Development Cycle Archive

Thread: Weekly Roundtable Discussion (Week Ending 3-8-04)

ossireese
Mon Mar 01, 2004 2:22 pm
#14


My bad, it wasn't last week cause you wereon vacation but the week before..




ossi







Apology accepted captain Needa­..
Caiele
Mon Mar 01, 2004 2:36 pm
#15

Thunderheart I'm curious who you actually are. I'm new to the boards but not to the game.


Do you actually work for Soe or you just a player?


Do we direct our Questions to you if so ?



zealot13g
Mon Mar 01, 2004 2:37 pm
#16






Caiele wrote:

Thunderheart I'm curious who you actually are. I'm new to the boards but not to the game.


Do you actually work for Soe or you just a player?


Do we direct our Questions to you if so ?









Yes, he works for SOE.




~I'm not staying because it's the best game available. I'm staying because of a severe lack of options.

~SWG is like nicotine. With each new 'patch', it makes you want to quit even more.
Rasklade
Mon Mar 01, 2004 2:41 pm
#17

Why add the "Profession Check" on Quest-giving NPCs? Last night while heading out to the Darklighter House I ran into a random (methinks) spawn with a few NPCs outside, and one WHITE NPC inside a tent. When I spoke to the NPC in the tent to see what kind of quest she would give, she said i was not of sufficient experience to undertake her task.


I am a Master Doc, and a Master Combat Medic with Carb 4 from Marksman...why would she not give me the quest? Because apparently I'm not a Master in a Combat Elite Profession. I can do some serious damage, and I can keep myself alive, so why the restriction? I can understand that some Merchant would not be able to do it, but why discriminate against ANY elite profession?


If I were a Master Merchant, I would want to complete her quest as well, but I would know that I would have to bring some friends. At least make it take into account that you are a master of some elite profession, and let you use your own discretion, and any lower lvl characters would not be able to get the quest.


The same thing happens to me on the Mission Terminals, which I totally understand, but I can handle Nyax Follower missions when I have friends join up to let me "qual" for them, and I just go take care of them by myself...big problem oncontent here in my opinion, let us choose what content we wish. The only cause for this sort of restriction would be some sort of Epic Quest, and those would be profession oriented anyways.



PS, to the post above, I finished the Polished Krayt Skull Quest last evening as well, PM me and I'll try to help you.


Thanks,


Surl





Surlek Kialgar
~Radiant
MCM/MD
"Dealing and easing pain, all in a day's work."
memnoch37
Mon Mar 01, 2004 2:49 pm
#18

With the revamp of all the Tatooine quests, there has been much discussoin over the state of the fabled Hermit quests.

The Hermit himself seems to be MIA since one of the recent publishes, two of the four badge quests related to the Hermit seem to have dissapeared completely with him (Intellect and Altruism) and the other two (Courage and Honor) have been broken since launch.

More info can be found here: http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=125797

Any information you could provide to us Hermit-junkies would be greatly appreciated.

Thanks TH.






Memnoch

pentjaksilat
Mon Mar 01, 2004 2:49 pm
#19






scruftydog wrote:
Please Thunderheart read the replies to last weeks Friday Feature. The Friday Feature is so wrong it is not funny.






^

do that please.

~pentjak



retired: 09/02/'04.
RIP Dunadan
...being perfected in a short time, he fulfilled long years; for his soul was pleasing to the Lord, therefore he took him quickly from the midst of wickedness...

fatgit
Mon Mar 01, 2004 2:57 pm
#20

TH, can we have a statement about Kinetic damage on sabers, which is the last type of damage they should be ?

Also on the Jedi front, why are Jedi totally reliant on either afk macroing on thugs on their mains, or buying from afk macroers to get Crystals, and on cookie cutter professions to get pearls, or payint 4-12 million to buy them ? Can someone please look into this ?

lastly can we please have Chef Barrels fixed before P7 They are STILL giving only the same 1* multiplier as a small glass, but require 30 times more raw resources AND Master Artisan parts.

Overall the Chef revamp is great, but there are still a few bits that need fixing
Dewdus
Mon Mar 01, 2004 3:06 pm
#21


Please address:


1) Stomach contents and spice state not clearing on death. When you die, you lose the effects of buffs/spice/foods (as it should be), but the contents of your stomach are not set back to zero, and your retain a spice crash counter.



2) Shuttle's being out of sync. Was this deliberate or accidental. It has become a MAJOR time sink to jump multiple planets.



3) The status of the Hermit's quests. Since every quest on Tatooine was addressed, the person(s) who performed this work should have the answer. This is one of the few cool/different/unique quests in the game, and has been broken since launch.




Ruldon Otta
Master Bounty Hunter
Gillgalid
Mon Mar 01, 2004 3:09 pm
#22


To prevent another post patch mass outcryinvolvingallogationsof changes tothe FSCS selectionsystem would it be possible tomention in the patch notes that no changesare happeningforpublish 7?






