Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)
Thunderheart, you play Commando, right? How often do you put down the flamethorwer and use Unarmed? go mano-to-mano, as they say? Yeah, not that often, I bet.
Thunderheart wrote:
Cronuss wrote:
In light of the talk about smugglers lately with the crackdown issues, I would like to bring something up.
I think it would be a great addition to the profession if some unarmed skills were added to the dirty fighting line.
Unarmed skill is required to attain novice smuggler, but never used thereafter.
We could add in some cheap shots or something.. nothing too powerful, but stuff to add viability, RP, and fun!
Cronuss - - why do you not use unarmed? I'll see if anything can be done though.
Thunderheart wrote:
Phramrex wrote:
I tried the Borvo quest back when it was bugged. Well I went and tried it again after this latest patch and found out that I still can't do the quest. I thought that the quest was reset for thoughs of us who did it during the time it was broken. TH can you confirm that this was fixed or are dev's still having problems with this issue. Thanks!
I played it this weekend and got my Polished Krayt Skull with no problems
The quest was a blast!
TH, I think you missed Pharamrex's point - which is: There are TONS of us who are completely stuck on Borvo's portion of the Krayt skull quest. While I'm tickled pink that you managed to finish it, *I* haven't been able to get anywhere due to me trying the quest when it was BROKEN.
SO, let me rephrase Pharamrex's question:
Are there any plans to allow a reset or workaround for those of us who are STUCK on the Borvo portion of the Krayt skull quest? I know that I have put in numerous bug reports and filed several CSR tickets and the only response I have recieved is that it is an issue that the Dev's are looking into - however, with almost every publish, there is some mention of fixing portions of that quest, yet there's still a bunch of us that are completely stuck.
A number of issues that need addressing:
1) The most important one I want to bring up at the moment is the issue of not being able to enter any player structures when TEFed, and getting ejected from player structures when healing because that healing caused a TEF. Neither of these make any sense, especially the second one, and considering this change was not added during a major publish, not too many people had the chance to voice their input. Yes I know the reason for this change and I don't think it's valid because player lots are limited anyway. At least let us enter our own houses and the structures of our own player city when TEFed and don't eject us if we get a TEF while inside. What you are saying is that all medics and doctors who heal factioned people have tobe strong PvP warriors too, because they aren't allowed to heal and get a TEF inside player city cantinas or cloning facilities or they'll get ejected...and while it's easy to tell who is overt, it's impossible to tell which coverts have TEFs and which don't. This causes medics to get killed a lot.
2) Vehicle paint jobs fade? I found this out rather quickly, as I waited till the day after the last publish to paint my vehicle but the job was gone in a couple of days. I know the dev team is concerned about getting more money into crafters' hands and stuff, and not wanting to put them out of business, but if customizations fade this quickly then a lot of people aren't going to even bother buying the kits because they can be pretty expensive considering their short duration of effect.
3) If you really want to help crafters, give them schematics for items that are currently only available as loot, like Nightsister items, Exceptional/Legendary weapons, and armor attachments. That'll give them some real business...not that they are hurting for it currently. I do like the schematics that are being given as themepark rewards, but one thing I was wondering about...are these only good for a certain number of manufactured items? Because if so, then how can a crafter get more of them once the themeparks are completed? If not, please excuse me as I'm not a crafter,norhave Igotten these schematics myself yet.
4) Thank you very much for taking out insured PvP decay. I and the vast majority of the player base appreciate this, and now I see a lot more people willing to PvP...heck I'm one of them. I would like to see decay removed for a 3-PvP-incap situation so that griefing is avoided. I don't think this would be too hard to implement considering the system message "you have been incapacitated by [player name]" shows up right before "you have died. requesting clone activation". Anytime that "incapped by player" message shows up, even if its a 3rd incap within 10 minutes, you know it's a player kill...
5) Some vehicle bugs are still there, like randomly disappearing vehicles and the annoying teleportation-on-dismount bug. Also, vehicles don't always show all their available options on the radial, namely the Mount one.
