Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-1-04)

rYsyn
Wed Feb 18, 2004 10:59 am
#222

These are just my thoughts, don't take this as a flame as I am only trying to help.


I have a HUGE disagreement with you and SOE on the meaning of "content". Adding these "quest" should not be considered content,they are things people do becuase they are bored.Actual "content" (IMO) would be creating professions that served an actual purpose.


For example: Create aGCW Profession (say Guardsmen).



  • This profession would require you to be a Master Pistoleer (or Carbineer/Rifleman) and Master Squad Leader or Master TKA (any of the Brawler type) and Master Ranger (you can create any combination with multiple purpuses)
  • They guard and protect a GCW Stronghold (Bestine or Anchorhead) and they (the actual player)would do the inspections and stuff that the NPC Stormtroopers are suppose to be doing, but here the ACTUAL players would be doing it and there would be many per city and they would have NPC support (this should be for IMPS and REBELS).
  • Be able to detect covert players (with in a certain range).

The point is that CONTENT should be based ongiving the different professionan ACTUAL PURPOSE and then tieing those profession together - that creates content.



  • Guardsmen would also beon the look out for Smugglers.
  • Smugglers would have their own missions and content that requires them to transfer "stuff" from planet to planet and city to city. They would have to be on the look for these Guardsmen (and other professions) to make sure they do not get caught and lose their cargo (not complete the mission).
  • Missions could come from other players, say Weaponsmiths or Armorsmiths who would need to hire a Smuggler to get their resourse off another planet (since they would not be allowed to).
  • If the Smuggler fails the mission,the Resourse would be returned to the Harvestor (not lost) and another mission made. The point is, the professions are tied together via the CONTENT.
  • Bounty Hunters would be tracking down smugglers that fail to many missions


Theme Parks and Point A to Point B quests are not content (IMO). I have a more detailed post on this here:http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=104216





Rysin Lexicon - Bounty Hunter


* Cancealed due to the NGE *


Concept for an SWG II


arathanog
Wed Feb 18, 2004 11:17 am
#223

Been saying this FOR SEVEN MONTHS!


Fix the BH droid speed whereby droids get slower as you up the invest tree

Fix the EXPLOIT where BH's get unlimited seekers from asingle stack after you hit BH Invest III


Been saying this for only two months:

Fix the problem with droids not tracking Jedi or please, I beg you, just give us an answer if this will ever happen. If you dont want BH to kill Jedi just freaking say so and lets be done with it. I'm sick of the arguing on the BH and Jedi boards about this.


So, TH, just answer this one question: What is the devs position on BH being able to track down and kill player Jedi?

SioBabble
Wed Feb 18, 2004 11:55 am
#224






eyeodragon wrote:

knockdown...


its the deciding factor in most pvp. its really the ONLY tactic right now, and that stinks, especialy for classes that dont get a knockdown or high resists to it.


I have a small suggestion easy to impliment and test to see its effects on PvP. make it so if you are kneeling you get resists = to 50% less likely to get knocked down than if you were standing. if you think about this in logic sence: its harder to push someone over if they are in a low stance so why shouldnt this aply to knockdown check.


This might not be the solution but PvP is dead to me and alot of people because of this knockdown dizzy. all the planning, equipment, spice, food... is all worthless if you can get knocked down in one shot, dizzied then you are basically dead. If a squad leader could "form up"while in the dizzy state and have it cost alot less than it does now, it might be strategically sound to have one in the group.







This being the case, how is KD/Dizzy different from a one shot kill?


There is no difference, in practice. If one shot kills are then bad, then why isn't the KD/Dizzy combo?





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


Linmor
Wed Feb 18, 2004 12:18 pm
#225






Syrae wrote:

I am also bugged in the quest. *sighs* Here is my issue, if you want the info.... Sometime before publish 7, (possibly publish 6??) I started Borvo's Quest for the Krayt Skull. I finished the Naboo missions, went to Corellia and finished those missions, then went back to Naboo with my locked briefcase. *drag, drop* Borvo tells me nothing. Odd... *drag, drop* Borvo says, "Not yet." Huh? Now Borvo still won't take my briefcase, and all the other NPCs that I have done missions for think that I'm all done, and the ones I haven't done missions for yet won't talk to me yet because Borvo won't acknoledge me. *sighs*




Not to hijack this thread, but the solution to your problem seems to be that you did not return to the corsec captain with the locked briefcase.


