Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 6-7-04)
Strikke wrote:
TH, any update on the Krayt Skull Quest fixes for those of us who have beenstuck since October 2003?
Summary:
- I did Borvo's Guards missions.
- I did Thale Dustrunner's missions.
- I took "Borvo's Money" to Borvo and gave it to him.
- Borvo said, "Good."
- Afterwards, he would only say, "Next."
- He gave me no missions.
- He gave me no gun to take to Huff Darklighter.
- After the "fixes" of last November & December, Borvowould only tell me he didn't know me and to talk to his guards.
- Borvo'sGuards tell me to get busy on Corellia or if I'm through there to go see Borvo.
- Thale Dustrunner asks if I'm supposed to be doing something (ie, taking the briefcase to 'CorSec HQ').
- Huff tells me to see his guards.
- Huff's Guards tell me to find his gun on Naboo.
If i remember this quest right you need to take the badge he gives you and go to Coronet and talk to an investigator their. who will give you a Tuskan Kings rifle (something like that). and thats borvos gun..........Just make sure you got the badge first :-P
TH
you are already spread to thin
before doing this, I would suggest building a good track record of getting the other things done on time that you guys have promised... I think you know what I'm talking about
SO, for something different lets discuss those things in the game that you just don't get, or seem not to make much sense, but aren't really bugs or SW immersion/continuity issues. here's my mini list, if I think of more I'll post a followup later in the week...
THINGS THAT MAKE YOU GO HMMMMM...
===================================
- "Dead" Logs
- Hutt Faction
- Reb/Imp Message Fragments why do they still drop even though deco items like screens don't?
- My Speederbike is always overt... to me (lttle symbol when targeted)
- All my looted clothing is green, brown, or pink
- Jawa beads - are jawas necks smaller? why aren't they wearable jewelry?
- what exactly is in a crystaline clothing treatment and why is it so damn big? (when placed in house)
- What are npc cops being paid to do? They don't care about smugglers and they never bother the chunkers/sleemos/etc either.
- Backpacks with sockets
[P.S. So TH, by your post today are you admitting that the title of these weekly threads are misleading and there currently isn't any discussion nor is there any staffer sitting on the 'roundtable'? Is this now *officially* just a place for players to dump crap and get their hopes up that it might be read?]
wickedHangover wrote:
can we finish this topic?
Thunderheart wrote:
wickedHangover wrote:
This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.
It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...
Thunderheart:
I didn't intend for this post to be taken this far, but the obvious problem is that the explanation you provided is flawed and that there is a real problem here.
Could you please have this problem looked into?
THe number of players on any given planet does not seem to be the issue. There is an underlying problem here. Some planets are dead planets. Some areas of dead planets have a "normal" level of creature spawns. But other areas of the same planet are empty, regardless of the number of players.
Dantooine is the biggest problem of all the planets, this is an advanced planet but nothing spawns there. Using mission terminals is fine, but the things I want to hunt are not on the terminals and why would the dev team want me to stick close to terminals to hunt? I mean with 15,000x15,000 meters to explore, you cannot possibly think I won't get bored of running back and forth 1200m from a mission terminal.
The spawn rate needs to be looked at, there is a serious problem with it and your explanation does not cut it. I hate to press on this issue, but its important. I think its more important than a lot of things, no sense in having combat rebalance if there's hardly any PvE combat due to a lack of spawns.
Sincerely,
The Hunters of SWG
Thunderheart wrote:
"Welcome to the Weekly Discussion Thread. This thread is for commenting on general live issues, asking questions and reporting known issues.
- Cast a holoemote on self in 3rd person perspective
- Observe Holo Effect
- Zoom into 1st person
- Zoom back to 3rd person.
Thunderheart wrote:
wickedHangover wrote:
This issue is in regards to walking for very long distances and not running into and random lairs. It seems that Lok was fixed, but Dantooine is a dead planet. I walked for 11,000 meters on Dantooine hoping for something to spawn and only ran into 5 random lairs. Yavin is getting pretty dead too.
It means that there are a lot of people on the planet. The more people there are, the less random spawns there are. These are adjustments the server makes automatically. If you are running shy of random spawns, you should go get a mission. The terminals will spawn additional lairs when this type of loading occurs...
Thunderheart:
An entirely different angle on your suggestion of using mission terminals.
What if I'm a creature handler looking for a graul maulor on?
What if I want to hunt a lair of Graul Maulors on my own?
What if I want to hunt something other than the 6 creatures that the mission terminals have on them?