Sharlathea wrote:
Thunderheart wrote:
Thats a sharp observation. Its also why the DoTs were changed too. Commandos are still getting some pretty good XP, but the change is on the damage from the flamethrower and not the DoT. As far as XP, its related to how much damage is done. Some of those high level commands with sliced flamethrowers can do a LOT of damage and thats where the difference comes into play.
As far as committment? Its tough to make a judgement call on the boards witha snapshot like that. There are so many things that effect XP.
TH you're a commando and you don't see that she is absolutly right on the money? You want an example?
Take a TK novice fight a meatlump you get 1 xpt 1 combat exp.
Now take a Master Commando and fight a meatlump you get 86 xp as a Master Commando for a meatlump.
I literally mastered a commando in a week ofAFK macrosearching for crystals.
Thunderheart wrote:
There is amanufacturing schematic problem we are working on. Its associated with old schematics and should have some sort of fix for it soon. Exactly what the item was is pretty important. Some schematics were altered (like the architect/DE change) and others are old FWG5 schematics that no longer exist, etc. Like I said, knowing what the item was will help me know what level of attention its getting.
- empty your input and output hoppers.
- Place in exactly the amount of resources you need
- load your schematic
- start manufacturing
At 50 crates made (not items. crates), you will get the e-mailed error message and your factory will stop. It will also, most times, eat exactly 1 item's worth (not a crate's worth) of resources. You can go back and start it up and finish the run, but I think it works best to take the 50 items out that are already made.
RayRay00 wrote:
Thunderheart wrote:
Phramrex wrote:
I tried the Borvo quest back when it was bugged. Well I went and tried it again after this latest patch and found out that I still can't do the quest. I thought that the quest was reset for thoughs of us who did it during the time it was broken. TH can you confirm that this was fixed or are dev's still having problems with this issue. Thanks!
I played it this weekend and got my Polished Krayt Skull with no problems
The quest was a blast!
TH, I think you missed Pharamrex's point - which is: There are TONS of us who are completely stuck on Borvo's portion of the Krayt skull quest. While I'm tickled pink that you managed to finish it, *I* haven't been able to get anywhere due to me trying the quest when it was BROKEN.
SO, let me rephrase Pharamrex's question:
Are there any plans to allow a reset or workaround for those of us who are STUCK on the Borvo portion of the Krayt skull quest? I know that I have put in numerous bug reports and filed several CSR tickets and the only response I have recieved is that it is an issue that the Dev's are looking into - however, with almost every publish, there is some mention of fixing portions of that quest, yet there's still a bunch of us that are completely stuck.
Ray, I'm not sure if this is going to work but I talked to a guy in Mos Eisley (NPC) he was an imp and offered to reset all of my Tat missions. I haven't tried Borvo again but check for him and see if he does the trick. I think he was inbetween Starport and Cantina.
Tesshu
Gorath
Thunderheart, generally I'm a supporter of the develeopment team, even when the rest of the players are screaming at you guys. Still, I don't think that the above is a very good way of looking at traps vs players. Ranger traps (or, I should sy, scout traps, because the ranger ones are rather useless - another issue entirely) shouldn't be considered any different than any combat profession's special attacks. Traps, in essense, are a combat profession's state-inflicting special attack, minus the damage and weapon, and with a resource cost added in. Saying that traps are a tricky issue because of how one player affects another is like removing PvP because one player is affecting another.
Thunderheart wrote:
EV500 wrote:
I know this is a long shot, but is anything going to be done about ranger traps? Will they ever have an effect on CH pets or other players?
N'Rass, DeltaXi65 and I have talked about. I know its a player desire, but its a rticky design issue. Anytime one player has the ability to effect other players
Not Sure if this is a bug, and what effect it could have but..
Was buffed last night (the full 6 + vaserian brandy) Got killed (really should get some armour) and clonedat the nearest station. My buff's were gone, but i still showed as buffed in the buff monitor (for the amount of time i would expect over an hour left.
I've never managed to get killed whilst buffed before, so i don't know if the buff's should dissappear or not.
Oh and my lvl 20 dewback runs like a coward - i really need to get pistol accuracy whilst moving, since that's what always happens.... Hang one i've sussed it it's a stealth nerf for CH to make pets useless and entice them back into PvP since that's all this game is really about.