Development Cycle Archive
Thread: Publish 9.25 Feedback Thread...
ratlif
Fri Jul 30, 2004 2:00 am
#144
I just found out more from JustG in his last post then I have in a while from other dev team members.
Finally! Explanations of why things are in and stuff!
Finally! Explanations of why things are in and stuff!
MrWizzard
Fri Jul 30, 2004 2:09 am
#145
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
just so you know, the fact that npc specials dont cost them anywhere near the same penalty as player specials (speed not so much but ham big time, since thats what npcs have excess of) really shows as "unbalanced." Granted, adding specials costs to npcs would mean the code for an npc would have to actually manage using specials against its current combat situation, but I think it would really be worth the combat time (ham and number of engaged opponents), and add to a more enjoyable experience overall... (to be in combat with a fulll health npc using specials then when you both get low on life you're actually timing your specials and being careful)
JavaKodar
Fri Jul 30, 2004 2:30 am
#146
Regarding drop rates for Loot Kit items:
The drop rate now was increased a bit too much.Not only that, butthey drop fromone-shot NPCs such as Meatlumps and Ragtags on Corellia.
This will only lead to players afk-macroing the static spawn points for them, which I already saw earlier this afternoon. Myself, in roughly three hours earlier today in Kor Vella and outside Coronet, I gathered 10 loot kit pieces. A guildmate gathered 12 by running around Tyrena for about two hours. Doesn't that seem a bit high to you? And just imagine if I afk-macroed all night like some do - I'd probably have another 20 pieces by the morning. I haven't completed any kits yet, but I'm well on my way.
It was nice when the loot kit drops were somewhat rare, they were a nice rewarding drop, but soon they will be just likeImperial/Rebel Plans and Locked Containers- nearly worthless. Put simply, when players can afk-macro something, the value of the rewards drops tenfold. Yesterday, each piece sold for around 250k each - a nice money sink.By next week, due to the significant increase of parts in the economy, they'll be at less than 50k each. We'll probably see masses of completed loot kits for sale within a week.
They are a nice addition, butthey should have remained somewhat scarce.
My recommendation would be to revert the drop rates to somewhere in between yesterday's and today's rates, with only higher level NPCs dropping them. Allowing players to afk macro to get the loot kit drops isn't the answer.
Message Edited by JavaKodar on 07-30-2004 02:35 AM
Galoopa
Fri Jul 30, 2004 2:32 am
#147
Dead on right here. It's good to see NPCs fighting right again, but they need to be balanced and conform to the same rules we are. If you leave them able to use specials on weapons that you can't use with those weapons, and with no delay you are just once again taking a lazy way around an issue and giving us another irritating factor in game. How about telling the marketing weasels to suck it and bring back some of the devs we are paying for to work on SWG.
psycowars wrote:
Here is my 2 credits.
I dont mind NPC's useing specials and changeing weapons, in fact i think this is pretty cool.
But if NPC's are going to have this ability they should have to conform to the SAME combat rules as we do.
That means:
1: they need tohave ham cost on useing specials (one person has reported this happening with meatlumps but has not ben confirmed, and knowone else has reported seeing it with any other npc's)
2: Specials, this is a two part issue.
A:They must be restricted to useing a special abilitysspicific to the weapon they have armed. ( there are reports of nightsisters useing saber throw with power hammers and gdafii sticks, and other NPC's useing rifle specials with pistols. If we cant do it then they shouldnt be able to do it.)
B: The specials should scale based on NPC's creature level. ( what this means is i think it's BS thatmeatlumps and ragtag loons and otherLOW level NPC's are useing master level attacks.I cantbelive that every NPC in the game is a master of an elite combat profession. If they are low level npc then they should use low level specials like those in the basic brawler/marksman tree, mid level npc's should use specials equal to Master Brawler/Marksman and into the first couple skill boxes of an elite profession, and of course the high level npc's would use the master level specials.)
3. With the exception of very high level NPC's, NPC's should be equiped with pretty much the same type of weapons as players,i.e similer min and max damage to regular player crafted weapons.(according to some of the information coming from reversingthe damage modifiers formula to getthe base weapon damage used in an attack it looks like we have quite a few mid and low level npc's running around with what would be considered "Exceptional" or even "Legendary" type weapons. Now I dont mind this as long as i get the weapon as a loot drop if i manage to kill them, but since i dontthen these high level weapons should be restricted to the very high level npc's
Message Edited by Galoopa on 07-30-2004 05:33 AM
ThodianSWG1
Fri Jul 30, 2004 2:56 am
#148
The Special System ist great, but NPCs slain to fast. No Doc can heal incap players.
BountyBlunter
Fri Jul 30, 2004 2:59 am
#149
First I would like to say this is one of the only patches which has come out that positively changed my gaming experience. I am not one to post positive feedback usually but based on last nights experience I would say that this patch is actually a good one, I like it, change the NPC's using weps/skills they can't/shouldn't be using of course but otherwise a top move..
I hate to play easy games, simply running around and sweaping up lairs/mobs is increadibly boring.
Now they fight back.... Again..
Bravo! 
