Development Cycle Archive

Thread: Publish 7 Feedback: Open Discussion

Gron_DM
Wed Mar 17, 2004 12:38 pm
#183

2 things, 1 return back droid armor...


2: after a very thorough 5 hours of crafting last night here are my findings:


If a crafter crafts something with materials 900 or better avg for primary stats of crafted item they get +7% on a great and +8% on an amazing. What this means to non-crafters, i make crafting tools with 983CD, the tools really on CD. Prepatch they would get 98% total experimentation with 10 points, with the new system with a few amazings and all greats i was able to get 100% experimentation. This is good for 1 stat items where said resource spawns over 900 in prime attribute.


The downsides: I made some melee wpn components using 850SR, melee comps go off SR. With all10 pts the best i could get was 5% worse then prepatch(this is with some amazing results, the greats gave 6%, amazing's 7%+). Tests with ranged weapons were even more terrible.


Why am i bothering to repeat all this, when it has been said before....


I Propose that the developers intiate a hybrid of these 2 systems. Allowing amazing results to make a product go beyond its normal %'s based limits in the prepatch system. This would level the playing field on materials that are close in %'s but not identical and also allow for equipmentmakers to distiguish themselves via hard work trying to earn amazings, which previously had little value over a great. I hope this is considered it would level those that are already close to performance and for those whom spend the time allow them to make truly top of the line gear.





Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Thaumaturgist
Wed Mar 17, 2004 12:51 pm
#184

I think I found a bug. Here goes as follows.


I got a mind buff from an entertainer for 1009 mind 1 hour 30 minutes. About an hour and 10 minutes after this I got incaped, and db'd. I respawned, and went to the same dancer. Got another mind buff. When it was done the buff was exactly 1009 again, but the the time was about 20 minutes. Looks like after the clone the timer didn't get cleared correctly. Please fix this ASAP... At least I was friends with the dancer, and didn't have to pay for a worthless buff.


Thanks,


Thaum





Thaumaturgsit - Sunrunner
Master spy and loving it!!
Guild - OPFOR

KaernLegorah
Wed Mar 17, 2004 1:16 pm
#185






Ekhben wrote:
Combat Changes

  • Defense / To-Hit Fixes
    Testing when you introduced these changes would have made fixing them now unnecessary. Your internal QA department is abysmal. When you make a change and do not bother to verify that the change does what was intended, there's something majorly wrong. I can understand you failing to find unexpected consequences of that change, but not testing it at all just screams incompetence. Sorry, but that's the truth.

Funny, I don't recall seeing you on Test Center helping to test it. Maybe I was just looking the wrong direction.....



  • Warcry/Panic Shot nerf
    Another useless skill. Mobs automatically encircle you. Cone effect attacks will only affect the one right in front of you, and guess what? you're hitting that one. What was wrong with the ability to justify this?

That's like sayiing FanShot is useless because it's a cone attack, but (despite what you think) when used by somebody with even a minute amount of ranged combat sense it's quite powerful and effective.



  • Bleed DoT fixes
    This is another mistake that should never have been made. While not the same as failing to test it at all, it suggests you're not analysing the consequences of changes, which does not give me any confidence in the processes you have.

/healthshot1;
/feigndeath;


There's one of the biggest reasons for the Bleed changes, and it's a God-send that they made it so people can't do that anymore.

Crafting System Enhancements

  • Reduced chance of critical failures
    I do not see the necessity for critical failures at all. Risk vs Reward is complete bunk. Your paradigm should be Investment vs Reward. Crafters already invest time and resources into crafting. The more time they spend and the better resources they use, the better the result. Introducing risk introduces a random irritation which can range from a mild inconvenience to a blue in the face rage. It does not add anything good to your game. In other words, you have not reduced the chance enough, since it will not be enough until it is zero.

