Development Cycle Archive

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

TK316de
Fri May 28, 2004 4:32 am
#144

Hi,




wickedHangover wrote:


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.




hmm....just a thought, but maybe the spawning on the planets had to be nerfed for the DWB SBDs (oh, I love abbs ) to spawn more often without creating too much serverload.


LOL...j/k




Hotte Hue
Bothan from Hell
Troll Initiate
TARQ > ALL
wickedHangover
Fri May 28, 2004 4:59 am
#145






TK316de wrote:
Hi,

hmm....just a thought, but maybe the spawning on the planets had to be nerfed for the DWB SBDs (oh, I love abbs ) to spawn more often without creating too much serverload.


LOL...j/k






LOL yeah, there's some odd equation running in the background that does 2 things, make sure there are 5 SBD's per player and then 5 players per random spawn, see they just reversed the numbers by mistake







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VoTech
Fri May 28, 2004 7:30 am
#146

7 pages, 2 or 3 replies by TH...hmmm



VoTech
DND_Cas
Fri May 28, 2004 7:37 am
#147






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...







TH,


If thats the way the system works then thats the way it works.


However when hunting large amounts of any organic resource random spawns & lairs are a hunters best friend asthey have alot more spawns per lair then mission lairs. Also as has already been pointed out many creature only spawn randomly and cannot be gotten through missions. Also /areatrack is completely dependent on random spawns seeing as destroying someone else's missioned lair is considered to be bad manners.As a very limited skill in usefullness anyway this is a bit of a problem for rangers who spend many skillpoints to be able to use this skillin it current form anyway.


Therefore could you please explain how to get around the serverload problem when using the /areatrack skill as the advice of getting missions completely renders its usefulness at those times at zero.





Previously: Master Ranger/Master Fencer
Now: Master Tailor/Merchant/Commando
Wolph
Fri May 28, 2004 10:12 am
#148






Thunderheart wrote:




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..





This is the exact reverse of how we've been told it works since beta.


If memory serves, the server crashed in Beta when too many people gathered outside Bestinewhen they put up the memorial flag.
With that many people in one spot, the server adjusted for the population and spawned a tremendous number of lairs and down it went.


Would it be at all possible to get a factual straight answer?
Why most viable questions are answered with guesses or cryptic/grey answers by and Devs and the "comunication liason" I can't understand.




Colonel Wolphak
Master Smuggler | Alliance Ace
Kane-Sen Rok
Jedi Knight
| IFN |

Some people are like Slinky's. Not much good for anything but it does bring a smile to your face when you push them down the stairs.
Miffed
Fri May 28, 2004 11:40 am
#149






*tumbleweeds* I see the thread slayer has struck again ...


Wolphak you've done it now! You've asked for an "answer" best of luck with that. Only time I've ever even heard of a straight answer it goes something like ...


"I'm sorry, but I can't help you with that."


"We are aware of logon issue and are working to fix it. "



I might be afraid of a real answer or any type of non-cryptic response before a publish or change or there is any actual problem it might cause a heart attack or something.


/sarcasm on


Anyway doesn't wandering around "adventure" planets for 10,000 meters to find a single lair (if your lucky) make it "more interesting" maybe "more immersing"


/sarcasm off



See you all sometime soon while I'm being "immersed" in some lame conversation while I waste 10 minutes of my next buff set headed to yet another planet looking for something to kill.


Really though I'm with Wolph here ... Please pretty please the "english" version ?




Miffed - Miphed
-------RIP--------
CrosisSanra
Fri May 28, 2004 11:52 am
#150

I just want to know. how many jetpack pieces are there. i've gone through a lot of trouble to get 4 and i hear rumors of a 5th and a 6th. ty
TechBoss
Fri May 28, 2004 8:10 pm
#151

I have a feeling that the planet issue is a result of server load and player cities. Here is what I have noticed:



  • Planets with no player cities have a larger number of random spawns -dathomir, endor and yavin.