When you return, the locked briefcase changes to say "borvo's money" and the captain wants to send you on another mission, yet you go to Borvo instead of where the corsec captain wants you to go.


When you drag/drop the "Borvo's money" onto Borvo, it initiates the next series of missions.


(understand this is how it worked whenI did the quest, you may truly be bugged and this wont help)





Bottwo -- Master Weaponsmith/Doctor
Bote Lewine -- Master Armorsmith/Tailor
YoursTruly
Wed Feb 18, 2004 12:32 pm
#226

((Are you ever going to bother answering the Dancer top 5 that you promised us a long time ago? Will we ever see our top 10?))



Rikasee - Rodian master dancer
Sooty
Wed Feb 18, 2004 1:52 pm
#227






Thunderheart wrote:







Rorenikibi wrote:

Just a note on some CH bugs, they follow literally on top of me. I cannot even move a meter out of the way and they will move right on top of me.


I had to tame a giant veermok to have a mid level tanking pet tall enoughthat doesn't come to rest with my head stuck in its rear...


Also still having problems with pets staying on the attack.






On the Pet sitting on top of you thing, we'll have that worked out soon. On the pet tanking issue, what was the pet and did its personality change? Some pets are "cowards"...






/sigh - no, Thunderheart, some pets are not cowards. The fact you even say that is simply proof that you don't know what you are talking about here - and I don't mean that as an insult, I mean that you simply do not have the experience and do not know the facts. I have been playing a CH virtually since release, I was the fourth or fifth MCH on my server, and I can tell you as a matter of FACT that pets running around has absolutely nothing to do with stats of any kind. I have used virtually every pet type in existence at least once, from gnorts to rancors, and this issue has nothing to do with ferocity, or dependibility, or any other individual pet stat. It has to do with attack ranges, and these are, lo and behold, the same as the follow ranges you guys changed or broke in this last publish.


If you want absolute proof just use a pet to attack a lair - it now stands inside it, at 0m range, exactly the same way they stand inside us.


You have had CH after CH explaining this to you in your recent thread in In Live about this problem - please take the time to read them and accept that, perhaps, people with several hundred hours experience (at least) of playing a CH may know the facts better than you do.


You ask us to be positive and constructive - well, we are trying. But when you come to our own forum and use the pokemon term, then utter complete falsehoods as you have here, its hard not to just go off the deepend.
MasterNerfSlayer
Wed Feb 18, 2004 2:28 pm
#228

Over a week and noone has unlocked still.


Nothing has changed.


Yeah right.


Come on devs, if you're going to lie to us, at least make it believable.






RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Haro1978
Wed Feb 18, 2004 3:01 pm
#229

A couple things..


First off, I'd like to see a firing range in some of the cities. One of the big useless buildings could be used. Basically, you would set the target the the desired armor lvl, resistance percentage, and vulnerability. What's the point you ask? Well, say you have aheat typeweapon with high speed and low damage, and an energy typeweapon with high damage and low speed. You could shoot at the target for a given period of time, 30sec, 60 sec, whatever, and you would get a readout of exactly how much damage you did during the time. Telling you which of your weapons was really the best for the situation.


Second, I've seen some posts on BH threads about player bounties. I think this would be great fun but no one seems to have ideas that would actually work.


So, someone pisses you off, you walk over to the BH terminal and select 'Hire' from the radial menu. Input the Player, mission/reason for bounty, AND the Cash. The money would have to actually be paid to the terminal to ensure payment pending the successful hit. Plus the more you can afford the more likely a successful hit. It would basically work like the Bazaar, the mission would stay on for a week, two weeks, the then disappear. The money would then be returned to the player posting the mission. If the mission was taken the BH would not get to see the players name, only be able to follow their mark. This would keep people from sending a /tell to the mark to meet at the starport for a hunt only to be met by a pistol shot to the eye. The player who was hit would only suffer the penalties of a clone and go get healed right up.. all in good fun... So don't piss people off.. /nod


I would really like to see this. I think it would make the cities more exciting and dangerous at the same time.


