Development Cycle Archive
Thread: Weekly Rountdable Discussion (Week ending 1-10-04)
There is still a bug with /moveforward <num> in houses. Is there any chance this will be corrected soon? I know that moving forward with the radar button and /moveback <num> works but I would like to be able to decorate effectivly with /moveforward <num> again. It gives the error the item is not in the house every time...
Thank you TH.
I believe it would be time for you to make a "State of the profession" for each career path. I've read a couple post talking of top 5 and such. but i'm really not sure what is coming up. My main char. is a chef, and i saw 2 months ago a couple of post were you said you would give us a hint of what is to come....
Please do so.... i'm losing interest right now. ![]()
We need an advanced crafting guide for BE creature creation and we need it fast, before you have to go through hotfix after hotfix. We want to work with you to find the bugs and problems, but we can't do that unless you first work with us and give us the documentation necessary to know what is going right and what is going wrong! The BE dev expressed remorse months ago that he did not provide any documentation for the real system, so why didn't we get any for the replacement system?
When is the house item storage limit going to be fixed? The current limits were a "temporary" fix and make no sense.. why does my medium tat house (which is 3 stories and takes a lot to decorate and "looks" like it should have room for more stuff) hold the same amount of stiff as a small generic house with 2 rooms?
GCW FIXES
! I suggest you metion in your first post to keep reposnes down to 1 liners for speed reading. !
Man you can wine
Wepps wrote:
jexra wrote:
I would ask the devs to examine the average starting FS character and determine if their current skills give them a decent chance of surviving a BH attach. Not win a battle against a BH at this early stage just a fair chance to flee.
You do have a chance of surviving. Run. Or Bribe me. Claiming once again that the Bounty Hunters have the 'I Win' card, with so many other professions in this game way more powerful, is too much.
It's time we started looking at the facts, rather than the tons of statements like this, made by many who aren't even FS.
Recommendations to correct Jedi Bounties, and Jedi exploits:
1 - A Jedi Bounty is permanent. This removes any possibility of the FS player logging off (exploit) to clear the bounty. Every one I've identified so far uses this exploit.
The bounty, then, is permanent...until either the Jedi player or the Bounty Hunter is killed. This clears the mission.
2 - BH droid usage. To avoid obvious BH exploits, the arakyd probe droids will only return the planet location, at coordinates 0,0. Only 1 seeker can ever be used per mission. Once that seeker stops returning a waypoint, no further seekers can be used to pursue the bounty.
This way the bounties are pursued using the technology available, but only to a limited extent. If the Jedi escapes from the initial pursuit, odds of survival increase dramatically.
3 - For both the Bounty Hunter and the Jedi, a /bribe command is instituted. Even at a distance, or other planets, /bribe Bounty Hunter Name allows the Jedi to buy their way out of being killed, as an option. Same for Bounty Hunters on the hunt.
4 - All Bounty Hunters, accepting the same Jedi's bounty, have a TEF versus each other. This allows BHs to duke it out for the rights to claim the bounty, and increases the chance of the Jedi's survival by producing a situation where the BHs involved are not all concentrating on the Jedi target. This is consistent with the EU.
5 - Remove Jedi armor wearing abilities. This one is obvious.
There is an ongoing request from the BH correspondent to have the NAME of the Jedi bounty target removed from the missions. This is a very simple solution which allows us full usage of our droids. However, if a BH can send droids out indefinitely, with no other drawbacks to the mission, there is no way we can miss the target, name or not.
Instead I recommend the above.
(optional)
6 - Temporary solution to Jedi logging off. Ifa Jedi has a JEF on them from a bounty, they cannot log off to clear the mission from the BH chasing them. Instead, they remain in the geometry for 30 minutes after logging.
All this exploit is doing is causing BHs to lose a lot of money in travel tickets, only to find their target logging off and the mission disappearing. This exploit must be corrected. If a player intends to gain a bounty on them, then they should be prepared to remain in the game to face the consequences. Otherwise, they are simply leveling-up their characters without fear of these consequences effecting them.
7 - A player that has both a Bounty Hunter and Jedi, who is exploiting the system to gain massive credits for the Bounty Hunter and/or level him/her up, should face permanent banning as a possibility.
The exception to this rule should be players who work directly with the design team/CSR and are known for testing the bounty procedure, and the combat balance.
The credits, however, should be removed for collection of any bounties of these players to avoid a free pass to a large fortune.
Regardless of what is done, it must be remembered that many Jedi players are exploiting the system, to avoid Bounty Hunters who may be griefing them. Obviously, a change is required here that will balance the system, and make it fair for both parties involved.
As to the original 'quote', I would direct DEV to this thread, to testing of Bounty Hunter versus Jedi Guardian in combat. The results should be enlightening, and prove this quoted poster wrong. We simply do not want a galaxy full of Jedi. Seriously. Unfortunately, there is little we can do about it, since eventually they will learn how to survive and level-up. This will create a significantly large population of Jedi on each server, which is something I assumed we wanted to avoid, based upon statements made int he past.
