Development Cycle Archive

Thread: Weekly Rountdable Discussion (Week ending 1-10-04)

diepa
Fri Jan 09, 2004 11:03 am
#170

Would it be possible to have resources shift gradually? I mean one minute you have a 95% concentration the next minute it is depleted. Very aggrivating if you put down a harvestor and come back the next day to find no resources and a shut down harvestor. Couldn't it go down in increments? So you place the harvestor at an 80% resource, the next day it is at 50% then 30% then gone.

Badbrew
Fri Jan 09, 2004 11:04 am
#171

Fix armor and clothing. I should be able to mix and match and wear a ring without having my armor penalized and use clothing enhancements in addition to armor.


Thanks


MM




"For our fight is not against flesh and blood, but against principalities, against powers, against rulers of darkness of this world, and against spiritual wickedness in high places."

Nerve'Agent
drezbizkit
Fri Jan 09, 2004 11:05 am
#172

I just want to add a comment for BioEngineers.


The new clone system is cool, but complex, yet we don't know why there is no developer documentation on how it's supposed to work. More documentation/communication on how it's supposed to work would be nice.

Hipnautik
Fri Jan 09, 2004 11:07 am
#173

Wookiee petition thread reached 44 pages..... care to read thru it? Lots of great info on the problems, and many solutions. Thanks


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=635248&page=44

Mejowepra
Fri Jan 09, 2004 11:13 am
#174

Two issues:

Crate Sizes: One great change that could greatly relieve the stress on the database would be to change the size of crates. Why not make the limit OF ALL CRATES be 100? Since we can split crates, we can sell smaller amounts as needed. Today some items are limited to 10 items (powerups, perhaps others). This creates a huge unnecessary object bloat for CHEAP items which people tend to buy from me 5-10 at a time. These use up vendor space, inventory space, storage space in factories etc. Since we now can split crates (great feature), why not increase crate limit for all objects to 100? I would much rather sell my powerups in crates of 25, 50 and 100 than in crates of 10 (and as a user/buyer, even more so). I don't see any negative effects from this at all and it will make crafter/merchant lives easier as well as the users of the products. Also it would save a lot of space in terms of crafting component storage.

Wookiee Love: So we got some love, in theory, with the life day robe (however I have yet to see one or been able to buy one, so what kind of love is that?) but how about armor? Every day I'm amazed at what a wuss I am as a master doctor/close to master swordsman, compared to non-healer friends with component or ubese armor. If there's one thing that almost made me quit this game, it was the day I realized once and for all that I would always suck in combat compared to ANY OTHER RACE in the game. :-( Please fix this. Soon. Yesterday preferable. If not via armor, you better give us 5-10k ham to be able to compete with our armored friends (yes, it does make such a huge difference).




Mejowepra: Final Spec: MD/MTKA

Rolassk
Fri Jan 09, 2004 11:16 am
#175

Since you say the DEVs have a better chance of reading this...





IPourBooze wrote:

I am against both of these changes for the following reasons.


1. The Bazaar - By increasing the price limit on the bazaar you would in effect be DISCOURAGING interaction between players. Right now if you want to get a quantity of high quality resources, you have to find a miner, if you want a good gun you have to search out a weaponsmith. Nice clothes, find a tailor. If you increase the max price you increase the number of goods on the BAZ and reduce those player interactions required to find your goods. You also would be drawing people out of the player cities where vendors are migrating too, and this creates a whole slew of other undesirable effects. If you want to decrease player interaction, go ahead and increase the bazaar cap. But I suggest that you've already done MORE THAN ENOUGH HARM DONE TO PLAYER INTERACTION BY HOLOGRINDING. IF you want to make the BAZ more useful, then fix the Auction function. That would be more useful than incresing the price cap.


Isn't this game supposed to be about PLAYER interaction.


2. Vendor Caps - I personally have worked very hard to be one of the best stocked Architects on my server. I try to keep at least 5 to 10 of each type of harvester on my vendor, two to four of each type of house, and an assortment of furniture. A cap would make this impossible. On another Vendor, I keep crates of powerups, usually about 10 crates of each type, and given the number of possibilities on powerups, again, the cap would make this impossible to have a good selection. On another Vendor I keep Meds, Stims, WoundPaks, Disease Kits and the like, these items sell fast. And I keep singles and crates. This cap would make this impossible also. On another Vendor I keep Components, Vechicles, Resouces, Armor and all the other stuff a Merchant comes across.


IF YOU CAP the vendors what you'll be doing is forcing the crafters to sit there and refill them 2, 3, 4 or more times a day. When will we have time to play the other aspects of the game. How will we become a reliable source if people hit our Vendor and it's empty even though I filled it that AM. Are you trying to deal out another blow to the economy??? You've already flooded the market with low quality goods with Hologrinding, you've already increased the prices of materials because a bounty hunter gets a holo to master architect so he uses the practice mode to just vanish a bunch of material into points. Don't you want good crafters out there that are working to build a good economic model. Don't you want centers of commerce where playersm meet and buy and trade? Don't you want us to be able to explore and craft and participate in the GCW.