Jedi Initiate Eriik : Starsider
Riflemen/Doc Eddard Stark : Test Center
electricnomad
Mon Mar 01, 2004 3:23 pm
#23

I've got lots of questions about Smugglers. The first issue is new, the second is left over from the last thread like this, and the third one is apparently under review by Runesabre:






What is the Dev vision for the existing Smuggler profession?


Will there be a mix of land and space in the skilltree, or two separate skilltrees - one for land and the other for space?


Basically, will there be a land-based Smuggler (the profession we have now, plus a revamp to make it worthwhile) and a space-based Elite Elite profession that grows out of Smuggler and is available with the Space Expansion? This is critical for those of us who are helping propose revamp ideas.






When can Smugglers expect a response - ANY RESPONSE - on the issues that we've been raising for weeks, some of them before the crackdown even went live?


These big issues include:



1) The fact that Imperials with some FP can buy permanent immunity from contraband scans, enabling them to move contraband better than any Smuggler.


2) The fact that anyone can hold contraband in a droid storage unit, enabling them to move 50 units of contraband with zero chance of being scanned, and even hotkey them for everyday use.


3) The fact that the Imperial Crackdown has become the Imperial Turkey Shoot, with weak Stormies patrolling the strees ending up a pile of corpses on a regular basis.


4) The fact that there arebasically no penalties for carrying contrabandhas encouraged players to attack whatever Stormies they see in cities or cantinas. (A no-decay death for performing a kamikaze on the NPCs is a penalty? LOL.)


5) The fact that just about NOBODY has ever been scanned by contraband teams, making any concern over them a total joke. See here:

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=7588


6) The fact that Smugglers' contraband evasion skills are a waste of time, considering that nobody is ever scanned and in fact, nobody fears being scanned, leading absolutely nobody to ask to group with us for protection, which we were informed would be our verylittle side-effect of this Publish.


7) The fact that the Dev team has NEVER made a bold statement that spice and sliced gear are illegal contraband, and will therefore forever carry large penalties for use if you are busted with them. As a result of clarity from the Devs, people still refuse to believe that contraband is supposed to be dangerous, and the general public still feels entitled to it as a matter of right rather than a privilege. You need to be as clear as possible that these are supposed to berisky items, not gimmes for people unprepared to face serious consequences for their use. No risk = no sense of genuine contraband = waste of time.



Overall, it's not a great time to be a Smuggler. You stuffed a new system in our face that basically gives everyone in the game 100% immunity from contraband scans - which makes Smuggler skill fundamentally worthless. You need to give this system teeth, you need to educate and frightenthe public, and you need to close the massive loopholes before Smuggler becomes an afterthought in a game that is quickly losing all consequences whatsoever for a player's actions.


You said before to "wait and see." Well we've waited. We've seen. And by every single firsthand account, the Imperial Crackdown is an absolute joke.


http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=6222&page=2









As for the Panic Shot change, you just broke another part of Smuggler for no good reason. You're clearly trying to weed out the huge 20-second delay of Warcry2 (and probably the powerful Novice Brawler skill of Warcry1), and that's understandable. So why not cut Warcry1 to 5 seconds, and put Warcry2 and Panic Shot at 10 seconds? If you're worried about people KDing a target and then delaying them there, why not count a Warcry/Panic Shot as a KD against someone who's knocked down, meaning that they instantly spring back to their feet? There are many creative ways to fix the situation.


Sowhy attack Panic Shot to accomplish that goal? There's already almost nothing in the Smugglerprofession that works (yeah yeah - wait for the revamp, you'll say, but that's been the Devs' line since Summer 2003, and anytime you play that card we know it's a joker). Now you're stripping away something that actually DOES work, and in fact somethingthat's probably THE most useful move in the whole tree.



Here are some of the many differences between Warcry and Panic Shot, and how I would justify leaving Panic Shot as-is:




  • Warcry is a scream.
  • Panic Shot is a flurry of pistol shots.



  • Warcry1 lasts for 10 seconds, but Warcry2 lasts for 20 seconds, and both are on a 30-second timer.
  • Panic Shot lasts for 10 seconds and is on a 30-second timer.



  • Warcry has no defense other thanfailure on the part of the Brawler.
  • Panic Shot can be Blocked, Dodged, Counterattacked, or simply missed.



  • Warcry doesn't cause any damage.
  • Panic Shot does damage to a target if it hits.



  • Warcry1 is a Novice Brawler skill, while Warcry2 is in the Master box of a starting profession.
  • Panic Shot is a 2nd-tier Hybrid profession's skill, requiring skills from three differentskilltrees to use. In fact, Smugglers use a branch of the Brawler tree as a prerequisite, meaning that it's a stepping stone to more powerful abilities.



  • Warcry has all of its effectiveness in the Brawler tree. Once you are a Master Brawler, you have the best possible skills to use Warcry effectively.
  • Panic Shot depends on Pistol Accuracy to hit a target. There are no Pistol Accuracy modifiers in the Smuggler skilltree - they're in the Pistoleer skilltree.