So then if they remove the risk from crafting they should remove the risk from combat and just give us all God mode. If they removed critical failures, then they've have to remove critical success, and then some of the really well made items out there would disappear as everything settled into just a gray zone. Somehow I'm not surprised in the slightest that a TKM is suggesting there be zero chance of faliure for anything.



  • The one day exposure to a new system
    As has been said, one line experimental results and SEA users are producing schematics of a quality that will not be obtainable tomorrow. The poor, poor economy. Please consider the consequences of the actions you take.

Yes, those mediocre items they produce will be vicious.


Bounty Hunter Jedi Tracking Missions

I'm not a Bounty Hunter, but from what I've read, this is a partial success at best. I'd be up before my manager explaining myself if I released code in as untested a state as you do. There is no sufficient excuse for the lack of quality we are seeing. Hang your heads in shame.


Yep, this part of your post still makes me laugh until my gut hurts. Maybe one day we'll read the story of Jedi on Test Center. Y'know.... that one guy.

Junk Dealer Revamp

Do I hear the sounds of muffled laughter?


No, you don't actually. Junk Dealer are for new players to get a small amount of extra cash, and the new set up allows them to get more money and sell just about anything. Man, you gotta start thinking about these things before you post because your thought process is..... non-existant.

Camp Restrictions Replaced

I'm not sure I can express just how disgusted I am over this. I've dropped Creature Handler, which I'd been set on since late beta. Replacing one mindless obstruction with another is not a step forward.


Yes it's so terrible that crafters can now call vehicles anywhere without having to spend 15 points on Novice Scout, which they wouldn't use for any single purpose other than to call their vehicles. Man, that's such a terrible thing. How dare they allow those crafters even a mild amount of convenience when checking their harvesters! (Hint: That was sarcasm)

Player City Garages

With vehicle repair so expensive, and decay rates so high, and vehicles themselves so cheap, and bugs that autorepair vehicles or prevent the repairs from sticking, the potential of these buildings is unreached. You would need to address the above concerns to see these buildings popular.


Only two of those issues need to be addresses: the auto-repair using shuttles, and when repairs don't stick. The decay rate and cost of repair aren't a problem in the slightest. It's like owning a car in real-life and paying insurance: if you can't afford it, don't buy one. Of course I expect the near-cliche comment "but this is a game, not real-life! I don't want a game that's like real-life!" Yes that's fantastic, I'll be sure to make note of that in this dictionary next to the entry "analogy."

GCW changes

I don't PvP. I don't want to PvP. Most of your players do not PvP, and a fair number of those would never want to. Yet you've made the GCW PvP only, with TEFs and covert detectors and the like. You've even made Jedi PvP only. You break PvE abilities and nerf professions because of PvP. You must make the sides in the GCW equal, for the sake of PvP, which means you cannot introduce a progessional PvE storyline involving the GCW. You even took away battlefields, the only bastion of pure PvE GCW content.

In other words, I do not care about the GCW. You could take it out entirely. I would not miss it. But if you attempt to force participation in the GCW on us, you will make the game entirely PvP, and you will lose your PvE market. This may be more successful than trying to be half and half, at least.


Holocron himself said it best: Joining a faction is signing up for PvP. This means that GCW is based on PvP. If people don't likeit, they can always go back to being Neutral. Oh, and battlefields were taken away because they're revamping them and needed to remove them temporarily.

Bestine Quests

Faugh! Victor's rewards weren't tested by your QA department, and his new quest is another static spawn camp. Remember your initial design goals? Didn't think so.


I wasn't looking again, but I thought I heard you walk by on Test Center again......

New Mounts

I can't get excited about mounts. I have vehicles, which handle slopes much better, travel flats much faster, and don't bounce my viewpoint around at all.


You don't excited about anything that doesn't involve more winning (with no risk) and a total removal of any possibility of losing, or so it would seem from your post anyway.

