Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 2-16-04)
Two things that I take great exception to with this patch.
1) Forced PVP. When this game was still a glimmer in Holo's eye (well maybe a year or so before the annoucement of when beta was to begin), SWG was going to be a PK's paradise of forced PVP and random bounties in varies zones with a few safe areas scattered around. Q made a thread about it, I gave him my rather heatedopinion (sorry Q!) about desperately wanting to be a part of the SW galaxy, but would in no uncertain terms EVER consider participating in PVP. I then walked away from the community for nearly a year. I came back onlyupon learning that the Devs had had a change of heart and had designed a new system that would allow PVPers of PVEers to play along side each other in harmony.
Flash forward to the current patch. If you are a rebel, you now can be unknowingly and unwillingly thrust into PVP combat. How? What if that new piece of armor or weapon you bought (that the seller claimed up and down wasn't sliced) is in fact, sliced. Unless you are a smuggler, you have no way of knowing this. The first time you come up to a scanner, wham! you're overt and all the overt IMP PKs standing around can make you a corpse faster than you can say, "rebel scum". I am and always have been morally opposed to PVP, I consider it no different than killing a real person in real life and that is not the wayI play these kinds of games. This needs to be fixed. How loud are we going to have to yell to get you guys to realize that a good portion of your player based ONLY wants tofight against computer controlled toons without having a significantportion of the game's content forever kept away from them because they don't like killing real people?
2) Your locking of certain crates (FWG pistols) with the latest hotfix.
As fas as the FWGs go, I could really care less. I rarely made them as a WS and rarely used them as a pistoleer. I didn't have any pre-nerf FWGs to sell. The republic blasters are far superior because of the cost/performance ratioIMHO.However, afterreading about this, I uncrated ALL of my guns and put them on my vendor tonight for fear of the next item SOE decides to nerf.
The problem I have is the way this was handled. Severalcomments have beenmade about crates of weapons that were sold to individuals just before (or even far before) the crates stopped working. When a customer can't pull something from a crate that was sold to him, whatdo you think happens? Complaints (that will probaly go unheard) will be made to a CSR, also that person maydecide to rant about such-and-such WS sold me this bogus crate of weapons (on the boards, in-game or to friends). Once that is done, your professional reputation as a WS is damaged. All because SOE decided to renerf the FWG, since they didn't get it right the first time. This I find comepletely intolerable as SOEcould at any time damagemy reputationwith my customers by locking a crate of goods I produced.
On a side note, lets say the Imps whenAct 3. What happens to all the crates of dead-eye after the schematic is taken away? Will they get nerfed too? What if you had spent a considerable amout of your time gathering resources to make up a bunch of the dead-eye serum? Isit fair that all of the missions you ran to get the ingredients for this item mean nothing as your crates of finished product are forever locked? I fear SOE has set a dangerous precedent here. It isn't about the money for me (I didn't make any), it is about trust that my hard work in the game won't be undone by a few bits of code and the random whim of a developer.
Bryan1138 wrote:
Two things that I take great exception to with this patch.
1) Forced PVP. If you are a rebel, you now can be unknowingly and unwillingly thrust into PVP combat. How?
2) Your locking of certain crates (FWG pistols) with the latest hotfix.The problem I have is the way this was handled. This I find comepletely intolerable as SOEcould at any time damagemy reputationwith my customers by locking a crate of goods I produced.
You have a valid grievance with the weapon crate issue. I agree with you there. Why then destroy your credible complaint by coupling it with that Forced PVP rubbish? Being unknowingly and unwillingly thrust into PVP combat has nothing to do with "if you are a rebel" or "with this patch." Imperials have been thrust into combat since long before this patch simply by trading with someone. Or any of the other ways listed (beat to death) to get a TEF unwillingly and unknowingly.
Please don't taint valid concerns by tossing them in the same bag with such tripe. Thanx.
Only read the last two pages, but could we please have the "Elite" spawn back at Fort Tuskin. If they have been diverted to Bestine raids that would be fine, and I know its a long walk, but I hope they get there soon.
