Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-9-04)
I'd really like to see a clarification of the friday feature stating that permadeath for jedi is going away.
The way I see it you have three choices:
1) Make it relatively easy to unlock the force slot, but very difficult to become a powerful jedi. For example you can yank all skills down to padawan if a jedi dies and let a life regen once/month with no "buffer". This will keep jedi rare, at least those that go beyond the newbie phase of the profession.
2) Remove permadeath in favour of a skill box loss system or other trivial punishment, but make it extraordinary difficult to open the FS slot. This would be a typical "reward the early adopters" solution that I've seen in other MMORPGs. Will also keep jedi fairly rare since they will consist mostly of those that already opened their FS slot.
3) Drop the design goal to keep jedi rare. Accept that over time the jedi population will rise and in the end there will be jedi, newbies and a few die-hards who don't want to grind it out. This is what will happen if you extrapolate game progression based on the friday feature posted.
Fix the Forums so we don't need to log in multiple times a day!
Chrai wrote:
Why not just give the wookies their armour and be done with it then they can feel the pain of wearing armour that encumbers all your stats and means you have to take it off all the time. Also don't know about anyone else but the decays on items when you die is terrible, it's all well and good for older players when you have a lot of money to insure all the time but what about new players?
Just a thought I had (and this relates to bloodfin i don't know how it affects other servers) is there anyway you could stop the building of player cities withing so many km of dungeons? It seems that for the most part the sole purpose of them is to help guilds hog the best hunting spots. It gets annoying when you go to dungeons and all you can see in every players name is the same guild affiliation and to add to that it means that any solo players who head towards these places hoping to maybe find a group are completely ignored so it kills the social interaction side of the game. The excpetion to this rule I've found is Mos Entooine on Tattoine on bloodfin where it seems more like a city near a lair should be a place to rest after the hunt or to stock up on supplies, but then again it's not a guild owned city.
this will probably get lost in the flood of ther posts anyway and to be fair it's a minor winge compared to some other stuff mentioned in the thread.
Amen..
remember... keep em positive or they wont read it.
They WILL fix wookiees.
And then we can all hold hands and cry
FREE AT LAST FREE AT LAST... THANK GO SOE Devs... the wookiee's have armor at last...!!
Re: Armor Holes
Ihave a full suit of Composite Armor (9 pieces) - all the armor has effectiveness or special protection for the kinetic damage type. Oftentimes recently - whlie attacking a blurrg, the full damage of the blurrg's hits was taken instead of the proper reduced amount. The armor doesn't always prevent some of the damage as it should. I notice this happens somewhat regularly, more often within 10 seconds of beginning to attack. This "Armor Hole" is very annoying and shouldn't be happening with a full suit of armor.
Here is an example of what shows up normally in the combat messages using armor:
- a blurrg hits you for 334 points of damage!
- Your Composite Armor Boots prevented 301 points of damage.
Here is an example of the armor hole - this happened right after the above messages.
- a blurrg hits you for 309 points of damage!
That is all that there was - I noticed the damage numbers over myself went from normal of about 25 to very high like 300 as well.
This bug is still in live currently (Version 65956.67964)
Hopefully, I'll get some kind of response to this b/c this makes it very tough to hunt without a full set of doctor buffs
I will as soon as I can
Crystalis_Jedi wrote:
Hey, TH... ANy info on space?
I know probably not, but it never hurts to try...
Daker-Naritus wrote:
TH,
There have been varied dev. answers on whether sliced armor is considered controband...some devs have said yes, some have said no.
Can we get a definite yes/no on this?
Also, if the answer is yes, what is your thoughton the fact that some armor (composite) isn't wearable by most players without encumberance slicing?
The game will get a lot more exciting and fun next week ![]()
loner wrote:
TH - any idea on when us poor Wookiee are going to getsome loving?
As soon as we can. Im pushing for it and the team was talking about it internally today...
Haruspex77 wrote:
Credit splitting has always worked, Item splitting (or at least notification) is what is critical.
yes, I meant credit splitting.
Are you saying you want random loot distribution amongst the party?
If you do, please get Kstarfire in the Core Systems forum involved and Ill try to elevate the issue.
Thunderheart wrote:
yes, I meant credit splitting.
Are you saying you want random loot distribution amongst the party?
If you do, please get Kstarfire in the Core Systems forum involved and Ill try to elevate the issue.
TH - will you please - please drop by the smuggler boards. I fear there is discontent among the legions.
I am begging you. Go read some of the posts over there. We're starting to whine.
Thunderheart wrote:
Haruspex77 wrote:
Credit splitting has always worked, Item splitting (or at least notification) is what is critical.
yes, I meant credit splitting.
Are you saying you want random loot distribution amongst the party?
If you do, please get Kstarfire in the Core Systems forum involved and Ill try to elevate the issue.
We we *need* desperately is *loot* notification.
Why? so we know which players are *ninja* looting and we can kick them out of our group ... and subsequently ignore them.
Please don't spam with with credit notification or harvest notifications ... only *loot* notifications.
I can confidently say that this is a universal request from every player that is *NOT* a ninja looter :-)
master pikeman