Summary

The Droid Invasion brings us nothing good for droids. It's a two publish Droid Invasion, and this was the first part. You might want to wait for the second part, just maybe. It brings us combat nerfs and bugfixes. This is an MMORPG, nerfs and bug fixes are a massive part of the way the game functions. All MMORPGs do it, and always have done it. It gives us a one day economy buster, and another failed attempt to fix Bounty Hunter missions. Busting the economy with craptacular items almost sounds realistic. We'll be sure to get all the Test Center BH's to hunt down the one Jedi on there, I'm sure the data collected from it will be..... mediocre. We get junk dealers, for what little they're worth. They weren't worth anything to veterans before. It's for new players. It was never meant to effect you.Move on with your life.We get a new set of obstructions for calling pets to supplement camp restrictions, and are expected to be grateful. Some peoplehave 15 skill-points worth of gratefulnessnow that they didn't have before.We discover that you didn't see if Victor's rewards worked, and that you gave us another static spawn camp. So, how's TC treatin' you today?

Conclusions

The most positive response I can offer is: "At least there are three grains of wheat in this bag of chaff."


I'd like to add to your conclusions (interesting that you pluralized "conclusion" but then only provided one) by saying: It's interesting how you complain so much about testing but are totally unwilling to help make it any better. Once again, I'm not shocked that you're a TKM. I do so love your "give me the best stuff at low cost, and all rewards with no risks" attitude....... at least I love to laugh at it anyway.










----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Keltorr
Wed Mar 17, 2004 1:16 pm
#186

It appears that the "mob warping" bug has resurfaced. I fought some animals and the minute I attacked them, they warped right on top of me. Didn't happen every time, but it was often enough to be a pain especially given that I used mainly a rifle and now I get hit a lot more



I have a bad feeling about this nerf


The few...the proud...the Marine-armored

KaernLegorah
Wed Mar 17, 2004 1:27 pm
#187







Errlor wrote:


Hell, I'm sure there are a multitude of players that would be willing to sign NDAs, pay extra monthly fees or whatever to become jedi characters on Test Center.




Ah yes, sign an NDA................. which would defeat the entire purpose of having those player's get Jedi to begin with since the only place they could test the Jedi thoroughly in a environment as close as possible to that of Live servers would be on Test Center. Yet in order for them to test everything thorougly they'd have to discuss these things with other players, who aren't Jedi, but they'd have to discuss it without proving any useful information at all. So great, we'll have a bunch of Jedi who can't talk to the people they're testing things with. I guess we'll just have everyone on TC sign an NDA, and while we'reat it we'd better track down all those website that had theall Jedi skills trees several weeks before anybody had even unlocked a Jedi character.


Or I could put it this way: SOE offer Jedi characters to anybody for a price..... public outcry ensues. Y'know, not like people on the Jedi forum haven't already screamed up a storm since day 1, let's give them yet another reason to freak out.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
RazorBlade79
Wed Mar 17, 2004 1:29 pm
#188



Smuggler_Caylin wrote:
The "Droid Invasion" from what I can tell is a complete let-down. Droid Engineers all over are virtually crying into their hands because a Repair Droid is a better fighter than their probot apparently. It also stands to reason that misinformation concerning new chassis from your advertisement/Wallpaper would become available.
Players dreamed of having droidekas and goodness knows what else, it is now a matter of modifying your R3 or Repair droid, and even at their best, still be a less effective combatant than even a CL10 BE pet.
Brawlers have a nearly useless skill in Warcry 1&2. To keep it as a cone effect limits it's effectiveness profoundly. To make it even remotely worth it, the skill would have to become an AOE effect, instead of a cone.
Smugglers now have another worthless skill in panic shot. Thanks for your feedback and indepth responses on this matter with their profession/ (/sarcasm off)
Also, while giving content to Smugglers is nice and all, making us trash collectors for desert rats known as Jawas is not exactly the content and usefullness that we had in mind for our profession.
The best things in this patch for me are moving items in my house up and down, calling my swoop bike without Scout skills and labling sliced items upon inspection.
Other than that, I fear you have hurt more than you have helped.