Combat test link:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=212953
good luck....
Pleaselook at the racial thread. The wookie's need some love, we have a huge number of posts about our issues. Most posts talk about our stat bonuses not equalizing our lack of armor. Also the bowcaster sucks. There are plenty more issues, please look at that thread. Also i would like to see a glimpse of the new weaponscoming out. Thx
macnider123123 wrote:
Any Dev response to the Species Top 5s that KStarFire started?
IF I drank, I'd drink to this. But since I don't, I'll munch on a cookie to this.
Wepps wrote:
jexra wrote:
I would ask the devs to examine the average starting FS character and determine if their current skills give them a decent chance of surviving a BH attach. Not win a battle against a BH at this early stage just a fair chance to flee.
You do have a chance of surviving. Run. Or Bribe me. Claiming once again that the Bounty Hunters have the 'I Win' card, with so many other professions in this game way more powerful, is too much.
It's time we started looking at the facts, rather than the tons of statements like this, made by many who aren't even FS.
Recommendations to correct Jedi Bounties, and Jedi exploits:
1 - A Jedi Bounty is permanent. This removes any possibility of the FS player logging off (exploit) to clear the bounty. Every one I've identified so far uses this exploit.
The bounty, then, is permanent...until either the Jedi player or the Bounty Hunter is killed. This clears the mission.
2 - BH droid usage. To avoid obvious BH exploits, the arakyd probe droids will only return the planet location, at coordinates 0,0. Only 1 seeker can ever be used per mission. Once that seeker stops returning a waypoint, no further seekers can be used to pursue the bounty.
This way the bounties are pursued using the technology available, but only to a limited extent. If the Jedi escapes from the initial pursuit, odds of survival increase dramatically.
3 - For both the Bounty Hunter and the Jedi, a /bribe command is instituted. Even at a distance, or other planets, /bribe Bounty Hunter Name allows the Jedi to buy their way out of being killed, as an option. Same for Bounty Hunters on the hunt. = GRIEF GRIEF AND MORE GRIEF
4 - All Bounty Hunters, accepting the same Jedi's bounty, have a TEF versus each other. This allows BHs to duke it out for the rights to claim the bounty, and increases the chance of the Jedi's survival by producing a situation where the BHs involved are not all concentrating on the Jedi target. This is consistent with the EU.
5 - Remove Jedi armor wearing abilities. This one is obvious.
There is an ongoing request from the BH correspondent to have the NAME of the Jedi bounty target removed from the missions. This is a very simple solution which allows us full usage of our droids. However, if a BH can send droids out indefinitely, with no other drawbacks to the mission, there is no way we can miss the target, name or not.
Instead I recommend the above.
(optional)
6 - Temporary solution to Jedi logging off. Ifa Jedi has a JEF on them from a bounty, they cannot log off to clear the mission from the BH chasing them. Instead, they remain in the geometry for 30 minutes after logging.
All this exploit is doing is causing BHs to lose a lot of money in travel tickets, only to find their target logging off and the mission disappearing. This exploit must be corrected. If a player intends to gain a bounty on them, then they should be prepared to remain in the game to face the consequences. Otherwise, they are simply leveling-up their characters without fear of these consequences effecting them.
7 - A player that has both a Bounty Hunter and Jedi, who is exploiting the system to gain massive credits for the Bounty Hunter and/or level him/her up, should face permanent banning as a possibility.
The exception to this rule should be players who work directly with the design team/CSR and are known for testing the bounty procedure, and the combat balance.
The credits, however, should be removed for collection of any bounties of these players to avoid a free pass to a large fortune.
Regardless of what is done, it must be remembered that many Jedi players are exploiting the system, to avoid Bounty Hunters who may be griefing them. Obviously, a change is required here that will balance the system, and make it fair for both parties involved.
As to the original 'quote', I would direct DEV to this thread, to testing of Bounty Hunter versus Jedi Guardian in combat. The results should be enlightening, and prove this quoted poster wrong. We simply do not want a galaxy full of Jedi. Seriously. Unfortunately, there is little we can do about it, since eventually they will learn how to survive and level-up. This will create a significantly large population of Jedi on each server, which is something I assumed we wanted to avoid, based upon statements made int he past.
Combat test link:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=212953
good luck....
Smuggler -
Selectable slicing attribute (damage/speed or encumberance/effectiveness) at Master level.
Quality of tools/kits will give better results on slicing.
Ability to experiment down the downer on spice.
Some unarmed combat moves in the DF tree.
Droid fixes = Make them faster as our droid speed mods increase, not slower, seems like an easy fix.
Have the droids track the Jedi as they should!
Take the Jedi names off of the termanals to reduce exploits and to increase privacy, while alowing the droids to do there job of tracking the bio sig.