Volpino-Gemelli wrote:
Bryan1138 wrote:
Being unknowingly and unwillingly thrust into PVP combat has nothing to do with "if you are a rebel" or "with this patch." Imperials have been thrust into combat since long before this patch simply by trading with someone. Or any of the other ways listed (beat to death) to get a TEF unwillingly and unknowingly.Please don't taint valid concerns by tossing them in the same bag with such tripe. Thanx.
I do believe every circumstance in which an Imperial covert can get a TEF applies equally to Rebel coverts. If I'm incorrect, please educate me.
And please describe one way in which the AI turns an imperial covert overt. 'Cause that's what's happening to Rebel coverts with this patch. Not only is that a serious change in pvp philosophy, as TH has admitted, but it's unfair that Imperial coverts don't have a similar mechanism for being turned overt. To state that this isn't a valid concern, whether you agree or disagree with the argument, only proves your close-mindedness and let's us know not to take any arguments you make seriously.
Come on people this is STAR WARS rember. It’s about the overwhelming Imperil presents and that storm troopers are looking for rebels and even discoverer some. If rebel is what you want to be then live with what it means. If your neutral but want to break some rules even if they are not the kind of rules you would make live with it. No matter if you chouse to be a crafter or a fighter then rember that the empire runs the galaxies and they make the rules. Even Imp’s get toasted. The rebels are to do things in the dark and try to get the empire by doing terrors acts not by standing toe to toe with the imperil army. Don’t pick on the DEV’s for following the store line this time.
Nind wrote:As i see it the main problems on SWG at the moment:
1. Commando's new Single 2 damage. Instead of a "Guarranteed Death DOT" They have been supplied with a "Onehit kill if you dont wear an armour". Is this realy how it should be? My TKM got onehitted by a Commando when i was buffed to 3k HAM. This is soo unbalanced so either im going to shift to commando and ask all my guild to do the same.
2. Dissapearing Vehicles and Faction pets.. On a Imperial mission my Dark Trooper dissapeared 3 times when i had to run back to town to retrive it again. 1.5k extra running
3. Twi'lek's cant wear either the Tie-Fighter helmet or the AT-AT Pilot helmet. And they realy should be able to wear a stormtrooper helmet. It looks pretty rediculus as people running around with stormtrooper armours without any helmets on and still has wasted 3k FP's to buy them. (If there is any way to change race, please inform me of this as this was not what i was expecting when choosing Twi'lek)
btw. All hats for Twi'leks are for females or very feminine males....
I realy hope that the Dev's are reading this couse im feeling pretty uppsetted over this... and mainly the godly proffession commando that is invincible.
I wouldn't bother replying to this, but someone has to, as commandos have been getting the **edit**-end of the stick since launch. Please, before you make your accusations and presumptions based upon one or two singular instances of PvP (/gag) combat, peruse the commando forum a bit. Read at least 5 of the threads. Then think about that. The only weapon the commandos have is the flamethrower. The mods for the heavy acid rifle do not work, and it does AP0 acid damage, and average of 700 or so. Not targetted, and no specials. The grenades are slow, and end up incapping the commando 9 times out of 10 because of the blast radius and the maximum range, not to mention the horrible HAM costs. (100-150 health to throw a grenade that does maybe 900 dmg? Blar.) The heavy weapons (rocket launchers, cannons, etc,) are really only used versus turrets or AT-STs. Their accuracy and speed are really bad, even at master, and using them in PvP is like saying HEY, YOU CAN KILL ME, I HAVE A 25 SECOND DELAY BECAUSE I MISSED YOU WITH MY ROCKET. Also, realise that heat resist on armour is now taken into account when dealing damage with flamethowers, and flamethrowers have no armour-piercing. I know your complaint is the amount of damage it does vs unarmoured, but, well, HELLO MCFLY? If your not wearing armour and you get hit with white-hot plasma, expect to become a crispy critter. If you are wearing armor, I'm switching to whatever other combat prof I have because the flamethrower will. not. work.
That brings me to this: I don't PvP. I don't want to PvP, I don't even like seeing it. When I want to engage real-life opponents, I play other games that rely more on skill and less on damage rolls. I'm strictly PvE, and I want to roleplay a commando. Take away my only working and useful attack, and I'm out of here.