  • Warcry1 is acquired by spending 100 credits and 15 available skillpoints. Warcry2 requires 77 skillpoints,620 Apprentice XP,and 364,000 points of different melee combat XP.
  • Panic Shotrequires that you invest 29 skillpoints in Brawler, 29 skillpoints in Marksman, and 18 skillpoints in Smuggler, for a total of 73 skillpoints. To use Panic Shot, you need to earn 91,000 Unarmed XP and 566,000 Pistol XP. Considering that Pistol Accuracy is needed forPanic Shotto work effectively, however, there's a need to invest in Pistoleer skills. To get only the branch dedicated to Pistol Accuracy, one needs to invest another 20 skillpoints and earn another 1,275,000 Pistol XP. To maximize your chances of landing a Panic Shot, you need to invest another2,450,000 Pistol XP, 56,000 Combat XP, 620 Apprentice XP, and 43 skillpoints. So to be most effective at using a Panic Shot, a Smuggler needs to also be a Master Pistoleer, spending a grand total of 165 skillpoints and 4,291,000 Pistol XP, among other things.


There are many differences between Warcry and Panic Shot. All Smugglers are Brawlers, but not all Brawlers are Smugglers. Smugglers build on the abilities of the Brawler profession and augment them. Both in terms of a skillpoint argument and an XP argument, Smuggler abilities should be more potent than Brawler skills. Brawler is a prerequisite for Smuggler, andthere is NO justification for equating the power of the prerequisite with the power of the advanced skill. By that faultylogic, Unarmed Hit 1 would do just as much damage as Unarmed Hit 3.


http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=4799#M4799









"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Formica
Mon Mar 01, 2004 3:25 pm
#24

The following issues should be addressed post-haste. They affect all professions and players, and are not specific to any particular playstyle or habit:

1. Buffs of all kinds - Doctor Buffs, Spice Effects, and Food/Drink Effects - do not clear correctly on death. The bonuses of said Effects will be removed from the character upon cloning, but the flag set which marks the player as already being under the influence of an Effect is NOT removed. This is really, really, really annoying when one pays for a set of buffs, gets to a destination, goes linkdead, and comes back in the Cloning Center unable to get buffed again for three hours.

2. Skill Enhancing Attachments do not function correctly. Your Friday Feature was very well written, but also almost wholly inaccurate. Please check the Friday Feature thread for all the commentary, troubleshooting, and bug listings you could possibly need to fix the associated problems.

You would make ALOT of people REALLY happy if you at least acknowledged that these were known issues and were being examined.



- Formica
Kallisti Goldenapple - Gorath
Waiting for JTL
EvilCrow
Mon Mar 01, 2004 3:27 pm
#25

Is there any way SOE can start sending out more ingame system messages about new features, quests, and scavenger hunts? I know you guys do a great job of keeping us informed on the website here, however, I'm sure the percentage of players that use the boards vs the players that dont is in favor of those that don't.


Also, maybe add a feature to bases to have it send a message to the admins on the list when it is under attack?



ShadowAlliance
"shadows never die"
Salporin_Wookie
Mon Mar 01, 2004 3:37 pm
#26

I have to ask that the devs reconsider some of your choices having to do with the droid invasion. First off, utility droids are just that, utility droids. They have a purpose that is clearly defined in the starwars pantheon.


R2D2 is a repair and maintenence astro-mech droid. No where in any of the movies did Anakin of Luke even consider "hey! I can strap this blaster onto R2 and he can fight the stormtroopers with me!"


In fact, consider these lines from the Timothy Zahn "Thrawn" trilogy. (paraphrased)


luke and Han are trying to disable a MonCal warship that Thrawn is stealing...


Luke "it's no good Han. The turbo lasers aren't doing enough damage. The coolant lines are too heavily shielded. I'll just have to go out there with my light saber."

Han "You can't do that! Without a proper pressure suit and with engine coolant spraying all over. Why not send out one of the droids?"

Luke " That won't work Han... R2 doesn't have the manipulator ability and I wouldn't trust 3PO with a weapon"


Isn't that pretty plain? Those type droids are for UTILITY PURPOSES, NOT FOR COMBAT!


before you bring up that R2 has been written and filmed fighting, let me point out that the only time he "fought" was using an arc welder, which certainly did no damage the Jabba's lil' buddy!


I love having droids in swg... its the single thing that make the game starwars! We need more combat droids, yes, but we should not just slap a combat module into an R2 and call it content!


I'm a crafter, that means zero combat skills. Since day one, I have used a probot and added acowardly gurreck when pets became available. I need them for staying alive while harvesting. Probots ARE combat models, NOT R2s! A droid should NOT be a combat chassis just cause it has an open socket!



Sal Po'Ryn
(pre-NGE)Master Architect,Master Artisan,Master Merchant
(post-NGE) Master Shipwright
SalCo Industries, a subsidiary of SalSlak Corp
Numanjii City, Naboo (Ahazi) wp: -2203, 644
Rhaine Starfal
(pre-NGE) master Creature Handler, Master Dancer
(post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
B-wing pilot - Lancer 5
B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
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