This is my first post so don't be too hard on me. /smile



Keiyla
Wed Feb 18, 2004 3:22 pm
#230


TH-


I am begging for an update of information on a variety of the badged quests. Specifically and most important, The Hermit series of quests. The hermit does not spawn on most servers, Altruism spawns rarely, Honor spawns without the 4th wall and is so incompletable, and Courage does not spawn at all, or is somehow impossible to decypher if it does exist in some form. You, Thunderheart, specifically told us these questions would be addressed, on 11-05-03, "I have expanded the player correspondent program to cover all of the issues and they will get all be catalogued and dealt with," in this thread.



The exact details are further outlined in there.


In addition, we would like to know what is going on with the bugged Aquilish Cave POI.To sum up:if a person goes to the Aquilish cave before visiting Rori, then the badge received is the "Rori Spice Mines" badge from Rori, and NOT an Aquilish Cave badge. If that person then goes to the Rori Spice Mines, they do not receive a badge. If a person visits the Spice Mines of Rori first, they receive the Rori Spice Mine badge from the Spice Mines, but then when going to the Aquilish cave, they do not receive a badge.


This has the effect of actually preventing two badges: The Aquilish Cave badge, and the 45th Master Explorer Badge. There does seem to be a bug in which some people get a "stutter" on their 44th badge, that is, they receive the message that they get a badge twice (they do not receive a second badge, however). These people that "stuttered" on the 44th badge Do actually get the 45th explorer badge, even though they actually have only 44 badges. Not one person can prove they received the bugged Aquilish Cave badge. The 45th Explorer badge is always the result of a bug.


These bugs HAVE been reported, both by me personally in /bug reports, and by multiple people in the bug report threads. There has been, to date, exactly NO response from anyone other that your promise that it will be dealt with three months ago, and we desparately seek an answer of some sort to this issue, even if the answer is simply, "I see your post, but am constrained from commenting at this time."


Please help us, Thunderheart.
tao42
Wed Feb 18, 2004 4:05 pm
#231

I have to just use someone elses words here and say that I totally agree.






2. The Molecular Clamp related menus need to be redesigned. The post or two a week to these forums asking why they used clamps but still failed shows to me that there is something in the menu design that needs work. We can tell people they need to "pay attention" or "actually read" all we want but why do we have to. This shouldn't be designed in a way that makes people feel like they're dumb for getting it wrong. Maybe some color coding (make the word "red" in the caption display red) if that's possible in the dialogs, or redo them so that the options are better tailored to the clamp/fan action (read "cut the red wire as indicated" "cut the blue wire anyway"). Also, make the 2nd wire to cut the default dialog action or again make it a lot more obvious that you still have work to do.







If it worked like the red green system in the harvestor redeeding interface I'd be quite happy with it.


make the word "Red" show as red, and make the word "Blue" show as blue. It should be an easy fix and would save me SOooo much headach and eyestrain.





StarchMonkey
Wed Feb 18, 2004 4:12 pm
#232

I am wondering about the Imperial Crackdown. I mean I have not been scanned, known anyone who was scanned, nor seen anyone else be scanned. I have driven all over Tatooine, been in and out of Bestine several times... nothing. I've never seen anything out in the wild. I did see some stormtroopers in the cantina in Mos Eisley, but you couldn't interact with them.


Is this the way its supposed to be? Or have I just not happened to be scanned? It hasn't increased the visibility of the Empire as far as I'm concerned.





-------------------------------------------------------
Joryn Sunnrae
Master Swordsman
Master Medic
-------------------------------------------------------
Stutter
Wed Feb 18, 2004 4:17 pm
#233

It's obvious that TH just threw this thread up so we could have a false hope of ever being heard. The dev team could care less about us anymore. I am sorely disappointed in the lack of response and communication with the dev team. Why have they cut us out? Are they so inept that they have no way to fix any of the problems that plague us in game?



Demedimede-Sunrunner-Imperial Colonel
Gre'ty Brazos-Kettemoor-Galaxy Famous (hopefully) Master Musician

Apology accepted Captain
CavemanGamer
Wed Feb 18, 2004 4:54 pm
#234

I don't know if this has been mentioned yet but...


Are the devs going to hot-fix the pet problems, or do we have to wait a month for the next publish before creatures will be useable again?



I waskind of hoping they would fix it fast. (MCH is pretty worthless right now).




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