Snake-Plissken
Fri Jul 30, 2004 4:13 am
#150
the npc-specials are very nice. and it is good no one can solo an elder,
BUT .... the problem from day 1 in this game with jedis is ........... now the prices for crystalls go up again.
make jedi parts craftabel from jedis, jedis parts are only for jedis, all other sucks. pearls for 50 $ on ebay, this SOE, is ur blemish.
Sapperlight
Fri Jul 30, 2004 4:13 am
#151
I killed 50+ marauders and Korgaon Endor last night and received 4 total loot items, none of which were for loot kits. From reading the above, I guess I should have just stayed with Meatlumps. 
Sylune_heart
Fri Jul 30, 2004 4:23 am
#152
Xlot wrote:
NPC's with force powers (Noghtsisters, Dantoine force-sensitive NPC's) appear to suffer the 75% pvp damage reduction on their force attacks against players.
Damage dealt by Lightning, Choke, Weaken, Force Throw and Mind Blast is all in the range of damage that a rank 0 player jedi does in pvp.
For example, Lightning off a Nightsister currently does 400-1000 points of damage, resistable by armor. This compares very poorly to the PvE damage of a player jedi using lightning.
This makes the force powers useless - being weakened for 120 points is meaningless in the face of buffs.
Xlot.
You must have been getting very very luck.
Either that or the NS are not supposed to be doing that much damage.
I had a Dark Jedi master hit me with a Lightning strike and hit me for 3.1k damage..thats right Incapped my fully armored and buffed self with one shot!
Talk about being humbled.
Ceta
josslyn
Fri Jul 30, 2004 4:36 am
#153
I really must say, i'm so tired of listening to babies cry about how they can't solo NS, blah, blah, blah, blah... so cry me a river! You aren't supposed to be able to solo NS as their force powers were taken from them quite a while ago.. and personally I am quite happy to see them back! Nothing like driving out in the middle of Dath and havin your bike disabled then burst running the hell out!
All in all, this is one of the best patches I have seen in quite a LONG time! I think the best in fact since the release of the corvette, which is quite saddening considering we pay so much a month for a game to get such horrible updates. But in comparison to other online games I've played, still much better with keeping things interesting... but i'd like to see the armor delay gone and the weapon delay change gone as well. But in reference to not being able to Solo NS, etc, etc... stop crying! These NPC's were NEVER meant to be soloed in the first place. I'm happy to see things like this taking effect again. I was losing interest... now i'm actually excited to be going out hunting again 
~Chasity~:smileyhappy:
TKM/Master Politician/Novice Pikeman
Nerj
Fri Jul 30, 2004 4:36 am
#154
Gee I was selling mine for 10K - 40k.
Xiao-an wrote:
I think the increase in loot kit drops was kinda pointless. Before, I was able to sell them EASILY for 100k each (yes, that is still below what everyone else sells them for). I would just go into the auction channel, say what I had, and i would almost instantly get a few messages. Today, I found 56 total kit pieces. 56! And I'm having a hard time selling them for even 50k. Put the regular pieces back the way they were, and increase the rate ofthe adhesive. Those are still being sold for over a million each.
Nerj
Fri Jul 30, 2004 4:40 am
#155
If you read the description of the loot kits they were to be bought back by the junk dealers for a 1000 credits. How is this supposed to be rare?
FelonyArson wrote:
THANK YOU guys for bringing back NPC special moves. I have to admit...the same Rebels I was soloing yesterday while grinding Brawler were tearing me up today and I absolutely LOVED it. Getting killed or hurt isn't fun, but neither is farming every NPC in the game. You've done a great thing here by making NPCs a challenge in the game.
HOWEVER, *please* do not further increase loot kit drop rates. The whole idea of having loot kits isto have a rare, unique item you can display. If you increase drop rates any more, EVERYONE will have one and you will have completely eliminated the purpose for loot kits.
Good job
BlackEdge
Fri Jul 30, 2004 4:43 am
#156
Nerj wrote:
Might want totry grouping with people now instead of try to solo. might take a little longer but, you may make more money . Just an idea here.
DarkEternal78 wrote:
Hi, I am a 3/4/2/3 CH on Radiant and this patch has completely ruined my ways of making money. I used to take Janta mission at the Mining Outpost in Dantooine and kill them in about a half an hour and make roughly 25k. Just for the recordI have a bio-engineered cu pa with light armor and 60% kinetic resists, I used him to tank the Janta whileI snipe from afar with my rifle (I wear no armor) and it used to be relativly easy.Not anymore. I took my first Janta mission today and was surprised when they were hitting my cu pa for 500 DAMAGE with special attacks!!!!!!!! On top of all that theyall usebleeding attacks which cause him to go down even faster. This is absolutley insane!!! I am almost making no money now because i have to use about 10pet stim Ds to cure my pet after each lair. Andeveryone know they arent cheap by any means. If you're going to make humans more powerful atleast make the mission payouts better, hell I just about break even nowbetween stimps and brandy! I'm all for making the game harder, just dont make it so that non-melee characters can't make money anymore. It was hard enough getting themillion creds to buy the damn loot kit parts before....
True, going to have to start grouping more. More then likely this will end up forcing crafters to start dropping prices on the craftables, because now it seems that there will be less money coming in then going out now.