Development Cycle Archive

Thread: I'm out of my cave!

Nerj
Tue Aug 03, 2004 8:37 am
#183






Meplorium wrote:






Shug_Ninx wrote:


"Haden, I'm confused. You said you had nine programmers in your origional post but now you say fifteen. Did I misread something?"


We have 9 *designers* on Live, and 15 people capable of "coding" for us, which in this case includes the 9 designers.





For a game that grosses 4 to 5 million per month, it is understood that gross and profit are two different things, still that is a lot of money for only 15 people, some of which are working on the next title not completely related to this current income. One months gross can pay for 50 full timers for an entire year, yet less than 1/3 that amount arepresent.




You must remember that there is more than just developers that are being paid. There is Lucas Arts, management, taxes, support staff, rent, bills, stockholders, and probably others. The better way to approach it would be, "why would you alienate those who pay all of this and not bring in some short term help to fix these problems quickly?"




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Dwiggz
Tue Aug 03, 2004 8:38 am
#184






We dostill plana Smuggler Revamp. I don't have an ETA.




It was supposed to be before JTL... then after JTL (smuggler has more space content), then CB and GCW came in the way (delayed)... so Smuggler will come after CB and GCW.


No we get a NO ETA !!






Currently playing : Under NDA
MMO's are drugs.
Waiting for the next SW MMO (i know it's comming)
I have a feeling... a big announcement is comming... at the end of the month...
Hologrind KILLED SWG. Gimme Classic Server with no Jedi. Thanks.

Cafa
Tue Aug 03, 2004 8:48 am
#185


Well looky here:


http://forums.station.sony.com/swg/board/message?board.id=Tempest&message.id=149926#M149926



========================

SUBJ: What do I do now? SOE deleted my character!

GenioMachieno
Community Member
Posts: 46
Registered: 11-07-2003

Server: Tempest
Viewed 312 times

I logged on last Thursday and a character i created last August was gone. He was my main character. I had put in hundreds of hours on him. I spent hours friday trying to get help, but it took untill Monday to get any responce. By then it was too late and the character was unrecoverable. When i asked what are my options were, the CSR responded with "Sorry, you will have to create a new character."

I can't even count the # of hours i put i on him. I had a house full of resources and loot. He was a master Swordsman/Master Doc. I had several million credits. Who knows what else i lost that i don't even remember.

I am guessing I am not the first person this has happened to. Is there anything i can do? I have sent emails and tried to get live help form SOE with out success. I am one of those idiots who paid for my subscription 3 months at a time. I am paid through mid October. Is it possible to get a refund for the remainder of my subscription, becaus there is no way in hell I investing any more time or money in this game!

formerly
Actint

08-02-2004 09:45 PM

========================

GenioMachieno
Community Member
Posts: 46
Registered: 11-07-2003

Server: Tempest
Viewed 146 times

I was not ban. I have paid all my bills since last August. My account has never been inactive. They did not explain what happened just, that there was no way to recover the character after 5 days. The CSR did work on the problem for about 30 min, he said that when he tried to reactivate the caracter all he got was an error report.

08-02-2004 10:26 PM

========================

ShadowTheory
Community Veteran
Posts: 130
Registered: 06-26-2003

PA: Tempest Community
Server: Tempest

Viewed 20 times

Actint was the reason I started playing this game. Roomate and good friend. CSR_Daniel was curteuos yet once again powerless. Why even have CSR's if they can't do thier job. Regardless this bites. I'm sure Actint is done. Another one down. So when do they star merging servers due to lack of population...

Pizayne's the name.
Master Commando/TKM

08-03-2004 08:10 AM

========================

Yeppers, keep trusting this management team folks!



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Khaldun
Tue Aug 03, 2004 9:02 am
#186

Having taken a break from the game in November and just come back--but having watched from a distance--I just have to say that I think you and the rest of the development team have used up your quota of "sorry about that". There's something deeply flawed in the basic management of the Live team for the game. You don't need a Combat Revamp, you need a Management Revamp. Until you do that, the community and the devs are going to be stuck in an endless cycle.

Every single one of the Seven Deadly Sins I wrote about is still with the game; in some cases, the sins have been compounded.

What players need an answer about, once and for all, is this: "Why are so many of the subsystems and individual gameplay features of SWG that do not work properly so hard to fix, and why do the players have to complain so incessantly about them to even get the Live Team to acknowledge that a feature is not working as intended?"

What players need an answer about is, "Why can't the devs think ahead about the consequences of design changes or decisions to the core systems with even half the clarity that the collective playerbase can?" I've been reading and posting to the forums since very early in the development process, and players in substantial numbers at a very early point in the conversation correctly forecasted a number of problems that have arisen in the game. For example, in the many, many debates over what the Jedi system would look like, players sometimes discussed the possibility that the system might simply involve massive amounts of grinding and powerlevelling--and it was clear to virtually everyone who cared about the game that this would be an enormous mistake. Was anyone listening? If they were, why didn't they understand? For virtually every design bottleneck and major problem SWG suffers from, there were plenty of far-sighted Cassandras.

