Development Cycle Archive

Thread: Minefield Feedback

Dustin_Asche
Wed Jun 02, 2004 1:52 pm
#14


I am dissappointed with this so-called "fix." I'm glad that the performance of minefields was improved (previously, they only detonated sporadically, didn't detonate for vehicles or mounts, usedthe entire 5 charges of a single mine for one detonation, didn't cause considerable damage without overlapping the minefields, had problems with weaponsmiths attempting to disarm them, etc.) but are the restrictions really necessary? I think that a perimiter of minefields is a perfectly reasonable defense. It's not like it doesn't cost the owners a ton of lots (a full perimiter for a large base would use all the lots for about 5-6 characters), and keeping them stocked is expensive.


Ialso think that deleting all the existing minefields is going to really piss some people off. That's a ton of faction points and a great expense for the mines contained within to just delete them all without warning. And I am like many others confused as to why this is a hotfix. Shouldn't something like this have been mentioned to the player base for feedback <i>before</i> implimenting it in a patch? Just my 2 credits, but it doesn't seem that I'm alone in this.



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Rorenikibi
Wed Jun 02, 2004 1:57 pm
#15

Do you have any idea how many hundreds of thousands of FP you just erased?


These new minefields had better be friggin' LETHAL to a buffed player.






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Dustin_Asche
Wed Jun 02, 2004 2:02 pm
#16

Sorry about the accidental double post, stupid forums. Anyway, I forgot to add that if you wanted to simply address the issue of minefields being used as a griefing tool, then you could just make it so that minefields can only be placed withing 100 meters of a faction base, or as a municiple structure, ala gardens or streetlamps. Also, while addressing the use of structures to grief, streetlamps are another that you should take a look at. I've seen streetlamps used to completely block the entrance to a building, thereby preventing it's owner from accessing and paying maintenance and forcing them from a city. Making gardens and streetlamps snap to the housing grid and follow placement rules as such would prevent this sort of griefing and eliminate unsightly "streetlamp walls."



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"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
Akasar
Wed Jun 02, 2004 3:04 pm
#17



We have build 42 Minefields around of our HQ. (It is inside of our City and near a Shuttle Port)



1. We lost the Minefields that gone empty through exploding Rebels (32 Minefields left).
2. We can’t place new Minefields near the HQ.


Some Questions:


1. Is it possible to place Minefields near a HQ that inside a town ?
2. Is it possible to place Minefields near a HQ where a Shuttle Port is near ?
3. What is the radius from the HQ to place new Minefields ?


My proposal: Use the no build Zone from the HQ to place only there Minefields.



Do you know, it is possible to use a shuttle port by the direct Command with a ticket as a City banned Player ?!






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Drummerboychris
Wed Jun 02, 2004 4:13 pm
#18

Way too strong!!! I had logged out in a base, and today walked out to a minefield. I was killed instantly in 65% composite by 5 rapid mines, not giving me any chance to use spice or foods or healing. They are WAY too fast and powerful, and give me no chance of getting out of a base (or in for that matter) without buffs. PLEASE rework speed, or at least minefield sweeping. I've attempted and failed over 250 times easily, and only twice have I found one, and both times they blew up in my face... Mine fields are approaching unbeatable without buffs, and this saddens me, as it forces a different playstyle then I personally like. Please please please rework the speed or effectiveness of mines, as currently there is no way to survive a casual walk past the post without getting hit rapidly for 200 dmg while fully armored. Thanks



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teeth0r
Wed Jun 02, 2004 5:23 pm
#19

Is this game run by old women or what? I can't imagine why they are nerfing minefields around shuttleports and chokepoints, it was a good strategy to keep enemy players out of our cities.
Iggep
Wed Jun 02, 2004 5:56 pm
#20

Well I guess if you judge by the comments so far TH, not many people were greatly amused with the changes today. What gives with the untested patch that totall farked crafting for most of the day anyway??



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Vertexon
Wed Jun 02, 2004 6:02 pm
#21

Two bugs that I've noticed with today's patch:


1) Either some minefields weren't deleted by today's patch, or people can still place them away from factional HQs. I just encountered two Imperial minefields near the oasis on Tatooine, Bria(-5661, 2486). There's no base nearby... they're just in the middle of the desert, near a harvester.


2) I decided to check them out and see the changes. If you're incapped by an enemyminefield, you're instantly DBed. This does NOT count as a Factioned death. All of your insured items take a decay hit and need to be re-insured. This seems buggy to me. Being killed by an enemy minefield should count as a factioned death.




-Vertexon.
Suba
Wed Jun 02, 2004 6:11 pm
#22

Minefields are not factional NPC so I say keep the Decay.


MAKE MINES FEARED. if your gonna get db'd and have decay bet youll be less likely to play with the mines if they make them deadly



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MrSclod
Wed Jun 02, 2004 6:45 pm
#23

Traps work fine for me ..I have them in a cargo pocket as of noew in my backpack and have this on my toolbar(I even renamed it "Trap Pouch" and it is much easier to hit the associated toolbar key and...Whammo instant bag of traps at your disposal



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MrSclod
Wed Jun 02, 2004 6:47 pm
#24

The above post is in response to this post ^^^^^ sorry wouldnt let me edit for some odd reason?




Squidwalker wrote:

OH yea TH answer me this.


Why was this hotfixed? and how was it broken I got blown up by minefields just last night. Maybe ppl weren't when on speeders, but that's like the limits of the game and timing.


And why was this hotfixed instead of a publish, when they won't hotfix the fact that we can't throw traps unless they are in main inventory? I'll admit that the trap thing is not a game stopper, but neither is minefields. Bases and turrets, and covert/overt status are game stoppers for GCW. So why were these hotfixed and not our traps?











Adofo Sclod
Imperial Hunter&Gunfighter
MasterRanger,Pistoleer-
Sunrunner

BoomBoz
Wed Jun 02, 2004 7:11 pm
#25

I had alt-tabbed out and was looking something up on the net while my char travelled the 5k from Bestine to Jabba's Palace. I must have run across a minefield while I wasn't on the swg screen. At first I heard an explosion...then another. I wasn't really expecting mines, so I psychologically wrote off the explosions as going near a bunch of people whose speeders needed some serious repairs. After a few more explosions, I realized that things weren't right. I alt-tabbed back in to see my ham being reduced and explosion after explosion following my speeder. I stopped my speeder to let ham repair itself when some imps started chasing me, so I had to take off once again....more explosions (wasn't anywhere near a base when I tabbed back in though.


I guess I was expected the mines to take out some of my speederbike condition as well. It took me down to 10% of my total health and I started squirming a bit. Good upgrade overall. Curious as to why the explosions seemed to continue when I was nowhere near a base - could be my slow system catchin up after the alt-tab thought too.





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TakO_Paleae
Wed Jun 02, 2004 7:33 pm
#26

Last time I saw someone in real life who stepped on a mine they were missing a leg or two. Does that count as an incap?



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