Development Cycle Archive

Thread: Publish 8: Various Gameplay Changes

ElvisTheKing
Wed Apr 28, 2004 12:16 am
#157

Devs, why not take some polls on the starport wait issue? You could manage this easily within the forums so we can all see the percentage of people that want starportwait times at 10 minutes and starport wait times at 5 minutes.


I personally think that the 10 minute wait is too long and that there is no immersion taking place.


Thanks.





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Aljebra424
Wed Apr 28, 2004 12:32 am
#158

Put in rebel covert scanners (undestroyable) in a few cities, especially Coronet and Theed, and Bestine, and a few others. Keep the Nova Troopers in those cities. Make the crackdown mean something. Make us rebels fight for something.


We have all to many covert rebels, and this is easily seen with all the color on the radar, yet none are overt.


At least do it as an experiment, to see where us rebels would hide/spam sell if we werent allowed in Coronet, Theed, Mos Eisley, Bestine, Theed. Oh wait, many people would complain since they built cities near those cities just to sell stuff.



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Olvenskol
Wed Apr 28, 2004 12:59 am
#159






Jayces wrote:

Thunderheart, don't you dare suggest to the developers that disabled vehicles are repairable!


I cannot believe that with a game in such an economical mess as SWG is you are going to listen to people who want to have less credits going out of the economy but still the same amount coming in.


This game needs WORKING money sinks. There are several in the game and vehicles is one of the many that didn't work until today.


Please think very carefully about what people are asking before you go to the developers with feedback.


If there are problems with vehicles then let's have a thread on what people perceive the problems are before making rash changes.


So far here is what I have seen in various threads.


So far I havent' really seen any valid reasons to change anything and I am not even in the business of selling vehicles.


As someone else said if you don't want your rare AV-21 to be damaged then for the love of god don't take it out in a situation where this can happen.


If you don't want your regular vehicle to suffer the same fate then either get a mount or walk.


I am just gobsmacked that om am effort to fix the economy in this game you people still listen to crazy ideas that make the economy WORSE!


We have so few money sinks in the game that making the ones that do work less effective is not the way to do it.


I know I am going to be 1 starred for this but I don't really care anymore.


It was listening to the players that has ruined some other great aspects of other MMORPG's, please don't do it here.









Ummmm, for something to be a money sink, it has to take money out of the game. The inabilityto repair disabled vehicles is not a money sink. All it does is transfer money from one player to another when they purchase a replacement vehicle.


Being able to repair a disabled vehicle would be a money sink (assuming there was a fee associated with it).


I'm satisified with the fix to the bikes as published (since the game does need more money sinks), except for two huge flaws:


a. Repair is extremely buggy


b. Vehicles can be one-shot destroyed pretty easily, and are in many circumstances beyond a player's control. This is particularly an issue for the AV-21. Sure, I won't be using mine on Dathomar, but still, as a covert rebel, I can get scanned at any time without warning and without the ability to avoid it, and turned overt. In effect a randomly applied penalty for being rebel that I have no way to influence. This is not "gameplay", it's just random abuse.


Gwenevie

silvara1
Wed Apr 28, 2004 1:46 am
#160


  • Added hooded dress for Trandoshan females

  • can someone tell me if this is a new schematic or should it have been added to the tailoring clothing lists???? as for some reason i can't find it when i craft clothing.... (i am a master tailor) - am i just missing something obvious????


    - silvare

    squidheadjax
    Wed Apr 28, 2004 2:53 am
    #161

    These Nova troopers are insane. They're beyond insane.


    The tiny units of stormtroopers carrying out the Crackdown as it stood _should_ be easy targets. They're garrison troops, not elite assault forces.


    Of course, it's silly to expect the Empire to stand by idly as its garrisons are mowed down.