Many of SWG's subsystems and small design features don't work properly; more than a few still have artifacts from the late Beta game embedded within them. Many of SWG's core systems, most especially combat, suffer from problems that many players saw coming a mile away. Worse still, both kinds of problems frequently are aggravated by abrupt design shifts or contradictory changes, where a change in one subsystem breaks another, or where a major shift is made without any real sense from the devs of why, or with any thinking about how such a shift ties into an overall design philosophy.

I personally would be able to come back to the game with a lighter heart and more trust--and replenish the quota of "sorrys" to allow Shug_Ninx and other devs much more slack--if I had any reason to believe that the devs understood what was not working about their process and if they were able to commit to a change in their process. That change has to be partly internal, and the details couldn't be seen by us, only the results. But it should also be external. If you're going to post that you're removing recursive macros, then tell us why you've decided to do that now, what has prompted your change in philosophy, and give us some reason to think you've anticipated the consequences. What are you going to do about the third-party programs that will spring up as a result? Do you understand why people use recursive macros now? Are you willing to make changes to the process of levelling in crafting professions that removes the incentive to use recursive macros? Show us you understand your game and understand the consequences of major changes.

That goes a thousand times more for the Combat Revamp and the GCW. To believe that you're sincerely planning to undertake an effective revamp after JTL, I would have to believe that you understand fully and comprehensively what is wrong with combat and the GCW now. That would mean dropping some of the "Our game is more or less great right now, but of course we always want to improve." It would mean being very clear about where the game has shortcomings, and demonstrating that you understand the roots of those shortcomings. The Revamp can't just be about moving the parts around on the Rube Goldberg machine of the game's overall design: it has to be a complete rethink of what the game is at its core, and thus something of a confession of past mistakes as well.

You don't get by with a simple, "I miscommunicated" any more--or just a simple "oops, sorry". More is needed.



Atino Xepteed
Maker of Mediocre Weapons
Chilastra
Uri-Gellar
Tue Aug 03, 2004 9:12 am
#187

Thanks for the reply but I think its a load of crap myself.

Thanks for planning on releasing another game for me to buy before fixing the one I already have, If you were managing any other type of business I know for a fact you would be bankrupt by now.




Uri Gellar :: Master Swordsman :: Master Brawler :: Fencer :: Pikeman :: Medic
Klark Gelaar :: Cancelled ::
Rishathra
Tue Aug 03, 2004 9:19 am
#188


I want to start off by emphasizing that I very much appreciate Mr. Blackman for coming up and confronting the issue directly (this time at least) and not just issuing vague statements about the infamous interviews. I feel much better now, but still not good. Here are some other issues that he has commented on that really rang bad with me, and definitely need either clarification, or outright changing. I am quoting antares_Kauri because he hit the nail on the head with these and I doubt anyone could say it better.


Mr. Blackman, I would like to hear your response to these statements.







antares_Kauri wrote:







"Really what’s happened here is that we realized that perception about combat balance in the community really started to encompass more than what we had originally intended. So we’re stepping back from it and saying, “OK, how can we actually do that?” and meet the community’s expectations with the combat balance, which again we are now calling the combat revamp. So really what’s happened is that we’re looking at increasing the scope of the changes and the updates and additions that we were going to make with the combat balance and make it more creative."







Here it appears you are blaming the players for raising the expectations of the combat revamp. We were not the ones who had "Wait for the combat balance" tossed at us as a response to nearly every one of our core concerns. Look at the Pikeman 10 Answers as an example (7/10 answers were to wait for combat balance). That's a minor example, too. Almost all of our combat concerns were answered with the combat balance since November. We were not the ones who raised the expectations, we were given the expectation. What were you meaning by this comment?







"GI: What about those gamers who really aren’t interested in the path of the Jedi? What’s going to keep them playing after seeing two publishes that have been directly focused on the Jedi and their powers?

Blackman: Well made it so Jedi are fairly inter-dependent with the other professions. I think fighting alongside a Jedi is cool and exciting and if you haven’t done it yet I suggest you go and try it out. The Jedi bring a heavier Star Wars feel to the game. You know, they’re very unique to Star Wars. I think that for some of the professions, the Jedi will rely on medics and whatnot."







So if we don't want to be Jedi, then we should just fight with one? That's our recourse? The only thing Jedi rely on other professions for right now is for FRS xp, as if non-Jedi were just creatures.