  • Planets without large scale dungeons have more random mobs - dathomir

  • Endor and Yavin have both seen a decrease in random spawns since the introduction of their respective dungeon

  • The core planets still have more random spawns - naboo, corellia and tatooine

  • Non-core planets with player cities have vertually no random spawns - Lok, Rori, Talus & Dantooine

  • The more player cities, the less random spawns

  • What spawns there are appear to congregate some 1000 - 2000m from a city. Any further out and they taper off rapidly

  • The higher the server load the less random spawns. Early morning yields more random spawns than "prime time"

Conclusions.



  • The more player cities the less random spawns

  • Non core planets have less random spawns than core planets

  • The more players online the less random spawns (makes since I know)

  • When more players are online, random spawns seem to be pulled for non core planets first

  • The wilderness does not promote random spawns as the are far from cities (makes since I know)

This is why Lok and Dantooine have so few random spawns and seem like waste lands.





-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Greykyn
Sat May 29, 2004 4:00 am
#152

I personally would like to heartily thank the developers for finally squashing the Stat Shift bug. This was the most disliked aspect of the game for me, and I have been reassured of their competence and concern displayed by this fix.
wickedHangover
Sat May 29, 2004 4:59 am
#153






TechBoss wrote:

I have a feeling that the planet issue is a result of server load and player cities. Here is what I have noticed:



  • Planets with no player cities have a larger number of random spawns -dathomir, endor and yavin. I have gone just as far on Yavin at times looking for a random spawn as Dathomir, Endor, Dantooine, Lok, Talus and Rori. The southern portion of Dathomir is, at times, empty for thousands of meters.

  • Planets without large scale dungeons have more random mobs - dathomir Only area of Dathomir that seems to have the proper number of spawns is the few thousand square meters surrounding the sarlaac pit. The rest of the map is spread out more than it was back in October. My cries of alderaan 2 was on Dathomir, took 2 hours to get my unbuffed group to the base. We could not go more than 25m without running into another spawn and there were tons of players on the map also looking for their alderaan base.

  • Endor and Yavin have both seen a decrease in random spawns since the introduction of their respective dungeon Totally agree, but at the same time, I think Endor has been pretty empty since launch. First time I went there I walked the entire east coast and ran into just a few lantern bird lairs. Even walking around the planet yields very few high level mobs. Where's big foot on that planet? (speaking of the Gorax)

  • The core planets still have more random spawns - naboo, corellia and tatooine Of course, which goes against the explanation that TH gave us. If more players on a planet mean less spawns, then why do the starting planets, which naturally have more players on them than advanced planets have more spawns? Complete contradiction.

  • Non-core planets with player cities have vertually no random spawns - Lok, Rori, Talus & Dantooine Exactly the problem. You could not walk around these planets prior to player cities. I hate player cities, they ruined the hunting grounds. Unless TH can tell us that player cities are not a contributing factor then all I can say is nerf player cities. They're a waste anyway. There was a patch in December that stopped creature spawns in player cities. I think the patch did much more than that and they just don't realize it because they don't play the game.

  • The more player cities, the less random spawns Agree but only partially, Intrepid doesn't have many player cities on Lok, and this planet is just as dead as Dantooine, which is heavily populated with player cities.

  • What spawns there are appear to congregate some 1000 - 2000m from a city. Any further out and they taper off rapidly I find that distance makes no difference.

  • The higher the server load the less random spawns. Early morning yields more random spawns than "prime time" Yes, Lok at night is not as populated as Lok in the morning. Which supports TH's explanation. But it shouldn't be this way.







The bottom line here is that there are too few creature spawns to make hunting trips fun. There wasa friday feature way back about how to organize a hunting group. Part of the feature talked about how the group could gather and take missions to hunt bigger game than inividuals can on their own but clearly stated "That there are some creatures that are much harder that hunters will want to go after that will not show up on the mission terminals" so what has happened is that with the spawn rates being so lousy, we can't even go out and hunt these super rare creatures.


I love the dungeons, I love all the new added content (player cities are not content, i hate those) but I hate that I cannot go walk around and kill things on advanced planets. I mean I can kill things, but I cannot kill what is not there.