    So of course they send in reinforcements. Somehow, three squads of stormtroopers and a few officersis a little more intimidating than a group of three, y'know? And these troops are more alert. They're more likely to detect the loot you're carrying or expose you as a rebel. They should also have a pretty fast respawn rate, to wear down attackers who actually stick around and try to drive them off fully.


    So what happens when more elite rebel forces start harassing even those occupation units? Hello, Dark Troopers. Hello, AT-STs. Oh my, is that an AT-AT guarding the starport entrance now? Uh-oh, there are three there now (when it only took about a dozen of them to neutralize the rebel command base on Hoth)... us Rebels should definitely try striking somewhere else.


    Idunno what sort of code a scaled occupation like that would require. One would need a few variables to track the number of NPC kills and how recent they were... nahh, that's probably beyond the dev team. Let's just drop a squad of troops that make AT-ST's look like tin cans. That'll keep the players happy. Oh, yeah.


    I didn't sign up to play EQ in space. I understand that, if I play a Rebel, the Empire should outgun and outnumber me and my buddies. But a never-ending stream of somewhat-difficult troops is a lot more immersive than these death squads that make the old days of tripleAT-ST deployments seem balanced.
    spoiledbrat
    Wed Apr 28, 2004 3:04 am
    #162

    Its funny to see no matter what the changes are there will be always people who whine about it and "threaten" to cancel their account.


    Viewing the replies it seems as if the introduction of Nova troopers was a bad mistake, but if you read the replies of the recent Test Center updates concerning the Nova troopers (theywerepulled backout), the replies give you a feeling as ifthis is the end of the world. I still regret that the crafting update was taken out (see I can whine too )


    I really feel sorry for the devs, no matter what they do they will have the feeling its a mistake. They have the impossible task to filter out what the majority wants. This "empirical research approach" is a good start though.




    ------------------------------------------------------------------------------------
    One of the few players without an interest of becoming a jedi and never unlocking since launch
    Liwiwo
    Wed Apr 28, 2004 3:31 am
    #163


    BTW THANKS FOR MAKING THE CANTINAS A 8FPS SPOT INSTEAD OF THE USUAL 20-29FPS, THAT JUST MADE MY DAY /SIGH


    and get some correspondant who are acting as novice artisans on the test server 20 min and got the job due to beeing brownnosed



    Liwiwo
    AudioOrgana
    Wed Apr 28, 2004 4:00 am
    #164






    Thunderheart wrote:







    • Exploring the Talusian Aqualish Cave will now grant the correct exploration badge






    I can't express how pleased I am with this fix.


    The Master Explorer badge is no longer gated, and the location badge system complete.


    Good work.


    AO
    Firetracker
    Wed Apr 28, 2004 4:16 am
    #165






    Morthon wrote:






    JoeSmokey420 wrote:




    had a good post about vehicle repairs but stupid forum ate it when i posted it......... so here is the ruff ugly quickie version....


    1) Give vehicles 100/100 condition.

    2) Every time your bike is disabled it gets -10 condition and then you can repair your bike at the Garage with the Artisan made repair tool. So that's like 10 repairs.

    3) Every % of lower condition increases the cost of normal repairing your bike. So the more your bike isrestored from being disabled the higher cost it takes to repair it each time, but it doesn't get wasted the first time it's disabled.


    Alitte Variation:


    3) Instead of % of condition increasing the cost of repair it lowers the HAM on the vehicle like Pet Vitality which can cause the user to visit the Garage more and players to still want to buy high experimented vehicles...


    The AV-21 will still be a useable everyday bike and you don't have to worry about some mob warping on you or something and killing your vehicle forever in 1 shot and people will still continue to buy replacement bikes at a steady rate...


    if the engine in your car gets disabled or blown up or whatever it's often cheaper to replace/repair the broken piece then it is to buy a new car... but after awhile your car starts to get old and more stuff breaks sooner which you might end up paying alot of extra money in repair, so it might be cheaper to simply get a new car... but those that keep their cars in good condition can have them last alot longer...