I am a Rebel With Connections
...has become an Ace Pilot in nine squadrons.
Blue Glowie MCH
NGE Cancellation Bug
Soln
Tue Aug 03, 2004 9:24 am
#189



You don't seem to understand Sir, that outside of the actual delays the most frustrating part of this game is that your design decisions seem so arbitrary. We don't understand why things are developed (like the DWB, or racing tracks) when there is a crippling need for combat revision.


You guys seem often completely disorganized, and your decisions seem always biased by internal agendas that we as paying customers can't know about. The result being when you have delays your excuses are always "resource-driven" (not enough time or people) and this is extremely frustrating.


As a first start to improving communications, could you provide a reliable outline of what you want to achieve. Delays happen, but it's very bad to continue to surprise your customers. Since mostly these surprises are often disappointments.


I also think your own credibility is quite low with players regardless of your apologies or contextualizing. We would rather hear from Runesabre or other designers please. Thanks.


Edited: for rationality

Message Edited by Soln on 08-03-2004 03:26 PM



My Playerep Profile
Elder Jedi, see my PR profile for bio
Kalidor100
Tue Aug 03, 2004 9:26 am
#190

Welcome back


As im sure most of us are looking forward to JTL and the GCW combat revamp can i ask another question i was unlucky lucky enough to unlock 2 days after publish 9 and now i was getting excited thinking Pub 10 would be out in august but then someone tols me september then late september then after JTL can u give us any expected date on Pub 10 ?

AestusMaris
Tue Aug 03, 2004 9:32 am
#191







We are committed to receiving feedback from and engaging the community. To that end, we'll be holding a correspondent summit at the end of August.






1. First of all, I don't remember as an active paying 1+ year voting for my profession correspondent. Why are you restricting the discussion of active elements under consideration for change to a tiny, priviledge, SOE-selected minority of your customers? Other companies lay out the changes, the issues -- they don't hold mini-summits that exclude their customer.s


2. Second of all, I ask this because there are several of these individuals that a good deal of the "forum player base" (yes that's us...) are not happy with. What are the term limits on Correspondents?


3. Finally, how do you expect your customers to accept this tiny minority as anything but marketing tools for you? Some of these guys have very clearly failed (like Jest3r) in their ability to relay reliable communications. Organizing forum posts, collating information... I'm not really sure what Correspondents supposed to do. But I am frustrated that you priviledge people you subjectively selected to relay broad-based customer issues.
Crimus
Tue Aug 03, 2004 9:37 am
#192



Hey Shug,

First off, thanks for getting on the boards and straightening things out with us. I have a couple questions for you though about where this game is going with a few of the recent announcements.


1)I'm wondering what the reason that SWG has decided to only reward players (as far as xp granting goes) for actually being online? I understand the whole need to actually immerse people in gameplay and get them involved instead of being able to /afk xp, however, with the majority of new games on the market now, and coming out soonallowing players to play more and grind less by granting xp while players are offline makes me wonder. The upcoming macro changes are apparently to fix the /afk problem, and to not give some macroers a unfair adavantage,but the way I see it, is that SWG has created the /afk problem in the first placeby creating this type of grinding system (grinding for the most part, especially crafting, is just not fun), and that taking away /afk maccroing will in fact be making the system more unfair then it is now. The way it is now, if you have a job, friends or family that you still pay attention to, there's no way you can keep up with all the people who can actually spend the time at their computer grinding unless you /afk grind. Besides, wouldn't you rather see people logging on to actually play the game rather then grind?


2) How does SWG intend on retaining new accounts when the first experience most players are going to go through now is one of the slowest, most boring experiences in the game (I mean grinding). Although the HAM change is a great idea for us veterans, a combination of not being able to spam specials, and now getting rid of /afk grinding, is going to make the grinding process an even longer and more pain staking process...I just don't see many people sticking around to play the game after they buy it and see how long it's taking them to get to a level at which they can actually play the game with the rest of us.


I feel that these are very important questions that would help us understand a lot of the thought process about what's going on there, and perhaps, my questions have even given you guys something to think about. It just seems to me like the game is promoting the fact that having a life outside of SWG is frowned upon. The way I see it is that grinding should be easy and the game should be hard, that's when you get more social interaction..people who are masters going out and doing stuff together actually playing the game, however, SWG is completely backwards on this, grinding is hard and boring, and actually playing the game is easy.

Message Edited by Crimus on 08-03-2004 12:41 PM

Message Edited by Crimus on 08-03-2004 12:44 PM

JediGohan
Tue Aug 03, 2004 10:09 am
#193

Is there talk of a Bounty Hunter revamp or luv patch somewhere in the works?




pwnd
\
ò


Seekalaei
Tue Aug 03, 2004 10:49 am
#194

Mr. Blackman.