These proposed changes make me think that you as the devs want us to sit in the same place in the galaxy, pull out our four holocrons, and grind away. It seems like you are telling us not to go out and meet the other players, stay at home and fill our vendor because one person can swing by and buy 25 items at a time to stock up because he found what he needed. It seems like you want the market flooded with low quality goods. It seems like you'd rather have us navigate the bazaar terminals rather than search for what we want. It seems like you are trying to stifle the economy. Kill off those of use that want to build a reputation as a good crafter and just force us all to follow those STUPID HOLOCRONS to go be JEDI.


You're going against all the things this game was advertised as by introducing those changes. I'll never be able to run my business if you change the vendors. Because I do want to trek to the other planets to explore the content that is out there. But if it takes me an hour or more to get out there, I play there for another, I'll probably log there in a camp. Then explore there some more the next day. Then on the third head home to an empty vendor, and have a bunch of customers that will never come back because it was Empty for two days while I went off to another planet to explore.


IF YOU WANT TO FIX THE NEXTPAGE problem, make the Button Bigger, with bolder Text and make it a different Color than the rest of the page. Simply looking at the interface designs willsolve this problem.


Oh yeah, you don't seem to have a problem with the bazaar being multiple pages. That's Very Curious.


Well, I'll be looking at this issue, I beg you not to make these changes.


And I'm sorry to flame you a bit here, but anyone who has brought up the suggestions that there's any sort of monopoly in this game with regard to crafters must have failed Economics. I suggest that someone read up on what a Monopoly actually is before you offhandedly throw out a term like that. Crafters have no way to deny others access to materials in this game, they can't control the means of distribution, they can't force anyone out of the market, control labor costs or any other aspect leading to the evils of a Monopoly. Give a copy ofthe game to whatever person is in charge of accounting for the project. Let them play as a correspondent on TEST for a week. They'll confirm that in this game the creation of a Monopoly is IMPOSSIBLE. It really worries me that you threw this out there as a reason for these changes, it indicates that some serious groupthink is present in your organization. I suggest you look really hard at the team that made up these suggestions. It's obviously feeding upon itself and working up to a circular argument that can only mean future bad suggestions.


Thank you much for letting us input on this issue,


Jaye Mancoruf - Master Architect/Artisan/Carbiner/Politician
Trajen Mancoruf - Master Artisan/Master Medic/Master Doctor




I don't care if this is IN DEVELOPMENT and not IN LIVE... but please, please, please READ THIS... You've already done enough damage with the 2x free holos at christmas. Player interaction has gone down so much since christmas.




GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Wale
Fri Jan 09, 2004 11:25 am
#176

Smuggler content


Combat droids


Multiple Faction Pets based on Rank

Wepps
Fri Jan 09, 2004 11:26 am
#177






Wale wrote:

Smuggler content


Combat droids


Multiple Faction Pets based on Rank






With the max total pets only available to Squad Leaders.



------------------------------------------------------------------------------------

"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


Mani
Fri Jan 09, 2004 11:29 am
#178

I'd like to make data schematics activate/deactivate like missions and waypoints so that they appear/don't appear in crafting sessions.


I'd like to see Player Cities with shuttleports be declared on the map if they contain any imperial or rebel detectors.


I'd like to see everyone be happy with SWG for just one day.


I'd like to see nameable vehicles ( I know they are coming... )


I'd like to see all multi-passanger vehicles (bikes have the owner and 1 group member ride, land speeders owner and 3 group members ride).


I'd like to see NPCs being purchasable for Player Cities to give them a more city feeling. (Faction declared cities would be allowed Imperial and Rebel NPCs)


Otherwise, I exetremly happy with the way things are and are being developed.

Anaphylaxis
Fri Jan 09, 2004 11:39 am
#179

DROID FIX...I'm begging you!


Anaphylaxis

Xytroncore
Fri Jan 09, 2004 11:53 am
#180

6. Add first aid packs or something. Now it sometimes takes me 5 firstaids to get a full bleed away. My mind is almost gone after I fix my bleed. Shouldn't doctors have more advanced packs or something to remove a bleed in one go? so First aid pack A, B, C,....



I don't have any problems with this, I've never had to use first aid more then once to stop a bleed. And for the love of god no more crafting!!! It's better that this is just a non medicine skill.




_________________________________________________________
Manimal : Gunslinger
TickTock
Fri Jan 09, 2004 11:58 am
#181

1) Bloody languages still too easy to learn.


2) Not enough Star Wars sounds.


3) Droids still suck.

Flickering
Fri Jan 09, 2004 12:07 pm
#182






diepa wrote:

Would it be possible to have resources shift gradually? I mean one minute you have a 95% concentration the next minute it is depleted. Very aggrivating if you put down a harvestor and come back the next day to find no resources and a shut down harvestor. Couldn't it go down in increments? So you place the harvestor at an 80% resource, the next day it is at 50% then 30% then gone.








While I like this idea from a position of common sense, it's going to be dreadful to anyone who has more than a couple of harvesters, unless some kind of telemetery is added so that we can check the status (On/Off, Power/Energy levels, Hopper Level, Resource + Concentration) of all of our harvesters without having to drive to each of them. For a civilization as technologically advanced as star wars seems to be (Droids, Space travel) it's pathetic that i can't have a highly complex machine radio me its status every so often [Until it's broken, go figure].


On a similar note, it would be nice to have a way of FINDING your machines/buildings. Currently it's possible to 'lose' one, plus you can do a denial-of-service on someone by /transferstructure-ing them a bunch of lame harvesters which they'd then have to track down by hand.


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