Very good post, I couldn't agree more.



___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
WillGrey.cyndera.com
- My homepage

Keltorr
Wed Mar 17, 2004 1:38 pm
#189






RazorBlade79 wrote:





Smuggler_Caylin wrote:

The "Droid Invasion" from what I can tell is a complete let-down. Droid Engineers all over are virtually crying into their hands because a Repair Droid is a better fighter than their probot apparently.


Very good post, I couldn't agree more.



Wait a minute--have Probots been nerfed AGAIN?!




I have a bad feeling about this nerf


The few...the proud...the Marine-armored

Matsubaa
Wed Mar 17, 2004 1:58 pm
#190

I was on Endor hunting Marauders and blurrg and they seemed to hit harder today than before the patch. Particularly in melee attacks, I was incapped and instantly deathblowed by a 900+ point hit from a Marauder that wasn't even graphically attacking me.


A friend of mine faced another instant incap+deathblow when a Marauder hit him with Stopping Shot for 3900 points of damage despite having a full suit of armor and a PSG on at the time.


Another friend was nearly incapped (thank god for massive doctor buffs that render the wookiee HAM bonus measly and useless) when a Marauder used advanced strafe shot on her for 3500 damage.


This didn't used to happen and any change that would have made it happen now was undocumented. I'd appreciate if it would go back the way it was rather than have arbitrarily powered-up NPCs running around.


As for the new mounts, I already have a mount and a swoop bike so I have no use for a new mount.


As for the new droid modules, I'm a CH and don't need a more expensive and less capable pet. If it were worth somewhat more than a level 10 creature pet or if it had some worthwhile secondary bonus aside from being a combat pet then I'd consider it.


The carbineer specials seem to work better, the ones I can try anyway. I had some other difficulties because of the undocumented changes though so I can't really gauge how well I performed in combat relative to before the fixes.


The Jedi change disturbs me. Lightsaber crafting fixes were nice, but making bounty hunters even more capable in destroying the literally defenseless Jedi seems unfair.




Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.
Squidwalker
Wed Mar 17, 2004 2:03 pm
#191

I didn't bother to read all the posts if someone posted on this.


But why the sith did you change the delay attacks? The are pointless now. Especially for TKs. Now the only thing warcry is good for is, delay and run. Because there is no other purpose for it, since once you hit them the effect is over. You say this is for crowd control, yet a TK can only hit one target with it, and it has a delay on the use of the effect itself. If you want it to be crowd control, then make it a AOE with full 360 degrees around for say 10-15m. That will actually make it crowd control. Because if the TK hits one single target with it, they can't hit anyone else with it, and the rest of the "crowd" can still hit them.


So if you wish to leave delay attacks like warcry so they cancel when attacked, then


1. take off the delay for usage.


2. make them a "true" AOE espcially for Melee classes. The smuggler one can be a cone, since at range you are able to reach the wider part of the cone and get more of the "crowd", but it should be a decent sized cone say 60-70 degrees.


I don't use the term nerf willy nilly, and constantly tell others what it really means compared to a change. But you guys actually did nerf the delay attacks on this update.





Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Satch_of_GL
Wed Mar 17, 2004 2:07 pm
#192

I just wish the CSR's would enforce the TOS and do something about the AFK 3rd party macroers like at the Borgle cave. Eventually, these macro programs will grow in sophistication to be able to make decisions in the game. An example would be "uoeasy" in Ultima Online. That tool contains it's own language and interacts directly with the data stream.

The CSR's are unable or unwilling act on or to even move these AFK macroers so that they are out of range of the spawn. The problem is that these people are getting bolder. They log in at server up and stay there all day. They dump their loot in their houses right outside of the cave and then run back in. Players who are in game have little chance of coming away with anything worth while.

Right now the bot campers are using very simple technology and unless SOE does something the game will be damaged through their neglect.