I personally would like to thank you for the last year of this game. I have made a lot of great friends. It's been a rollercoaster for sure, and I don't want to flame you or put forth negative comments that would cause you to pass this one over. For me, this game was a lot of things. Some good, some bad. However, when I read the first cover story in PC Gamer so long ago, I really thought this game would be the one that I could actually play and be competetive in, simpy because of how the article made the game really seem to cater to the casual gamer. I am a hardcore gamer for sure, but I am also married with kids, alsowith a 12 hour a day career. Given the current "state of the game", I am sure you will get such varied responses from people with high expectations, or low, depending on where their stance exists in this game.


I would like to tell you I started this game with 3 close friends, and we brought in another 5 or 6. We met around 10 guys in the game also, from AZ and CA. Now, the reason we all hit it off so well is becuase we are all career guys with limited time to play, but this for a lot of us, was also the first true experience in a MMORPG. Some of us are soured, while some are now really excited about the prospect of playing these games. However, most are looking to newer other games now instead of this one. With 2 hours of prep time minimum to have any fun, games of other natures seem much more approachable to this one. I am not saying this system is bad or broken, but it's just not going to work for us anymore. My aggravation stems from the last year of work and effort. Work and effort are not words you would use to describe your gaming experience.. I don't know if you would agree there but that's my take.


I hope JTL brings you guys new players. I can play X-Wing Alliance and probably acheive the same results though. I understand the timelines involved and what the competition is going to do to your existing player base, so I can dig your attempt at covering up the real truth behind decisions made. I do not desire to be Jedi, as goes for the guys we play with. We all wanted to be merely Rebe Troopers joining the war effort. I refuse to wait until after Christmas to have our war. This stuff should hav ebeen working from the onset, and your Jedi selling point is not going to ever appeal to me, or the good people I play with.


One other thing that bothers me, and something which you didn't comment on. You made clear that the players don't understand the capacity of what your dev team was hard working on. Speederbikes and mounts especially. You claimed these systems were difficult. I was miffed, because as far as we knew, these things should have been in the game at release. The quests and dungeons which were added as we went was fairly standard affair for a game of this nature. But that's another thread I suppose.


I would like to thank you for opening my eyes to games of this nature. I now have a better appreciation on what to expect from other titles, and other develepment groups. My expectations are much more realistic, and I have avery good basis for which to judge games of this type as I continue to love and enjoy gaming.


I think it's unfortunate you guys continually make changes to fix something the player base was smart enough to manipulate, but in your efforts to fix one's mistakes, you break things for thousands of others. It makes no sense to me. I think you guys have a long road ahead, and you fan base is rabid and passionate. This game in the first 4 months was amazing. Nothing I can say compares to the experiences of the release of the game, up to the first holocron being realized for what it was. I hope you can rekindle that wonder. Again, this is my personal take. I can't say I didn't have fun, but I can say it's no longer for me anymore. I loved the game immensely in the beginning, but now.. there is nothing left. No fun to be had. The comraderie I share with the guys I met has extended to us reverting back to standard multiplayer games, because we can jump right in and play. It used to be that way in this game. I wish you good luck in your endevors to return the game to that state. I will keep one account open in the hopes that the GCW works one day. I can jump in and pvp with some pesky Imps, without spending an hour prepping. I hope one day you gain that structure for a function within the game that in my opinion encompasses our collective fascination with the world Lucas has created. Star Wars has always meant the war of good versus evil, the good guys versus the bad. That doesn't exist right now. I have tried hard to roleplay our own content, but the game just doesn't have the love for it. Thanks for reading this if you even do, and best of luck to you and your team in the future.



Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


Nerj
Tue Aug 03, 2004 10:59 am
#195






Shug_Ninx wrote:


Hey everyone -



Combat Balance is the top priority behind JTL, followed by the Galactic Civil War revamp. We know that these are both very important to the community. We also recognize the need to address Smugglers and Squad Leaders.


We are NOT shifting a huge number of people over to working on JTL. JTL's progress is such that we will probably only need to pull 1-2 designers (out of 9) from Live. The one area where JTL will impact us is in testing - most of our Testers will likely be working on JTL in the weeks prior to its launch.









JustG wrote: (From Smuggler forum)

Folks,


I totally understand how angry you are right now. I can't tell you how difficult it is for us to have to move your revamp back... but I really do feel that it is the right thing to do for all parties concerned, and for the overall state of the game. The large systems we are revamping really need our full attention. We have been absolutely killing our designers, and they need to have a life. This means not crunching them 7 days a week for months at a time.


thx,


- Gary







Now I am confused????



What large systems are you revamping other than JTL? Especially if there are only 1-2 out of 9.


(We know they aren't Combat Balance, GCW, Smugglers, or Squad Leaders. Please check withJustG so we can know too.)



Why does 1 HAVE to be Green Marine?





Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

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