind), I see how the new system makes things a bit better for those who want to just punch [ ] (insert your uber attack key here).


My question is where in this new system the support classes come in. If doctors can no longer heal damage one deals oneself by special attacks and one can wear the armor that means you receive almost no damage from the red con opponent, and mind wounds no longer really effect combat ability, where do medics, entertainers, chefs, and smugglers fit in? For that matter, why choose a "less popular" combat class if there are no longer ANY innate weaknesses to TKA (mind pool) and Carbineer (mind and action depletion)?




Great post Shakespearette.


To your first point, the whole idea of economizing on moves is a key element that should really come through with the changes to combat. The challenge is to make it more dynamic and excited and not just make it a game of diminishing returns. It should be more like a recharging mana pool orsimilar type of mechanic where the player is challenged, but not hamstrung. With the new HAM, what will happen is rather than use specials until your bar is empty, you would use a special and wait for it to recharge ( just a couple of seconds) and then be able to use it again.


Economizing moves is a key element, but we do need to make it more active and dyanmic in terms of player participation. We also want to make it more fun and active but also NOT sacrifice the RPG element.


To you second question, "My question is where in this new system the support classes come in." We are hard at work at finalizing a document to be posted to the community later this week. Once I do that, I'll revisit the HAM thread as well.


I know there are many concerns about various topics in the community, but we will get to them


I'm out for now, but we'll have more infotomorrow.










So....still keeping an eye on the smugglers forums then TH?


Totaly meanigless post. Told me nothing.




RIP SWG
Who wants my stuff?
Liquidlce
Tue Aug 10, 2004 2:43 pm
#154


TH ,


I only have one concern and its the Combat balance.. I do hope that you think about the people that like a life(SWG life) of solitude.. I myself have few friends in game , I chat a lot but like to get things simple.. I play this game with my wife and we did after a lot of fighting got into most of the areas this game has to offer.. PLEASE DONT FORCE US TO JOIN LARGE GROUPS.. This isn't something we as game players will enjoy ... I do understand why some areas need to be group only places but if setting out to hunt for meat/ loot requires group play that will just simply stink... If I need to make a party to kill a Janta(primitive person wearing a scrap of leather for armor) you will ruin the game for me and a lot of others... I guess what I am saying is don't only hear the yells of the PvP group but think of the entire community before making large changes...
Gardoon
Tue Aug 10, 2004 3:36 pm
#155

Can we have some official word (I have yet to find any) about how pub 9-10 unlocks will be handled? Will they unlock on their secondary slot like the old way, or in their primary like the new way?


I think they should unlock the old way since they unlocked using the old system. But I just really want to know what will happen.



Jenny Flowers
n00b Gedeye Grinder and ex-Master Weaponsmith
chimichi
Tue Aug 10, 2004 4:21 pm
#156






Gardoon wrote:

Can we have some official word (I have yet to find any) about how pub 9-10 unlocks will be handled? Will they unlock on their secondary slot like the old way, or in their primary like the new way?


I think they should unlock the old way since they unlocked using the old system. But I just really want to know what will happen.






No word, and we won't get word until patch 10, I have already canceled one account over this issue and my main is soon to follow, after having this time off without Jedi and too burned out to play I realized that even given the work I've done I wouldn't think twice about canceling a second, aka my main, cuz I am having more fun not playing, given they don't listen to us, their customers. There was a situation I had once where a Tusk Cat Rider camp spawned around me while I was riding my swoop, trapping me in their triangular little cage. It took a CSR- 4 hours to get back to me whenI reportedI was stuck, luckily a friend was online to come kill the spawn (took about 5-6 respawns and it was close =/ since I couldn't help). But anyway I was in the cage for over an hour, later on while on dant I got a tell from a CSR- asking if I was still stuck. That was a time-sink and I know they where high-fiving each other for snaring it around me(paranoid). The customer service is pretty shabby, I was checking out the WoW Beta page forums and the DEVS outlined everything and gave SO much info, It may just take my 15$ if this Jedi crap situation keeps spiraling outta control...BAH! I got ranty. /shrug



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