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Messerboii
Sat May 29, 2004 5:08 pm
#154

Took a little trip to Dant today. Got buffed, travelled around a bit before hand. No problems whatsoever. Arrived on Dantooine. Got two picket missions. Pulled out my pet, grouped, jumped on my bike and went to the first mission. Everything looks good, then the fun began.


Jumped off my bike, warped 100m ( no shock ). Tried to store my vehicle, nothin doin there ( no shock ). Sent pet in to tank the three pickets. Pet takes a step, stops, takes a step, stops, takes a step stops. I call him back, move to a different position, same results. Go 1m from picket, then he attacks, cool. I start shooting and get the old 5 second delay between starting an action and the system executing said action. Wife arrives, we group. Pet autostores in the middle of the fight. Get pet out again, and attack some mokks. Middle of the fight, one by one, the mokks just disappear.Their lair is still there, but they are gone. Send pet in to attack lair. Pet autostores. Destroy picket mission, no payout, mission WP remains. We both try running around the waypoint, hoping that if we perform a rain dance we'll get out payment. Nada. Wife runs off, group tab now says my stored pet is grouped with me, and she is not.


Needless to say, I logged out for the evening. Is the planet Dantooine completely bugged, or does it just bring out the bugs? Autostoring and warping have been an issue since I started SWG the day after launch. It seems not much effort has been put forth to solve these, and there is rarely a mention of either. The last patch said vehicle warps were fixed. My vehicle has never once warped, *I* warp.

TH, are these major major issues going to be look at sometimes soon, because I'm sure I'm not the only one getting seriously irritated with bugs that have been left in for almost a year now.


Thanks.





Sarhyn
SBK7
Sat May 29, 2004 6:00 pm
#155

my Comment is that female char should be able to wear the tucken clothing same as men. This is apparent in the movies and story line so why cant we in the game? Since I'm a RL girl that plays a girl in game why should I suffer?




madLEGOman
Sun May 30, 2004 8:31 am
#156


Th,


some very distressing issues lately with repairing and slicing weapons, csr's are telling me this is normal, but this is a huge change, yet i haven't seen any notes at all about this in any patch notes... how come they're puting this on live without any warning?


first, about 3 days ago my 203 max dmg (+20 nym motor) vibro knuckle was decaying pretty low... and the stats had dropped it down 150ish;

howerver, after a successful repair it only went back up to 174


when i reported this to a csr... got the usual "when you repair an item you change it.... blah blah... this is normal part of the way the game is intended to be"


this was one of czar's vk's so i'm pretty sure it's a legit knuckle.. doubt very much he would be involved in any double slicing...


so it seems the dev's are up to something fishy, not on test center but live servers.... ouch


advice here.. make sure you repair your weapons before they start to drop in stats.. or they'll likely not go back up.


=============


Next equally distressing point:


Yesterday I got some very nice weapons i had specially made with looted ingredients sliced by a master smuggler.


What was weird was the better the dmg slices were.. the speed changed and went worse.

for instance I had 4 more nym motor +20 vk's, the initial stats on all of these were 166 max dmg @ 2.2 spd

I got a 31% dmg slice on one that bumped the dmg way up to 217.. but for some reason the speed went to 2.6 QUITE LAME FOR SUCH A NICE SLICE!


also had a couple of yellow cube/agents 360ish max dmg scythes sliced as well.one got a 20% dmg slice other got a 25%dmg slice

I don't think the 20% slice affected the speed as i think it was initially at 2.6 before the slice..(not sure on that tho) but the one that got the 25%.bumped up to 3.0 /grumble WHAT THE HECK?!


anyway just trying to warn everybody about these changes

and let you know this is on LIVE not TESTCENTER



if this is a glitch (and i pray that it is) is there anything you can do to fix it?

if this is an intentional change i petition right now that they change it back

as this will just make good/rare weapons infinitely more expensive and last only a fraction of the time they did before.. and greatly hurt the galaxies already unbalanced economy


if this is happening to you as well pls post your experiences on this thread as well






















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