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

World traveler, intelligence expert, soldier of fortune, bartender and bass player, casual hero.

"Venne, vide, fuggi."
Kade_Deveron
Wed Mar 17, 2004 2:17 pm
#193

Well, in way of general feedback, I must applaud the subtle but important changes this patch brought about. The removal of def stacking issues, fixing of some combat related issues, no camps for vehicles, all contribute to the betterment of the game. Im especially fond of the changes to furniture moving. While the up/down commands are getting a lot of attention, the smaller increments in forward back movements make furniture movement MUCH better. Good job!

The down sides? Well, the last couple of major themes have packed less punch than they should. The Imperial crackdown needed about 5x the intensity provided to have the proper impact. Right ideas, but not nearly ENOUGH implementation. Same goes for the "droid invasion". Feels very under implmented.



-----------------------------
Khade Deveron

Kathleen
Wed Mar 17, 2004 2:18 pm
#194

Need an option to rename the vendors without destroying them.


Need an option to remove vendors from global map advertising without destroying them.


Need an option to remove maintenance from houses.



Add the following titles to professions:


Add Bounty huntress


Add Huntress


Change Rifleman to Rifleperson


Change Pikeman to Pikeperson


Change Swordsman to Swordsperson


Change Foreman to Foreperson


Enough of the macho thing


Increase Exp for merchant professions.



Disable all schematics made the day after pub7 especially schematics from Armorsmith/Weaponsmith.


DO NOT fix thisby releasingubber new resources. This won't work this time.



Allow Jedi to sense incoming danger. If rangers can, Jedi can...


Jedi should have their +25 terrain negotiation. If Luke could jump from cliff to cliff on Dagobba like a chimpanzee then it means he had +50 terrain negotiation


Lightsabershould bea mix of Kinetic + Heat + Energy damage type.


Replace the crystals component with something that only jedi can get. Like a very rare crystal that only They can survey and sample once. The spawn could disapear right after it's been sampled.


Or increase the number of crystal spawns to drop the price on them....enough instant lottery for now.


Change the way to unlock to Quests systems.


In the next Revamp, do not remove second force character on same server for those who already unlocked. Because that's the reason we worked for it. (to have 2 char on the same server)


Do not give that force char to newly created accounts or those who did nothing to get it...common sense.











___STORE_________________


S T A R L E T


_________________WARS___



Liwiwo
Wed Mar 17, 2004 2:29 pm
#195

tbh kaern, if ur helping out as much as u imply on the test server, ur doing a not too good job, and also in ur reply ur acting as if ppl who arent on the test server dont get any rights to have an opinion on the game, furthermore the "call ur bike everywhere" thing does blow, whats the scout survival line for now ? putting out a camp so dancers can heal mind wounds ? talk about a waste, u might as well throw camps out the windows, all they are used for a too level master scout to get bh, i guess next they will give +50 terr. negotiation to all, cus thoose poor crafters u know, adding new stuff that completely kills the use of 1/4 of a profession arent exactly smart, and since u can call anything everywhere, docs can pull out their droids to heal wounds, so the camps arent even usefull for that (damn even i got a med doid and i oly took novice medic). Defence is completely broken, if not someone did a lousy job, the capping is fine, but melee and ranged def doesnt stack at all over professions, so whats the point in capping it? and that remark on real life cars and so on, ye cars get broken, but not in 3 days and it doesnt cost 1/10 of the cars price to fix it every 3rd day, if it does i suggest u get another car than a 1985 yugo, sry for beeing harsh, but ur replies are based on ppl not playing on the test server, and for some reason u think u know better cus u do, oh and btw, if the jedi is broken due to them only having one jedi on test, they might should consider hiring a few more guys to act jedi's so the profession so many ppl spend alot of time on getting arent broken when they get it, and yes ive been on test a few times, but never saw u there, and if u state that u know everyone on test im pretty sure u are overdoing it to say the least, have a nice day



Liwiwo
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