    Repair costs are already way too high, but other than that I think this is an excellent way to compromise on this issue. I dont think anything that takes wear should be repairable forever. But I also dont want to lose a 30k swoop because I "warp" off my bike on Dath and the nightsisters that I was 100m from now have agro'd me before I can store my bike. If you got 10bike"deaths" before it became unrepairable I couldaccept that without it taking moreof the ever limited fun out of the game.







    Good ideas on vehicles. My take on this would be to keep it simple and in line with other "decay" items:


    Disabled vehicles can be repaired at a garage for normal cost but lose 200 condition permanently.


    This allows repair of vehicles without making them infinitely repairable and makes high HAM vehicles actually worth a bit more. As the max HAM value drops the vehicles normal operation will make them less effective - and prompt the owner to buy a new one or (for AV-21) to stop using it so often in pvp/dangerous areas.


    Threethings that need fixing though are:


    1) Warping off vehicles when exiting (can happen after waiting 30 secs)


    2) Repairs must hold (I havent experienced this myself since the patch but other have)


    3) Fix the point at which vehicles smoke/spark. At the moment they smoke with up to half HAM left (lag for no reason) and explode at around a third HAM. These should be much lower - smoking vehicles should be in need of significant repair (25%) and exploding vehicles should be in imminent danger of being lost (10%). Having the screen shake and lag everytime you meet a few vehicles is tedious.


    raxputin
    Wed Apr 28, 2004 4:28 am
    #166

    hey


    droid changes sound very good!

    anyone elso who had allways black stars in the sky (graphic bug)noticed that it is fixed? awesome!

    nova trooper fine for me - but i am a pure fighter rebel doing some pvp anyway.

    but the problem is if they prevend reb from FP farming they open a nice new farm for noob imbs to shot down reb civilians that got scanned - even a hard fighter engaged in battle with a nova is now a nice prey for every imp player. the chance to get scanned is even big nowcause they dont change the starport wait time. so imps undust ur at-st and have some fun!

    rebels can do even less cause they dont have many spots where they can declare - so on some planets u will not see one declared rebel anymore. hmmm so that is going to be hard task for all rebels - so rebels wake up and kick some butts!



    cant wait till i blow up the first imp AV-21 mhuahahaha.

    Ethen_Roe
    Wed Apr 28, 2004 4:35 am
    #167

    changes sound good, tell you now they aint
    Saratoga
    Wed Apr 28, 2004 4:57 am
    #168

    I see no significant performance increase on Dantooine. Some things i have noted



    • It still takes a few seconds longer to call a vehicle.

    • It still takes up to 10 seconds to load one item on the vendor where as this step is done in about 2 seconds on other planets.

    • It got to the point where i could not access my vendors to load anything

    • i still have 57 items retrieving from my vendor when i logged off last night. That is 57 master WS quality weapons that i hopeare in the stockroom when i return

    • Still very few randomly generated spawns. I only see mission generated MOBs.

    • when crafting it still takes an additional 2 or 3 seconds more for a schematic to load, for material to load into the slots,or to complete a crafting process.

    Please continue your efforts to fix Dantooine.






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    Rokin1
    Wed Apr 28, 2004 4:59 am
    #169



    Wait 5 minsat shuttleport, wait 10 at the starport, wait 2 mins watching entertainers. blah blah

    Cant help feeling thereason for all waiting is the fact thatcharacters who just stand aroundare putting little stress on the servers.


    Bazaar's still unusably slow at peak times.


    Bazaar goods go missing occasionally when I try to retrieve them, seems to be at peak times,the 'retrieving..' message will display for ages, then nothing. (timed out perhaps?)


    Hunting on dantooine, targets move around at random (e.gone second its right in front, then its 140m away about 30m in the air,etc).


    Backpacks dissapear untill server reset after being dropped in a house (probably 20% of the time this happens to me).


    Lets have some bugs fixed before anymore new content please.
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