Development Cycle Archive
Thread: Weekly Roundtable Discussion (Week Ending 5-3-04)
TH:
A while ago you said SEAs would be fixed, after the friday feature mistake. There has been no communication since, and the second major publish since the friday feature error is arriving tomorrow. When can we expect all the issues with SEAs to be addressed? Multiple listed attributes still dont stick.
TH,
My question is simple and myself and I think the community would appreciate an answer to it:
What do the developers' think about the currentstatus of buffs in the game?
It is almost a pre-requiste to engauge in high-end content or PvP to be fully buffed. In essence, a player MUST find and pay a doctor/elite entertainer every 2-3 hours at the latest portions of the game. Weapons and armor last a good while, yet the neccessity and time length of buffs makes many of us question their purpose. Many even take up Doctor just to be sure that they can always be buffed. Many players who would be perfectly happy with Master Medic or partial Medic become Doctors for this reason.
One possible solution -
Perhaps the HAM bars of players should grow as they advance through an elite combat profession. If this were done, there should be an obvious cap.The capwould be below the dancer/muscian/doctor buff cap. This would allow those professions to still be useful for their buffs without them being completely neccessary to do so many cool things
The cap would also stop dabblers from having HUGE HAM bars compared to those with one elite combat profession mastered. (I think we have all learnedthe lesson of those who were stackingvarious defenses) If a skill box that increased your HAM bars in some way was sold back, then that addition to your HAM stats is taken away again. All in all, this seems to be a fair system for everyone.
I am sure there are many, many other solutions to this problem. I would like to see an end, though, to the requirement of buffs for those who wish to take part in some of the coolest facets of the game ![]()
Any response, TH, would be very much welcomed. Any response byother playersabout an idea of how to fix this problem is also apprecaited. Please PM me, though. Let's keep this thread focused, hehe.
-npb
What he said....
AFHyper wrote:
Quoted from this post:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396&highlight=limit#M308396
Holocron wrote:
OK, here's what we are going to do in tomorrow's update:
You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
No vendors nor their contents will count against the house limit.
Factory crates will count as 1 volume, not 5.
We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.
There are other things that we can and will be doing, but they will take longer.
(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer).
-Raph Koster
Chief Creative Officer,
Sony Online Entertainment
Also, ex-Creative Director of SWG
--------------------------------------------------------------------------------
I am going to make this short and to the point.
What is the "fuller solution" and when can we expect its implementation?
What "other things" are being done to help us out with housing storage?
Can you make some kind of statement to the community about what is being done?
Maybe you should get in contact with Raph Koster and see what he has to say about his statements.
Axiously awaiting your reply
Hyper
Small Feature Request:
... I and many other players prefer a mouse interface that is more like that of other games. The way we accomplish this in SWG is buy setting the ingame "deadzone" to 0. This gives us *direct* control over the camera rather than having to move our cursor to the edge of a small box when we want to look around. Direct control is nice and I'm glad that the game let's us set the deadzone to 0. However, when we do this the big ugly cursor is in the way, that green circular cursor and the attack cursors and other cursors that change based on hovering over things (in this case, just looking at things) and the cursor blocks a good portion of my charactor on screen and is bottomline distracting.
Quick & Easy Solution: Include some new code,
OnMouseChangeToLookMode() { if(deadzone == 0) { hideMouseCursor=true;} }
OnMouseChangeToGUIMode() { hideMouseCursor=false; }
Problem solved and now we gamers who like "direct 3-d person camera control" can do this without the big distracting cursor in the way. I'm sure your QA people have noticed that the UI in this game could use a little improvement and this is one way, an easy way, to do so.
TY for your time and I hope this reaches the right people.
LonelyGhost wrote:
What he said....
AFHyper wrote:
Quoted from this post:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396&highlight=limit#M308396
Holocron wrote:
OK, here's what we are going to do in tomorrow's update:
You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
No vendors nor their contents will count against the house limit.
Factory crates will count as 1 volume, not 5.
We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.
There are other things that we can and will be doing, but they will take longer.
(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer).
-Raph Koster
Chief Creative Officer,
Sony Online Entertainment
Also, ex-Creative Director of SWG
--------------------------------------------------------------------------------
I am going to make this short and to the point.
What is the "fuller solution" and when can we expect its implementation?
What "other things" are being done to help us out with housing storage?
Can you make some kind of statement to the community about what is being done?
Maybe you should get in contact with Raph Koster and see what he has to say about his statements.
Axiously awaiting your reply
Hyper
I concur (I dont care if you hate petitions, this is past due)
Thunderheart wrote:
Im pretty sure we extended the lithium time-outs to an hour late last week. I'll check again with the team to make sure that is on track.
mmaughme wrote:
Thunderheart wrote:Im pretty sure we extended the lithium time-outs to an hour late last week. I'll check again with the team to make sure that is on track.
What possible reason could there be for a timeout, especially when you give us the option to save our passwords. And yet we still have to log back in multiple times a day, becuase the friggin' saved passwords don't work!
I agree with this. I have been a part of the internet and BBSes for many years now, and this is the most unintuitive and frustrating forum system EVER.
- timeouts
- can't update posts with HTML hyperlinks without losing them.
- can't save password.
ALSO:
BACTA is Star Wars. Cloning as presented in the game is not.
ARMOIRES and CHESTS store things in houses. Backpacks should not.
POLTICIANS are griefed by their own citizens by being forced to delete the city or their characters to get out of mayoring.
ONE NON-COMBAT ADVENTURE in the midst of hundreds of combat adventures is not acceptable. NON-COMBAT content!
This is not Everquest. UBER-LOOT and your pro-camping attitudes MUST go. This is a travesty to the game I bought a year ago, one in which the PLAYERS made and controlled the content!
RbT
Coming out of left field on this, but....
The "fix" that you put in to keep creatures from being stuck on harversters has really screwed up the game when fighting NPC's outdoors. When doing faction missions, an NPC will run at a wall, and then warp to the other side of the wall after a few seconds. I then have to run out of the base and around tothe other side of the wall, only to have it warp back on the inside. This is extremely frustrating and gives the game an appearance of being buggy and unrealistic.
Yes you may have fixed it so that exploiters cannot trap krayts on harvesters in order to kill them, but you in-turn made it extremely difficult to fight anything when there is walls or building nearby.
Please find a better solution for this. Maybe make it so that only creatures warp and NPC's do not.
Ya know, for the past couple of weeks, I posted the same thing. Not this week, though. This week, I'm going to share an excerpt from a thread ( From the Radiant forum ), of my favorite weaponsmith leaving the game...