For your suggestion to use mission terminals to add creature content to the game to work for me, then the dev team needs to bump the top level of mission a player can take to at least 50. I don't see any good reason not to do this.
Clearly if we are unable to complete a mission that is too hard for us, we will end up at the clone center. Take a new player that has novice brawler. On a starting planet they can only take missions up to a certain level, some will be too hard, others are just right. Put that same new player on Dantooine and without buffs, he's dead meat.
Take a master level player from any single combat profession (meaning not a combat template) and put them on any starting planet and use the mission terminals. Highest con you will pull on your own without a group is white. Why can't we pull harder missions? Since we can't pull a harder mission, we are forced to go wander the planet looking for the harder creatures to kill. But there's nothing out there.
Even the random spawns that existare too low to even bother with. I'm a master rifle, I go to Endor and everything cons blue, why? I have insurance, I have good armor. I want to take down something that cons red, or at least yellow...
Please, if nothing else, adjust the mission terms to allow us to take much higher level missions, it will certainly shut me up.
Everytime i get missions now on dantooine, several things can and will happen.
Delivering the final blow to creatures sometime sresult in one of 2 things never both.
1. The NPC will jump 200 meters away and about 20 feet in the air, if my pet kills it i get no exp or credit for the kill.
2. The NPC will totally disapeer leaving me with no exp, lots of wounds and very angry.
More problems on dantooine with taking missions are as follows.
1. I dont get paid for my mission when the lair falls, but i do get exp.
2. The lair dies and a waypoint remains, and my mission stays active, also resulting in no money.
3. A lair will entirly disapear while fighting one of its NPC's. The mission is then uncompletable.
4. A lair will entirly disapear while fighting one of its npc's, The lair was half dead before it vanished, then Re-apear totally restocked and unharmed.
5. If your a ranged character and kite which some of us do, after getting around 80-120m away from the lair "which you must do to avoid additional aggro" The lair disapears and then re-apears totally stocked and if it were hurt, totally rejuvenated.
6. If your use a pet, a pet will be fighting something, sometimes 2 things and totally disapear leaving you with two very angry mobs.
7. If your pet is taking aggro from 2 mobs, it will continue to hit, run, hit run, pulling you sometimes 150 meters away from the lair, causing a reset, unless u let your pet die and stay back, then mobs tend to come after you and your screwed.
After the ID publish, one of these bugs now happen to me almost every mission. They used to happen sparatically, now they happen all the time.
I have constantly published #5 as a bug report in game over the last few months and it hasnt even been looked at.
As it stands the best place to get money and exp some-what safley, Dantooine is the place to hunt. More and more people are seeing this and the dantooine server is getting very overcrowded.
I will give you an idea of what i mean, 2 months ago before the server upgrade for dantooine, i was running fairly smooth there, now i cant get over 8FPS on a peak hour.
You must understand this is my favorite planet, and this is my hunting ground of choice, and it is now unbarable, i havnt hunted on dantooine for more then an hour in 3 weeks. i find myself running from low level dungeon to low level dungeon on places like talus just to get decient exp. i know theres other places to hunt but they either have crap money missions, or so many aggros around your mission that it becomes unsafe to hunt alone.
I hope you read this. Jaggid- Eclipse Server.
ossireese wrote:
SEA's, loot tables( there was a mention about loot tables adjustments in pub 8.2 if i`m not mistaken)
/agree
It's really a shame that here we are, almost a year into live play, and SEA's are still dropping for skills that haven't existed since beta (from grenade experimentation to the individual counter-attack melee mods).
What's worse is the "new" themepark loot which contains many of these outdated skills, even though the lootwas just recently added.
This is on top of all the bugs regarding SEA's in general - they poof sometimes when applied, the multiple mods don't work (and if that's intended, take them away), and even with additional empty sockets mods with the same skill don't stack (intended? if so, the system should tell us so instead of just eating the SEA anyway).
With the prices and value of good SEA's, and the fact that many people are unaware of how many of these don't work (they assume that if a skill mod is in the game, it must exist - not exactly a leap of logic on their part), this is an issue that has been ignored for far too long.
While obviously I have no knowledge of how the loot system is coded, I can't imagine it would be very hard for someone to look at the list of droppable skills and find out which ones were taken out before the game shipped a year ago. At the very least, I hope someone cross-checks the next time they add new loot - it was really sad last time to complete a themepark to get the "new" loot only for 1/3 or more of itwas inherently broken and pre-date live play, not to mention disaponting/deceptive to those who continue to get the loot even today.
AO